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RangerDulann

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Everything posted by RangerDulann

  1. Custom voice is gonna be expensive: Pipers complete audio = 21528 words. A regular voice actor on Fiverr will cost €4.25 for 300 words. Total sum: €304.
  2. Something like this? You can find some free models here: https://www.yobi3d.com/q/bull-head?page=1 https://free3d.com I've converted a .obj model to work in FO4 with Blender. Weapons and other static objects are the easiest. They dont require cloth or weight data. General workflow: Import model into Blender. Reduce number of polys (if necessary). Create a UV map for the texture. Export to obj (NIf plugin doesnt work for me). Open in Outfit Studio, add or copy weights from existing model. Export to nif. Open in Nifskope. Tweak, assign bgsm etc. Done! Easy peasy. Not!Have to say I'm a total noob when it comes to 3d modelling. I just follow some tutorials. Right now I'm having some problems, gonna open a topic I think.
  3. Sorry. I feel responsible for messing up your quest. Here's a another tutorial
  4. Yeah.. a (slooty) nun would be nice. There's a great model on renderosity: Change the textures maybe. Someone needs to convert this for FO4. Is that someone gonna be me? I think not. I just learned to import a weapon using Blender and Nifskope. This would need weighing and adding clothdata. Too hard.
  5. Nice! Now we just need a hospital. And paramedics (skeletons).
  6. The specular texture: Red Channel - Metal reflection: The darker the red channel is, the less reflective the metal.Green Channel - Glossines: The darker the green channel the less glossy is the material. It also stores information of how the material looks when wet. If your material looks too shinny when wet (when it is raining), then it is probably because the green channel is too light.Blue Channel - sub-surface scattering.
  7. Its been said before but I'll say it again: Drivable cars, flyable airplanes, saucers, helicopters. Yeah this is aint GTA V but we can make it so.
  8. How about making the logo texture solid, no alpha? Just paint the whole thing red and copy paste your logo on it. And are you still using Nvidia's dds plugin? Hasnt been updated for a long while. I switched to Intel Texture Works.
  9. I saw this great 3Dsmax model of Chappie on Turbosquid. But the cost: $420 !!
  10. Mods? NPCs travel http://www.nexusmods.com/fallout4/mods/16987/? Customize legendary enemy spawning http://www.nexusmods.com/fallout4/mods/218/?
  11. Got it right the first try: So, I think you made a mistake somewhere. Typo maybe?
  12. Nah there's more to it. The model has to line up properly, or it won't fit in your hands etc. Also stuff will shoot out of the wrong holes maybe. In a nutshell: 1) Convert .3ds or .obj model to a nif. Use Outfit Studio for this. 2) Open Nifskope 2x. Copy branch from new model to old model. Edit placement, bounding sphere, texture bgsm, child of NiNodes. Delete old model, save. 3) Import model into CK. I just did this with a scythe, used the chinese officer sword as a base. Looks cool huh? The scythe could be a bit bigger, grim reaper style. Would need some new 2-handed animations maybe. Tutorial:
  13. Seems its not progressing to the next scene. Have you selected the 'Start Scene' ? Or maybe you ticked 'end running scene'. I created this for a custom vendor: -Starts with a random question. -Some npc/player dialog. -Opens or doesn't open up the trade. I followed this tutorial:
  14. Ah the CK. I love it, but gives me headaches also: Errors at startup (Ignore error messages in the .ini doesnt work).Render window is slow when moving around.Wonky camera controls.Overcomplicated: 5 steps for making an armor upgradeable? Why not just make 1 drop down menu at an armor.It crashed once, corrupting my .esp. So I had to start ALL over again. So now I make manual backups of my esp's.For the errors, my edit names in CK start with RD_ I check those and just ignore anything else.
  15. Yeah it was a simple mod, so only 1 weave level was needed. Didnt want to make it too powerful. Thx for the help!
  16. Here's what I've found out. I made two mod slots on a hat, lead lining and ballistic weave. Craftable at the armor workbench. 1) Create Attach Points keywords for each mod. The display name is what will be shown as the slot in the armor workbench. 2) Create Mod Association keywords for each mod. 3) Create MiscItems for each mod. 4) Create the object mods. Fill in Loose Mod, Object Mod Association Keywords and Attach Point from step 1-3. 5) Make a Constructible Object for each mod. Add Objectmod from step 4 to it. 6) Final step: Add the AP keywords to Attach Parent Slots and MA to Keywords on the right. I still havent figured out how to display No Weave and No Lead Lining when no mods are applied. This works ingame though, so its only a minor issue. Hope this helps anyone who comes looking.
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