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tumbajamba

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Everything posted by tumbajamba

  1. PM me, and if I find some spare time I could walk you through the process.
  2. I would use blender to remove underwear and add your leaf...
  3. Lol so funny that you ask for it, I actually created a couple of orcish armors a couple of days ago. Is what u are looking for? https://www.nexusmods.com/skyrimspecialedition/images/138788 https://www.nexusmods.com/skyrimspecialedition/images/138634
  4. here we are ;-) I fixed and improved the helmet: https://www.nexusmods.com/fallout4/images/97409 here is the download link: https://www.dropbox.com/s/3dt4jzf6buykb33/extrimist_helmet.zip?dl=0
  5. Im currently working on 3 diffrent armor mod projects: 1) Spartan Batlle Suit http://staticdelivery.nexusmods.com/images/1151/1196961-1454877553.jpg 2) Recon combat armor: http://staticdelivery.nexusmods.com/images/1151/1196961-1453675159.jpg http://staticdelivery.nexusmods.com/images/1151/1196961-1456007179.jpg 3) And new power armor for Strong http://staticdelivery.nexusmods.com/images/1151/1196961-1455391710.jpg
  6. Check my Fallout 4 mods and you will find the tutorial which covers exactely what you are looking for....
  7. Bump. Its a pain in my *ss, just cant get some meshes work especially if many diffrent bones involved. Hope some one could fix this isssue in niftools.
  8. i use 2013 and sometimes the nif import sais - string to long , not a nif file or unsupported format - I make a box and export as nif , and import box back with nif i just make..... , but with jet pack doesnt work...? Cannot confirm, i created custom made jetpack. Just check my tutorial and then when you have questions let me know.
  9. I made a working tutorial. Just check my FO4 Mods... But it is an pdf document not a video tutorial.
  10. Check my Fallout mods guys, i already created workin tutorial.
  11. Well dude the collision issue can be easily fixed if the new mesh match the size of vanilla mesh. You can just copy Nitrishape(Fallout 4 name may differ) from fresh exported nif file and pste it in vanilla nif -> this will fix physics issue. By shiny appearence i belive it is because of materials used in the mesh, but not sure for 100%. If you need some more help just pm me. Check my FO4 files on nexus, you will find an tutorial for export/import an some nifskope magic.
  12. Well to answer this question i have to see the broken mesh. PM me if you need more help.
  13. Did you work thro my Import/Export tutorial? Check my fallout 4 files you might find it helpful.
  14. Well i think it wont happen any soon. We have no proper anymations for the bow for now, which means that we have to create: 1) custom animations in 3rd an 1st person 2) custom meshes for the bow, quiver, arrow and arrow projectile 3) advanced ESP file, which definitely will need working GECK With the tools we have now we could only create custom meshes and even here thera are only few who managed to implement working mesh in fallout 4. So this is much harder than it sounds.
  15. I'm also a blender user and i managed to get the meshes from Fallout 4 into the blender, but we need unfortunately 3DS Max to import FO4 Mesh and export as FO3 mesh which can be directly imported into the Blender. If you want to know how just pm me. Tools needed: ---------------- 1) 3DS Max 2016(should work with older version but I haven't test it). If you are a student you can get your free version of Max directly from the homepage: http://www.autodesk.com/education/free-software/3ds-max 2) 3DS Max nif plugin with fallout 4 support: https://github.com/figment/max_nif_plugin/releases/tag/3.8.0 3) Nifskope NifSkope 2.0 Pre-Alpha 4 with initial fallout 4 support: https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev4 4) (optional) Blender for you dear blender fans like myself http://www.blender.org/download/ 5) (optional) Blender NIF plugin with fallout 3 or skyrim support: http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=5823 or use the old Belnder version 2.49 which has more stable nif tools(This version is what i use) http://niftools.sourceforge.net/wiki/Blender It is apart of my Import/Export tutorial i corrently working on.
  16. Wow no photoshop! Im interested in yout working flow, are you going to release a tutorial? Thx for shring this awsome work with us!
  17. That sounds very interesting to me, so you may use my resources or future mods in you mod as soon as i created enough of them. Check my profile or uploaded fallout 4 Images to see what i have done so far. We will stay in touch if you want or if you need some unique assets, but dont expect too mutch since i dont have much spare time. Good luck on you project. [email protected] Here a couple of my assets: http://www.nexusmods.com/fallout4/images/11286/? http://www.nexusmods.com/fallout4/images/11290/? http://www.nexusmods.com/fallout4/images/11714/?
  18. Even combining 20 models with blender will not solve your problem, since the polygon count remains almoust the same. To solve this problem you will have to remodel the building from scratch with lowest possible polygon count.
  19. A little update: http://static-4.nexusmods.com/15/mods/110/images/57050-1-1410687271.jpg http://static-1.nexusmods.com/15/images/110/1196961-1410719249.jpg http://static-3.nexusmods.com/15/images/110/1196961-1410719211.jpg http://static-2.nexusmods.com/15/images/110/1196961-1361225062.jpg http://static-1.nexusmods.com/15/images/110/1196961-1361110362.png http://static-3.nexusmods.com/15/images/110/1196961-1361130431.png http://static-3.nexusmods.com/15/images/110/1196961-1409213459.png http://static-2.nexusmods.com/15/images/110/1196961-1409483767.jpg http://static-1.nexusmods.com/15/images/110/1196961-1409234875.png http://static-1.nexusmods.com/15/images/110/1196961-1360991383.png http://static-3.nexusmods.com/15/images/110/1196961-1360910792.png http://static-2.nexusmods.com/15/images/110/1196961-1361005744.png
  20. And here is another one: http://static-4.nexusmods.com/15/mods/110/images/57050-1-1410687271.jpg http://static-1.nexusmods.com/15/images/110/1196961-1410719249.jpg http://static-3.nexusmods.com/15/images/110/1196961-1410719211.jpg
  21. Ha-Ha! Now i know where my unrelased resources can be used! Here some screenshots let me know if you can use them in your mod=) http://static-2.nexusmods.com/15/images/110/1196961-1383304002.png http://static-1.nexusmods.com/15/images/110/1196961-1382392343.jpg If you are interested in my work pm me or add me in skype vadim-berestnev (from germany)
  22. I realize this one is very old, but i managed to create a new main theme screen with custom picture and custom models combined. I used blender, nifskope and photoshop for creating this one. It actually for my upcomming goblin mod: http://static-2.nexusmods.com/15/mods/110/images/57050-1-1409309539.jpg And yes i can confirm you need at least basic knowlage of 3D-Modelling program and nifskope. For basic loadscreens with static objects it should be possible to do it with nifskope only.
  23. Well add me in skype vadim-berestnev and let us work it out. Are you familiar with any of 3D moddeling programs? You was trying to combine meshes with nifskope o something else?
  24. @Shadowjin On the one hand its true the animations and combat style looks suitable to goblins, but on another hand as modder you are only able to make them use spears, since rieklings are not able to use one handed weapons or bows. This is very huge limitation and i know nobody who is able to make new combat animations for them. So if you guys know somebody with such skills plaese let him know about this project. =))
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