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shwowsh

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Everything posted by shwowsh

  1. The blur can be fixed by editing the pip boy imagespace modifier, I think â you uncheck the DOF. When i tried to add the PA screen to the first person skeleton, its a big white screen in game that becomes the regular PA hud when you activate the pip boy. How did you get it to show up properly and not be a big white box? I just copied the NiNode from the PA pip boy hud nif, but maybe thereâs a different way to do it?
  2. I've been thinking about this one for a while, and I asked about it on the Bethesda forums way back when. Got some traffic, but no one responded to the idea. I am papyrus-challenged and I think, now that modders have been experimenting with FO4's scripting functions a little more, maybe this mechanic will be feasible. It always bothered me that limb-based armor (a hugely welcome addition in itself) contributed to an actor's total damage resistance value. So the helmet you're wearing will contribute to protecting you from getting shot in the leg. I think it would be pretty sweet to have armor that only protected the limb it was on. Make for more deliberation when selecting what to wear, human enemies have dynamic weak spots, etc. I don't know if there's space within the events that occur when a player is hit with an attack, but I can see an obvious way to approach this conceptually: On an actor's being hit, his damage resistance actor value is modded to the value of the piece of armor on the limb that was hit. Armor piercing rounds "mod target damage resistance," so we would be doing the same thing but retrieving that value from a worn item. In the onHit event, the parameter apMaterial tells the script which limb was hit. That's all I got. There are "perk entry points" that seem to do very promising things - maybe a script extender is needed here?
  3. http://www.nexusmods.com/fallout4/mods/19548/?tab=5&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddiscussions%3Fid%3D19548 And MBile you definitely can do that, the above problems were just me doing it the wrong way.
  4. It's on it's way: https://forums.nexusmods.com/index.php?/topic/4910445-right-handed-hunting-rifle-sort-of-animated-and-meshed/&do=findComment&comment=42913440 Obviously a few kinks to work out, but we can sleep soundly knowing our favorite Fallout weapon is being restored to it's rightful glory.
  5. So here's a hipfire bolt charge animation for the hunting rifle, with the bolt on the right side: https://drive.google.com/drive/folders/0B4NT1jFMg8Hua1l6RnZLTzFQTGc?usp=sharing. One file is the .hkx. Shite quality video: but check it out in game to see what I'm talkin' bout. Since this is the fruit of my 3D animation virginity, I'm having a few issues: (Of course the receiver texture map is backward, course the animation itself could use some work, course the sound needs work, the shell be ejected better ala nifskope nodes, and of course the reload, sighted, and third person animations are absent - this'll be addressed eventually) -Why does the gun vibrate awkwardly in game even though, as far as I can tell, it looks fine played back in 3Ds max? -Why can you interrupt and mess up the animation by clicking? -How should I go about lining up the left hand from end of the firing animation to the beginning of the bolt charge (you can kinda see the left hand change positions in an ugly way)? I used the Fallout 4 Animation Kit and it's guides. It's a recent breakthrough so these things might be a mystery to everyone. If you know what's up, take this over or give me some advice.
  6. I'm in the process of doing this, since some good guides came out on working with animations in 3ds max. Got the import all set up on the rig, just need to get cracking on the animation itself. Full disclosure, it would be the first time I've ever animated something that was not a flipbook. I've been looking up videos of real life / animated dudes workin' the bolt, so we can expect something amateur but working in a couple days. (Can you mirror a mesh in Nifskope? I did it in 3ds)
  7. So, here's a brain buster for anyone brave enough to give this a crack. I'm interested in finding a way to do weapon workbench modding right from the Pip-Boy. The player opens up the Pip-Boy, scrolls to the aid or misc tab, and clicks an object that takes them to the same menu you get when you activate a workbench. So I see creating an aid item or a holotape that takes you straight to the workbench menu. But these benches are furniture objects, and the CK doesn't have a lot of flexibility there. The straightforward answer is to make the item cause the event that occurs after you hit 'E' to start up the smithing. Is this a script or fragment to be found in scripts/source/base that can be added to an aid item with an onActivate or onUse event to start it off? I tried to find something to work with but I don't know exactly what to look for. Any other ways to make this work? Thanks, I appreciate any help.
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