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noptasis

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  1. Just getting into Skyrim modding from FO4 modding, most of the stuff is the same but making animated armor is a real pain so far. I don't think there's anyone aside from that guy who made a dwarven backpack who does it, so I had some questions. Which I doubt anyone knows enough to answer. I'm trying to convert some of the Hermaeous Mora assets from Dragonborn, namely that big eye thing, into armor to be worn, like a blinking eye on the face or something. I successfully made them into spells, but can't seem to get them to stick onto the body nodes as equipment. Got any suggestions, or ideas?
  2. The problem with this game is that unlike skyrim, there's a certain limit to how much activation you can do. Though I feel the same way, and am incorporating it as much as I can. For example, Iron Fist gives you an ability to land a sleeper hold that knocks targets unconscious via an activate option while sneaking, Commando has a special ability triggered when you use the bash animation, and Gun Fu now grants you a pair of shades that slows time when worn, but rapidly drains AP. There's a lot of Revolver fanning mods out there, but I'm incorporating that anyways. As a craftable reciever that changes sighted firing to fanning, that way it makes the whole system less buggy. The slow, harder hitting weapons have always gotten the short end of the stick. That's actually a big point of this mod. Rifleman has been gutted and completely reworked, with the final bullet granting an automatic crit (think about which weapon benefits from that the most), and Sniper now rewards sniping outside of VATS, and headshots specifically. The combat perks are all 10 ranks, but I'm debating whether to give the player 2 points per level or not. On one hand, that's a lot of perks. On the other, 10 levels for a combat skill seems balanced, and the perks are balanced not by level requirements, but by ranks. There's other perks with less ranks required, but not as effective, so it's a trade-off you have to make.
  3. So, currently I'm working on this fairly big perk mod, when released it'll be by far the biggest perk overhaul to date, and when you're roughly doubling the number of perks in the game sometimes it's hard to come up with ideas. Anyways, one of the things I introduced again was random crits based on luck, and when it came to reworking the gunslinger perks I decided to make the final one a perk that grants you 100% critical chance on one attack after killing an enemy, so that you can take out a large group in an instant. Problem is, the way scripts are handled in FO4 is weird and it tends to drop things off the stack, breaking the perk. So I'm in need of a new idea. Any suggestions are more than welcome!
  4. You f*#@ed up the topography and sharp marking. Skip OS, use 3ds max and the niftools plugin instead.
  5. That's what I thought, but then why would they have an entire tab for the behavior graph in CK?
  6. Alright, so I'm at my wit's end with this animationevent and animation behavior thing. I was wondering if someone could send me some insight. Or at the very least, I can share some insights working with this bullshit system. So I've been working on this godzilla mod for a few months now, https://i.4cdn.org/vg/1465783577437.webm https://a.pomf.cat/xntmlw.webm And things are coming along pretty well, aside from a skinning fix and some new textures, the model and assets are finished. Even made custom animations and all. Also working on a fire breath script, with some help. But the animations, my god, the animations. I asked around and figured out how to slow an animation down no problem, but now I'm stuck with trying to create a new behavior graph for CK. Or rather, a copy of the old one would be fine, if it just had different animations. I can't use the generic deathclaw one, since the moves would be too different, Lots more stomps, and a Deathclaw 10 stories high running moves really awkwardly. I've been toying with this using hkxpacker, and the architecture is super strange. Under races there's a location to specify behavior graph, which by default is DeathclawProject. Unpacking that shows it refers to character/deathclaw.hkx, which contains filepaths to all the animation files and another link to the Rootbehavior.hkx. Trying to change animation filepaths in deathclaw.hkx crashes the game, but not rootbehavior filepaths, which simply render the model without any animations. Trying to use an identical file, but with a different name like deathclaw2.hkx crashes the game. Using the same file is fine though, somehow. Must be an unique ID or keywords thing, I have no clue. Anyways, getting frustrated with that and figuring I'd leave it for later, I decided to try adjusting the Vanilla deathclaw in CK, to see if it was even possible. Under Gameplay - Characters There's an animation menu, and I opened up rootbehavior to try and adjust the animations for existing moves. It was pretty comprehensive, with actions for every move the actor had, but for some reason editing the animation file path didn't work. Maybe the existing Anim Event overrides any new Animation file? I have no clue. Maybe all this has to do with Subgraph data? Speaking of which, changing subgraph data ALSO CTD's for some reason. Honestly, this s#*! is driving me insane. So far as I know, this is the first time anyone's tried making new behavior graphs in FO4, though if someone had done it before please let me know so I can beg him for answers. s#*!, I've emailed and messaged literally a hundred people or so trying to figure this s#*! out. If anyone knows how all this behavior architecture and junk works, Lemme know.
  7. I've had experience modeling power armor in the past. With an understanding ofrom how they're rigged, I can safely say there's no way the helmet would fit. Or rather, the helmet would need to be contained inside the armor. Either way, it's not all together too complicated. Provide me with concept art of up, down, side, and behind views, and I can have a low poly done in a day
  8. I've had experience modeling power armor in the past. With an understanding ofrom how they're rigged, I can safely say there's no way the helmet would fit. Or rather, the helmet would need to be contained inside the armor. Either way, it's not all together too complicated. Provide me with concept art of up, down, side, and behind views, and I can have a low poly done in a day
  9. I'm working on maxwell world atm, but maybe after. What's the plan?
  10. I'm working on maxwell world atm, but maybe after. What's the plan?
  11. So recently I had made a mod based off the T-45 armor, the Ashur Power Armor from the Pitt DLC, and I got a chance to look in detail at power armor meshes. http://puu.sh/oZuPd/e3709908f3.png Surprise surprise, it's not all that complicated, so I figured I'd give making Some other PAs a try. This one in particular is based off the anime Votoms, and has simple geometry and fits well onto the PA frame. Just to start off, if it works out really well I'll move to far more complicated stuff.
  12. A guy I knew used an eariler version in his video about OS rigging, if you wanna see how the mesh animates.
  13. Some people asked me to make Ashur's power armor, I said sure, it was pretty simple to modify the T-45 into it. Still, needs textures. http://puu.sh/oW3q0/ce3eeb2112.png
  14. I would love to, and I can, except for I can't draw or do textures. I can make the meshes easy, as long as someone else wants to do the textures.
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