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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.
  15. Pretty self explanatory. Been working for a while to put giant monsters into the game. Cause it's a little dull without giant monsters to fight. Been working on it for a long while now, but still, as always, I can't do textures. http://puu.sh/oW1XP/a03106cedf.png Most recent version of Godzilla Sculpt. Designed to fit around Deathclaw Skeleton. http://puu.sh/oW209/6008a69845.png Mechagodzilla http://puu.sh/oW21H/54cf526dd1.png Gamera http://puu.sh/oW237/365feb1be0.pngMothra http://puu.sh/oW24f/ede9354f68.png And a basic Katana, cause I thought it'd be cool to collect monster parts and make weapons and armor from them, a la monster hunter. Not much else to say, I'm burnt out from modeling a power armor atm. Lemme know if you can make color maps or textures though, that's the biggest hurdle. Animations would be pretty dope too.
  16. So I realized how boring and barren the vanilla melee weapons are for the most part, and decided to make some of my own, cause god knows I can't model guns. Anyways, someone suggested a shotgun axe so here's some early lowpoly meshes. http://puu.sh/oW1Pt/d78cc94e3d.png Obviously I can't texture, so any help would be appreciated.
  17. Alright, been a while. Made a crapton of progress after taking a big break waiting for the geck. I went ahead and made a new low-poly by retopo-ing the sculpt, which turned out pretty well, and baked normal, AO, and spec maps. Struggling with the color maps, though. Never was good at drawing, so if anyone knows textures well and wants to help make this thing, lemme know. http://i.imgur.com/0Yf3f6W.png http://i.imgur.com/2nATIj1.png http://i.imgur.com/42eevoH.png
  18. Highpolys done, normal maps baked. Now to work on spec and color. Whew, this is turning out to be a crapton of work! http://imgur.com/a/9lEve
  19. So while working on some other mods I came to think about the current legendary effects system, and how boring it was. Lacks any sort of themeing or interesting choice, and rather just becomes an issue of what does the most damage. Plus, some weapons are outrageously overpowered with a certain modification (Wounding ripper, Explosive minigun) While some effects are just useless. I think the way to fix it is by introducing trade-offs to the more powerful legendary effects, so that getting a legendary weapon or armor actually affects your gameplay, the way it's intended to. It'll also balance things out between the weapon classes. That is, making the legendary weapons more powerful, but also more specialized and unique. Weapons: Assassin's: Does 50% more damage against humans. -> Does 60% more damage against humans, +100% AP cost Now this is the definition of a boring effect. Nothing but a flat damage increase that doesn't change playstyle at all. When you think of assassin weapons, you think getting headshots or slitting throats instantly. By increasing damage but discouraging VATS, weapons fit that playstyle more. Cavalier's: Reduces damage by 15% while blocking or sprinting. -> Reduces damage by 75% while blocking or sprinting. Damage - 25% This way, the effect goes from useless to a way for even a flimsy melee build or gun-fu type of character to survive giant super mutants, and reinforces an evasive, hit and run playstyle. Crippling: 50% more limb damage. -> 100% more limb damage. -50% Critical damage. Enraging: Critical hits cause target to frenzy. -> All hits have a 25% chance to frenzy the target. Exterminator's: Does 50% more damage against Mirelurks and bugs. -> Does 75% more damage against Mirelurks and bugs. Does 50% reduced damage to robots. Freezing: Does 10 points cryo damage and will freeze targets on critical hits. -> Does 15 points cryo damage and 50 points cryo damage on critical hits. Incendiary: Sets target on fire for 15 points of damage. -> 25% chance to set target on fire for 30 points of damage. Irradiated: Does 50 points additional radiation damage. -> Does 80 points additional radiation damage. Critical damage down 50% Mutant slayer's: Does 50% more damage against Super Mutants. -> Does 25% more damage against Super mutants. Critical damage + 50%. Pretty self explanatory. These changes would make the effects viable on more builds. Explosive: Bullets explode on impact doing 15 points area-of-effect damage. -> Bullets explode on impact doing 15 points area-of-effect damage, - 10 damage. OR Bullets explode on impact doing 30% area-of-effect damage. Both changes are aimed at balancing weapons that are too good with the explosive modifier. Removing flat damage does little for a explosive sniper rifle, but hurts the explosive minigun. The alternative does the same while making things like explosive cannons do more damage, but might be difficult to code. Lucky Weapon: Critical shots do double damage and the critical meter fills 15% faster. -> 15% chance to deal 100% bonus damage. This should make the damage LESS consistent and fit the mold, of, well, luck. Never Ending: Sets ammo capacity equal to the amount one is carrying. -> Sets ammo capacity equal to the amount one is carrying. 30% slower fire rate. Never-ending now balanced for gatling lasers, but almost equally strong for rifles. Penetrating: Ignores 30% of the target's damage and energy resistance. -> Ignores 50% of the target's damage and energy resistance. Damage - 25%. Now you have to think a little. Quickdraw: Costs 25% fewer Action Points. -> Costs 50% fewer Action Points. Critical damage down 50%. Emphasizes the heavy VATS combat by shifting focus away from the crit Sentinel's: Take 15% less damage while standing and not moving. -> Take 40% less damage while standing and not moving. Take 100% bonus damage while sprinting. Punishes you for being a wuss. Two shot: Fires an additional projectile. Decrease in accuracy. -> Fires an additional projectile. Decrease in accuracy. -40% damage. Two shot is a little bit too strong, but this would help remedy that. Wounding: Targets bleed for 25 points of additional damage. -> Targets have a 20% chance to bleed for 50 points of additional damage. 50% bonus limb damage on wounding hit. Wounding was a little too strong since some weapons could stack it up too quick. This way, the strengths are tempered while giving the weapon much more utility. Hopefully, I can eventually introduce more legendary effects that also fit the mold. Anyways, let me know what you think and give any suggestions you may have.
  20. Model more or less finished, uv maps unwrapped. http://imgur.com/KZ4TOHU
  21. Big fan of sea life. If you want, I can model some whales and s#*! for you if you're good at animating.
  22. Yeah, That's what I thought. I got the model through a custom script, so didn't even use Nifskope there.
  23. With nifskope you can shrink the arms of the skeleton to make his arm smaller and still correctly follow animation. Pretty much the same way people made bigger butt and boobs. You can then give him this edited skeleton when GECK comes out. Wasn't Nifskope having trouble importing that stuff for FO4, last I checked?
  24. Probably make a quest mod out of it, I hope. Like I mentioned before. Could have him attack one of your settlements and then bring in liberty prime and fight him. Or get a giant Gorilla and go full King Kong vs Godzilla.
  25. Alright, made more progress. Head smoothed out to look like the original 50s version. More back plates too. Body mesh smoothed. http://imgur.com/a/RRwXx
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