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Posts posted by Deleted15964729User
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What happens on your computer is between you and possibly the NSA :^)
So long as you have legit access to the games go wild, no crime has been committed. Just make sure you don't publish anything by mistake.
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Whipped something quick up in Marvelous Designer. This is how it looks in 3ds so far. Its pretty expensive in terms of poly though, around two 4k tris.. I'm pretty bad at finishing up stuff but will try.
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Indeed. To avoid these scenarios just don't use mods or frameworks which permissions dont jive with your own expectations. While I personally think it's a dick move (and thats just like my opinion man) especially if you are on console. I also hold the dedication of the mod authors of both this and Videos of the Wasteland in the highest regards. Good devs usually do not like leaving bugs and support hanging.
Besides alternatives exist, albeit not verbatim.
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What is Substance Painter? Sounds like a software I want to get.
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Here are some serialized documents of some forms I use often. It's with all DLCs. Made with xEdit and YAML-serielizer script (both available here on Nexus). Perhaps you will find it useful: https://1drv.ms/f/s!Ai4z0jNsozEnqPwQky1av9jlOmMegg
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Guessing that texture is from substance painter? Looks like dilation + diffusion. If you want that part to not show up using alpha to make it opaque should be pretty simple. Or are you having issues editing the layer? Make sure its not locked.
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Get it into fbx or obj. Open the vanilla model you wanna replace or use as reference in Outfit Studio. Import your custom model using the vanilla scale and transforms as reference. Copy weights to your custom model from the vanilla one. Export your model to nif. Open it in nifskope for final adjustments. Add it to ck as custom model or simply replace a vanilla model depending on what you decided to do in the beginning. This would more or less be one way to do it, for details check out the wiki for outfit studio.
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Use audacity. Set it to waspi mode then set mic to your sound output (ie speakers). That way you can easily control both output format and make changes before mixing it properly.
EDIT:
If you are looking for legit audio I'd recommend grabbing this: http://www.sonniss.com/gameaudiogdc2017/
You can even use it for commercial projects should you like. GDC/Sonniss has released such a bundle for free 2014, 2015 and 2016 which you should be able to find if you google a bit.
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Sounds like you could collaborate with https://github.com/Scrivener07/FO4_Gambling
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Thanks for this description. Starred this repo quite soon after you started it (follow your github) but was unsure how to use it. Really appreciate your work, has made modding FO4 much more pleasant for me and many others I'm sure.
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Feel free to use this should it help you any, made it awhile back for someone else so it might not be what you need exactly: https://1drv.ms/u/s!Ai4z0jNsozEnqr0rfFmWuOpMBL1T1Q
Don't go buying textures on the forums, aside from the dubious legality it's probably not a good precedent to set.
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You can make material swaps using using the color index slider in the ck. No need to edit the texture palette. Just check the vanilla swaps to figure out the diff indexes.
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Place anywhere.
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Well its hard to say without knowing the scale of your weapon but judging from your description it sounds like baseball bat or wrench might be of similar size. Copy collision from either and see if that works well enough.
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Check out Looksmenu at github if you are interested in how it works
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Seems it tries writing that keystring to the registry but lacks sufficient permissions. Run as administrator when installing.
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You need to use 3ds max 2013(you may have some luck with 2014 as well). Its the only way you can make use of offical exporter. You can send scenes between autodesk apps back and forth so you can pretty naturally keep a workflow that relies on maya for everything except exporting and material work.
You can cut out 3ds entirely if you plan to copy collision with nifskope or weights with outfit studio.
Check this for a general idea of what what pros and cons can be:
http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_4
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You probably need to recompile the flash file with fonts that supports the characters. There are some mods that changes font that you can look at for reference.
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It's not fitted and has no meshes for visible bodyparts (which is why only head and hands show up).
If you want to fix this I'd recommend using outfit studio, loading up the vault tec lab coat and replace the actual coat shape with this. And make sure it fits both male and female more snuggly.
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Just pack the files into ba2 and use a empty esp as a dummy to load em. For examples look at looksmenu.
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Possible something going wrong in the conversion. Try re extracting these using archive2 that comes with ck. Then convert to tga and see if you get any other results.
Simple attach item to hat/clothing object possible?
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