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VigilantWarden

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Everything posted by VigilantWarden

  1. Maybe I'm being a little silly... I just really dislike having these matte gray hands on an otherwise super colorful suit of armor! :happy:
  2. I am aware that it is possible to retexture the visible hands on a Power Armor frame. Would it be possible to create several different frames (using vanilla textures or not) with different colored (ROYGBIV?) "hands"? I'd very much like to finally match the hands with the rest of my various multicolored sets. :laugh: Thank you for your time.
  3. Hi guys! I'm really quite smitten with Unoctium's Tesla Cannon on the Creation Club for Fallout 4. It looks, feels, and sounds incredible. The one criticism I have for it is that it has no "custom reload" -- a problem other esoteric weapons from CC suffer due to limitations. I was wondering, what exactly would need to be done in order to give the Tesla Cannon a proper reload? I imagine that a custom animation of placing a fusion cell into the back of the weapon to be an integral step.
  4. [EDIT] Last update for today, Made a start on the interior & Vehicle paintwork is now bodymapped :cool: Heck yeah! Now THAT sucker is a car!
  5. All-in-all, some great ideas! You'd really think they would have done something with the old Chevy Nomad design... well, I guess you can now! :laugh:
  6. However, my first release is just going to be cars - Second release I Intend to make some Commercial / Service vehicles to throw into the mix (The Ford Nucleon being one of them). ... So we have Chryslus being the major main Parent company in Fallout's universe (Like General Motors US) - Then the Corvega branding being a subdivision, Much like Chevrolet in real world relation to General Motors. The other MAJOR name in the US is Ford. There is no mention of Ford or a known counterpart in the Fallout Universe whatsoever. ... This would allow me to seperate newer creations from being muddled with original Fallout Lore to & help immersion. The Cutlass I will be leaving under the Corvega brand as it really fits. :cool: [EDIT] New update. Corvega dealership finished & Fully navmeshed. I see! I'm glad you've already got the Nucleon covered. It would seem almost criminal to omit it. :tongue: Having divided vehicle "modules" might be a good idea so that you and mod users can pick-and-choose what they want to populate their wasteland with. Fallout has such a silly lack of pickup trucks, which is silly considering the American love story with the pickup began right after World War II with the Willys. (Even stranger when you think that there ARE Willys in the game already!) Chryslus is definitely an analog to GMC and Chrysler/Plymouth during the roaring days of Detroit automotives. Corvega is even "Corvette" and "Vega" mashed together! With your Cutlass looking sporty, I could definitely see it being an appropriate Corvega subdivision model. Furthermore, you'd think there'd be even more Highwayman models throughout Fallout 4. The Highwayman was the quintessential Fallout car for the longest time and still largely is to this day. Perhaps consider incorporating multiple eras and models of the famous Highwayman? I'd almost say that Ford itself should be maintained as a brand, similar to how General Atomics and Glock are both real brands and Fallout manufacturers as well. As for naming schemes in avoidance of Ford... hmm.. I'd recommend against using Fusion since the Fusion Flea already exists. That's just my two cents, there. :smile: My only other comment would be to consider that the southern "Corvega building" is a major random event hotspot -- though you've likely already taken that into consideration.
  7. No Ford Nucleon? It's the "Godfather" of Fallout cars! :tongue:
  8. I see. That's such an odd thing to me. I'll have to work my way through that process I suppose! :smile: Now I just need to discover how to assign these gradient textures to the laser beam nifs within Creation Kit. I reckon it's something to do with TextureSet entries. Thanks for clarification!
  9. I've researched these issues a bit more. It seems like meshes (effects/LaserBeamLoopRedDB for example) only contain the surrounding corresponding color, hence my predicament here of a red laser with a blue vapory glow around it. It would appear that the mesh itself has been assigned to use the vanilla "red laser" texture in some capacity, hence why it works when I enable the plugin as an overriding texture as opposed to a separate and new entity with its own textures. Prismatic includes a number of .dds texture files under effects/gradients, but I am unsure how to "apply" these textures to create an entirely dark blue laser beam projectile. I've read lots about materials and materialswaps with .bgsm files, but that's not exactly the path I want to take (if it's even possible for a projectile at all). Would applying these textures to the laser beam/bolt be something I could do in Creation Kit or NifSkope? Anyway, still don't have the slightest idea on how to work with AddOnNodes. Worst case scenario, I'll live with red mist on mismatching colored ash piles! :tongue:
  10. Hi guys! Let me begin with a quick synopsis of what I have been up to: Lately, I have desired to have unique laser colors within my game. I started with the simple stuff by giving AER weapons optional blue lasers and Institute weapons "classic red" lasers. I then moved on to the excellent Prismatic - Laser Colors mod by Diranar. Seeing that the art assets within his mod are intended as overriding retextures, I have gone ahead and given every mesh and texture a new name with the suffix of whatever color the assets belong to. For example, AshPile01.nif is now AshPile01DB.nif (corresponding to a dark blue coloration) and so on. That much of the process has worked splendidly and the vanilla lasers have not been overrode whatsoever. However, I've encountered a few obstacles with this process.. Projectiles entries themselves function perfectly, however, I find that the actual "beam" retains the original red "bolt" while now sporting an outline of dark blue (or whatever other color in question). I'll be very specific with my process so far: I have created three (technically six including the focuser muzzle's separate beams) new projectiles corresponding to the colors dark blue, lime, and orange: LaserRifleBeamDarkBlue, LaserRifleBeamLime, and LaserRifleBeamOrange that utilize the renamed meshes from Prismatic (effects/LaserBeamLoopRedDB.nif, effects/LaserBeamLoopRedL.nif, and effects/LaserBeamLoopRedO.nif respectively). I am aware that these would not override the default effects/LaserRifleBeamRed.nif due to having completely different names even without the suffix. When I open one of the effects within the mesh folder to view it within the Creation Kit's .nif render previewer, the beam appears as a solid red bolt with a dark blue/lime/orange glow around it.... odd. Furthermore, the muzzle flash color seems to not work at all as seen in this image. Additionally, regular "non-armored" impact effects don't seem to even trigger at all, red or otherwise, as not seen in the above image. (Vanilla laser weapons have a small red/light blue "burst" upon impact and shimmer red/light blue sparks depending on which weapon is used.) The small burst "sphere" doesn't occur at all and only red sparks seem to emit briefly from an impact. Here's where it gets weird. Almost everything else works flawlessly... Disintegration effects for both lime and dark blue work wonderfully! However, they too have an interesting catch in that their ash piles look great except for the seemingly "unmodifiable" AddOnNode that gives vanilla ash piles their distinctive red mist effect. It is especially noticeable with contrasting colors such as the lime pile seen here and a dark blue pile currently not pulsating its color as seen here. I am completely dumbfounded as how to force AddOnNodes to work within the Creation Kit, as there seems to be no way to "apply" them to the AshPile's activator object. I have heard some say that AddOnNodes must be connected to a mesh directly within NifSkope and that seems awfully unusual to me... A shame too, because the pile itself looks very cool in my opinion! I figure this all must have something to do with the mostly unused gradient .dds files... Now here's the rub: installing the mod normally via its FOMOD within Nexus Mod Manager applies the retextured meshes quite nicely. The bursts, sparks, beams, and muzzle flashes all seem to work just when the mod is allowed to override the base game's lasers. Overall, I am perplexed here. It's like I've gotten this personal mod to "work halfway", with unintentional multicolored lasers and almost perfect ash piles... save for their emanating red mist. What's an amateur modder like me to do? I appreciate any help or commentary you may have!
  11. I have a pretty amateur understanding of the .esl format myself, but I am very familiar with .esps and .esms over many years of tinkering. I've more or less taught myself various ins-and-outs of the Construction Set, TES Editor, G.E.C.K., and two subsequent Creation Kit SDKs. I may be a novice with .esls, but I like to think I have a pretty advanced understanding of the rest of'em! :laugh: I've more or less dumped all of my Pipboy skins, as they would be the least invasive files to remove. In fact, removing them should cause little to no trouble at all. As for those plugins with quests and active Papyrus scripting, I'm more hesitant to remove them but generally still know how to do so fairly "cleanly". I really hope that the next Creation Club update streamlines the .esl format a bit more -- for our sanity if anything! That, and people have been asking for an official way to uninstall/disable CC content seemingly forever now.......
  12. I see. Thank you for such a comprehensive explanation, StormWolf01! A kudo for you! :laugh: I have the bad habit of picking up any random free mod on the Creation Club store whenever I browse and see one. I'd like to be able to disable many of them at this point, but I understand that that is not an easy process either.... I'm a little surprised I've already reached a hardcap on .esl plugins, but I'm not totally shocked either. I figured that most of the .esls were lightweight (a lot of Pipboy skins) and thus would not endanger me of reaching the hypothetical .esl file limit. It definitely seems to make sense. This started happening after I started messing with .esls and converting some old .esps. I'm aware that the upcoming Creation Club update on November 21 is greatly increasing the maximum formlist limit for .esls, so I hope I can do something with that to help myself out. Thanks again! I'll consider this case closed and resolved for now. What a strange issue!
  13. I would normally agree with that, however I'm fairly confident this is not a load order issue. Regardless of that, here it is:
  14. Hello fellow Nexus-goers. I'm having a very strange case of CTDs. I use Nexus Mod Manager (the very latest version) to install and enable mods like normal. However, lately I am having to disable (not uninstall entirely) other .ESPs in order to get newer and completely unrelated .ESPs to work. Here's the rub: I am not at the plugin limit. (I'm at around 240 as we speak.) This assortment of mods used to work just fine several months ago, too. Adding .ESLs or even Creation Club plugins also require that I disable at least one older .ESP, usually two. I find this very strange. For example, to get a weapon mod working, I may have to remove two older armor mods. Completely unrelated assets wherein the only similarity is the use of the .ESP format. What gives? (Load order available on request.)
  15. Admittedly, I ignored the heck out of the layout's beta test phase. My knee-jerk reaction to this new layout was pretty negative. Having browsed around a bit, it's actually not so bad! It feels a good bit like the past layout but with a fancy new coat of paint! I'm willing to give it an earnest try.
  16. I have been thinking this over for a good while now. I think I've come upon a solution that I will try to implement in Creation Kit. I'll leave the weapons themselves completely unaltered and instead attempt to attach the damage modifiers to the receivers instead. I will come back and edit this post with the results regardless if it works or not. EDIT: Works like a charm! Attaching all my omods to the receiver parent slot has completely avoided pretty much every conflict. Woohoo!
  17. Thanks for some of the feedback. The strange thing is, I was under the impression that I did not modify any vanilla records. I have not added my damage modifiers to any formlists or leveled lists, and only wanted them to be available to me, the player. Never mind me.... I did say amateur! The only vanilla records I've modified whatsoever are the vanilla weapons themselves. I added a new attachment point "ap_gun_damagemodifier". I don't know where to go from there, though, in resolving the overlap.
  18. Hey gang. I'm a bit of an amateur tinkerer with the Creation Kit. Some time ago I made a simple plugin to add scaling damage modifiers to each vanilla weapon in the game. The omods work fine and boost weapon damage appropriately... when they show up. It would seem that other weapon mods on the Nexus (and even the Creation Club skin system to some extent) and even possibly AWKCR interfere with my plugin. As such, most weapons now no longer show a damage modifier attachment option at a weapon workbench. I figure that the most logical solution to make my damage omods play nice with other mods is to inject them via a script, such as using a_blind_man's injection toolset. I am not very experienced with this sort of thing and have no idea where to even start. I've compiled all my damage modifiers into appropriate modcols for each weapon type, and then compiled all of those into a master "weapon_damage" modcol. How would I go about having my damage modifiers work in tandem with other mods? Thank you much for your time!
  19. Custom Combat Armor by Endormoon and the new Creation Club Armor Paint Jobs don't want to cooperate together. I also use the Armorsmith Extended New Vanilla Keywords Patch For the Creation Club Skins (whew, say that ten times fast! :tongue: ) by Reshirou, though the conflict occurs regardless of having that .esp enabled or not. Specifically, the adjustable armor sizes feature and decals no longer seem to work when Armor Paint Jobs is in use. I'm not really sure what to do here to get them to play nice with each other!
  20. P.E.N.Ultimate Lasers A legendary end-game weapon suite for laser weapons ------ Disclaimer: This is an "open letter" mod idea that I have been contemplating over some time. I wasn't quite sure if I should post this under Fallout 4 Mod Talk or the Fallout 4 Mod Requests sub-forum. I figured it was more well suited here as a potential suggestion and tentative request to any enterprising mod authors. ------ Preamble First, please consider listening to this ambient track from Fallout 4 Automatron's sound track. It will really set the mood for what I am trying to sell! Anyway, without further ado... I have been pondering for some time now a large scale end-game energy weapon suite that would incorporate legendary effects (likely attached to the "receiver") for added oomph and compatibility with other legendary effects. These would come in three flavors to accommodate various end-game player needs: proton weapons, neutron weapons, and electron weapons. Now hold on tight because loosely interpreted "Fallout science" and expository fluff are incoming! Proton Weapons Protons are the positively charged component of an atom's nucleus. As such, proton weapons incorporate a "positive" element and will revolve around the Furious legendary prefix (or a new similar effect). Every shot made with a proton laser will create additive damage that greatly benefits from saturating a target. Proton lasers would sizzle with bright yellow energy and reduce foes to smoldering yellow dust. Proton lasers would revolve around automatic variants of the AER9 laser gun and the gatling laser and act as potent front-line assault weapons. The lore around proton weapons would actually build off of neutron weapons. As a response to growing Chinese anti-power armor prototype weapons, the United States military established Project Proton. Military research and development adapted the existing AER9 and state-of-the-art AER12 crystal arrays to more efficiently benefit from microfusion power sources. Proton weapons extrapolate the energy extraction process from standardized microfusion cells to create vivid positively charged beams of energy that, upon initial impact with a hard surface, "primes" the stricken region for following laser fire. These experimental AER9 weapons saw limited preliminary testing around the Cambridge area just prior to the Great War; they have unpainted matte gray exterior polymer shells with military R&D insignia alongside bold yellow warning markings. Electron Weapons Electron weapons expand upon the ideas presented by successful proton weapon testing. They are the inverse "negative" to offset the "positive" element brought with proton lasers. Electron weapons "strip" a target of damage resistance very similarly to the Acid Soaker's acidic legendary effect and allow for potent follow-up fire. Where proton weapons promote continuous fire, electron lasers would work very well in tandem with other weapons or damage sources.... or, of course, continuous fire! Beams generated by electron weaponry would crackle with brilliant orange glow and vaporize foes into fine orange powder. Much like proton laser weapons, electron weaponry would be very experimental in nature and rather rare in the Commonwealth's wasteland. They represent an alternative train of thought in achieving the same net results: target destruction. Electron lasers proved to work extremely well in field trials in which they were used alongside AER9s and military ballistic firearms. As a spiritual successor to Project Proton, every electron laser has preliminary white shells with popping red prototype markings stated boldly all over. Neutron Weapons Lastly, we are left with neutron weapons. Neutrons present a "neutral" factor and behave similarly to electron weapons. Where an electron weapon's "acid effect" reduces a target's damage resistance, a neutron laser will bypass a portion of protective armor by utilizing the Penetrating legendary prefix. Nullifying purple neutron lasers would be capable disintegrating organic tissue and mechanical systems to purple mess piles that would surely make any foe think twice about engagement! These advanced lasers are the exact opposite of proton weapons and are more suited for heavy-hitting laser sniper rifles and shotguns. Proton and electron laser weapons were actually a direct response to neutron weapons emerging on the battlefield. Thanks to "generous asset acquisition" from invading American military forces, the research division of China's People's Liberation Army had no shortage of AER9, AEP7, and AER12 laser weapons to study, adapt, and reverse engineer. One of the results of their laborious experiments was the neutron-based crystal array -- a formidable generator of electromagnetic beams that showed exceptional anti-armor properties. Neutron laser weapons share the silhouette of American AER series weapons, however, they sport pale green polymer exteriors with Chinese characters and markings. In Conclusion I appreciate that you have shared your attention this far! Ultimately, this idea revolves around making laser weapons an appealing end-game alternative to plasma guns. As stated before, the "pseudo" legendary effects would likely be attached to the receiver of these new legendary weapons, or perhaps they could be affixed to a new material / paint system altogether. As an "open letter" suggestion, any and all parts of this idea are subject to change and can be used or discarded at will. On a very similar note, I have suggested a stealth laser weapon in the same vision of Project Nevada's stealth laser pistol that you may find interest in. Once again, thank you very much for your time and have an excellent day!
  21. Wouldn't it be super cool? Now, see, I am not quite sure how to go about that... In Project Nevada, it was a unique weapon entirely. I like the idea of it carrying over as a unique weapon to Fallout 4 (complete with its unique material paint scheme), but perhaps it could come alongside tiered "suppressor" muzzles for the standard laser weapons as well.
  22. Huh, I don' know why it defaulted to the thumbnails from Nukapedia. Whoops! :laugh: Hi JC, I am a big fan of your works! However, that isn't quite what I had in mind.
  23. Thanks to the ever talented (and ever loyal to the blessed United States) user KalibKadafi, we now have a bona fide Enclave build set! This thread is, thankfully, now quite obsolete. Carry on, soldiers! "Make America proud!"
  24. One of my favorite materiel additions made in Project Nevada was the inclusion of a "suppressed" Stealth Laser weapon. It offered a unique presence in the available energy weapons -- one that is largely neglected by Fallout 4 as well... alas! I would very much like to see it remade in Fallout 4. It had a wicked cool interpretation of the iconic AEP7 design, with its menacing matte black paint job and its subtle Enclave insignia on its rear.... and of course the more physical modifications such as the "suppressing" muzzle! Hopefully some enterprising talent out there can make this a reality. Thank you for your time.
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