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xBloodTigerx

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Posts posted by xBloodTigerx

  1. Hi, im the mod author of Alphonse Elric power armor mod, i just came back and figured i should fix it since its been unfixed for a long time

     

     

    Problem 1:

     

    the power armor only accepts colors in the torso and helmet, every time i chance arms and legs textures, it just has the default color with only the rust as the color (this is the reason the mod is in black and white)

     

     

     

    Problem 2:

     

    first person hand meshes are messed up, i think its because i added the shoulder plate and the shoulder plate replaced the upper arm. i'm looking into it as of now on separating the upper arm and lower arm but if you have an idea please let me know.

     

     

     

    check out the files here

    https://www.nexusmod...21763?tab=posts

    ___

     

    thanks!

  2. problem: people seem to be having a hard time gettign the mod to work and coming up as invisible on their game.

     

    i would like if anyone of you can test it out for me to see if it is indeed invisible. i have tried deleting mine and redownloading and it was fine.

     

    link for mod

     

    thanks for your time :)

  3. http://oi64.tinypic.com/2uro5c7.jpg

    so after a long break from modding i think i forgot how to...

    i'm like 100% sure im dyslexic so i'm just gonna post this out there if anyone is interested of making it a prop.

     

    but here's my file (blender file)

  4. i've been trying to work on a melee projectile;

    ex swinging a stick while a bullet is shot. (like a slingshot)

     

    Does anyone have a solution to how this is done?

     

    all i've managed to get to is having a melee with an ammo count but it does not attack, it can block though,

    all i did was change the animation for the gun as a melee weapon with the id's to the left of the model (im using creator kit)

     

     

  5. here's my checklist from beginning to end;

    1.once model is done, double check if it's exported as triangles

    2.add as child to the main ninode

    3.replace name of the your custom bstrishape to the part you want to change

    4.delete or change name of duplicates (make new name for duplicates on the strings)

    5.input bslightingshaderproperty & texture (also change the name to the proper bgsm)

    6.delete anything under your bstrishape that is not in #5.

    7.double check any number higher than the original max string number

    8.save

  6. if you're new, use the creation kit, it's basically fo4edit but laid out in a way you can just copy and edit the numbers.

     

    as for meshes and textures i personally make then in blender.

     

    when you get the hang of it in a 3d modeling program,your next would be nifskope and to understand how that works(take it easy).

     

    for the scripts,

    check out the default scripts in the scripts folder and how you can add on an item itself.

     

    and a ton of videos on youtube and research (tackle each one at a time)

    ---

    you won't need this for a while but i'll leave this here

    http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus

  7. i think the easiest way is to make an armor as "shield". i encountered this when i was making my bronze shield and the shield wasnt set up right(equipped as hands and shield) not sure if you'd want that tho

  8. the script is attached to the weapon itself. and thanks, ill try it out.
    but is it possible to just call for weaponfire? i don't want it to activate on all the weapons

     

    the code still does not work even without it being const, still gives the error. idk what im missing .-.

  9. hello, I'm trying to get this code to work, whenever i attack, it activates a code.

     

    so far i keep getting stuck with "no viable alternative at input 'if' "

     

    here is my code

    Scriptname myweapon extends ObjectReference Const
    
    explosion property myweapon auto const
    
    Event OnPlayerFireWeapon(Actor akActor) native
    
    	if akActor == Game.GetPlayer()
    		Debug.Trace("you attacked")
    
    	endIf
    endEvent
    
    //it gives an error; scythswi.psc(7,1): no viable alternative at input 'if'.
    
    

    what am i missing?

  10. ah so it's the bone weighing. that is going to drive me crazy.

     

    with my recent attempts to copy bone weighs are not successful. i exported the original arm using nifskope and used body slide to convert it again to nif without editing anything and the arm does not work.

    (later figured out that the weigh is maxed out after export)

     

    arg. i guess i'm off to figure out what value i'm looking for.

     

    edit: great. it doesnt even open in nif if it's weighted ;-;

  11. ive been looking around and i cant seem to find my problem. i'm trying to port my mod to bethesda [audio only] but creationkit does not let me choose files to upload. how do you upload then? this is so confusing. i just want myfriends to test out my mods _._

     

    thanks in advance!

  12. been trying to find the texture for it but cant find it ><

     

    even if it has no texture, is it possible to recreate it? like for example, put that into the 'real' play area or even as a texture for something?

  13. my first time making a clothing mod and it's not the same as weapons (as to be expected ><)

     

    i've finished my nif(is what i think)

     

    can someone check it out for me and tell me what i -

     

    oh i was missing bones....

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