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MOLOTOVANZA

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  1. Thank you very much man. I never decided to download Willow's mod, so this detail about her pet JT was unknown to me. I plan to create pet/followers that are only cosmetic/aesthetic, just so that vanilla followers each have their own flying pet/robot, a creature that doesn't fight, has no dialogue or other functions, but just follows its owner. Maybe later on I might add some functionality, such as some boost to the vanilla followers' stats obtained through their pet somehow, or through some small quest. An example could be: assigning a medic bot as a pet to Arcade, having a quest that ends up aesthetically modifying the medic bot, finally assigning a +1 INT to Arcade upon quest completion. Anyway I have to thank you for your ideas and especially on the suggestion about Willow.
  2. Do you have any ideas on how I can make Arcade have an Eyebot as his personal follower? I would like to make it so that in the dialogue you can choose whether to hire only Arcade, or Arcade and his Eyebot. How do you think I should do this? Maybe something to do with Arcade's faction, assigning the same faction to that Eyebot as well? Advise me on your ideas, because I honestly have no idea what approach to take to do something like this. Thank you in advance.
  3. Hi, I want to ask you for some practical advice on modding regarding Blender. I'm not new to modding but I'm certainly a beginner compared to you, so I need your advice in form, clear, simple and expert. I'm creating a mod to change Arcade's outfit, and also his aesthetic. He will be dressed in 19th century style, with a monocle over his eye, a top hat, an elegant suit and a doctor's case ALWAYS in his left hand, so with him I will always adopt the use of one-handed weapons. The specific problem here is that I don't understand why on Blender I create a model, actually, I merge two .nif files into the same collection and then on the GECK I don't see that model, but when I insert the .nif file this object is visually not seen, it is invisible . The doctor's bag is the one that gave me problems. I took the file of a left hand [lefthand.nif], from the \Data\Meshes\characters\_male folder, I took the nif file of a doctor's bag already present in the game [doctorbag.nif] from the \Data\Meshes folder \clutter\health, I worked these files together, spent about 3 and a half hours in total. -I straightened the handle of the briefcase vertically, so that it appears to be held in one hand -I bent the fingers of the hand of that .nif file so that they held the handle of the briefcase -I inserted the briefcase inside the hand and finally I also reduced the size of the briefcase to avoid clipping with the new Arcade clothes. -Finally, and perhaps I made a mistake here, I deleted the collision file linked to the briefcase on NifSkope, which was still in its original position and I had not repositioned it on the briefcase. I saved a .blend file, I finally exported the work in the form of .nif and when I open it with NifSkope everything is perfect, both hand and briefcase can be seen. However, when I create a glove on GECK and set the model to this .nif I don't see anything, everything is invisible. What do you think I did wrong? If you need it, I am available to share these work files to show you and help me. Thank you very much to everyone who will help me, they will be mentioned in the mod when I publish it on Nexus.
  4. Is there a way to assign a keyboard button to a mod's menu when in that mod this function is managed by the left mouse button while holding a gun? I'll explain... I have a mod I would like to fix. This mod allows you to tactically control your followers, assigning them even furtive behaviors. These commands are initiated by holding a gun and pressing the button to shoot, a menu opens where you can choose options, such as "run towards that position", "walk crouched towards that position" e “proceed crouched and stealthy towards that location.” Additionally this mod also has binoculars that can be used to tag an enemy who will be killed immediately afterwards by a sniper among his followers. Well, both in the case of the gun and in the case of binoculars, this cannot be done use any weapon while holding these items, so you cannot shoot enemies and you just have to dedicate yourself to the role of "team leader" who gives orders and then watches as his team sweeps away the enemies. It's so boring, I'd like to turn this into something more tactical and adventurous similar to the old Ghost Recon and S.O.C.O.M, simply by assigning a button on the keyboard to open this useful menu for control followers, and another keyboard key to tag enemies to do take down the sniper, without ever having to use those binoculars. Is it possible to make this fix? The mod I'm telling you about is very old, but really cute and one of a kind and would work fine if combined with a nice mod like: JIP Companions Command and Control (https://www.nexusmods.com/newvegas/mods/50468) I'm not a total novice at modding and might consider distributing this mod once corrected and completed, if I have the author's permission. Thanks for anyone who will give me an accurate answer.
  5. Hello everyone, I would like to ask you for help to do something as complicated as it is risky, and totally useless if done wrong. What I'd like to do is just bypass the hard work when you want to add hundreds of custom haircuts you've gotten from mods to a custom race. For those who haven't understood, I'm talking about the lack of function of GECK to add custom haircuts to races. You can do this for customized eyes, just select them in bulk and add them to the race screen, in the appropriate box*: [ExampleRace>Face Data->Eye Colors*]. But you can't with hair, many know it and I've seen many discussions about it, so many people had to stress to do this job, which should be simple and integrated in GECK! Now a necessary question and finally my request for this topic. Is there any GECK patch that adds the hair list, or the hair you download from mods, to the list on the left side of the GECK interface? Precisely I mean: [Actor Data->Head Part->Characters->Hair] If it exists, I couldn't find it. But if it doesn't exist there is a solution I think. As far as I know the meshes and textures of the Vanilla hair are contained in the original files of the game. I believe in a BSA file but I don't know what file it is. Maybe you can tell me. However what I suggest as a workaround is to unpack that BSA file, add all the custom hair meshes and textures we got from the mods, and finally reassemble that BSA file containing the Vanilla hair and the custom hair. By doing so I assume that the custom hair is made available for any Vanilla or non-Vanilla breed, since for GECK those custom hairs are integrated into the file where the Vanilla hair is present. Let me know what I should do to avoid errors. I'm guessing that's a five minute chore, a fraction of the time spent adding custom hair manually using GECK. I hope this topic can help people avoid wasting hours going crazy with GECK because it doesn't have this feature. Thank you
  6. Hi all, I have a question about the existence of some FNV mods, which for the first time I've seen available for Skyrim, here on Nexus. 1) AddItemMenu - Ultimate Mod Explorer https://www.nexusmods.com/skyrimspecialedition/mods/17563 -A while ago I downloaded a very useful Skyrim mod, more for users than for modders. This mod at the time worked via a keyboard shortcut, if pressed it created an active window on the user interface, a kind of clickable menu, where all the mods you downloaded were located, mods that contained items, armor, weapons, and in case of skyrim also spells. Through this interface you could click on the mod you had in the list and all the items of that mod were added to your inventory. It has been very useful for testing mods that you decide to download, as well as for testing mods that you create yourself. It was very convenient, because when creating your mod it saves you having to manually place the objects in the game world and in the cells/containers/inventories/etc. 2) Proteus https://www.nexusmods.com/skyrimspecialedition/mods/62934 -The other useful mod I would like to talk about is Proteus. Proteus is a Skyrim mod that allowed you to customize your followers in many ways, but its specialty was the ability to make you change the aesthetics of a follower, if I remember correctly by calling up the RaceMenu. You could play a lot in aesthetic customization. This was also useful in saving time creating and editing characters, because it saved you from using the CreationKit (or GECK in the case of FNV). 3) Cheat Room https://mods.bethesda.net/it/skyrim/mod-detail/3010303 -There was also another mod that could help do the same thing as Proteus, Cheat Room. This mod teleports you to a room where you can modify every parameter of the character, such as the stats but also the size of the character's body, as well as access the RaceMenu to do many things, including creating a copy of your appearance (as with the Proteus mod), which you could easily "paste" on your follower. Very comfortable and fast, no CK or GECK. I'd like to know if there are any FNV mods that do these things. Thank you.
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