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tomshepard308ci

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Everything posted by tomshepard308ci

  1. I know it's a veil, that's why its transparent, but wouldn't it be cool if it was actually colored? We can make it look like it's made of silk, leather, etc.... I got the tool, dumped all the textures out but no bloody idea which one is the file for the veil, otherwise I'd give it a crack. Like the Lothric knights mod, if the cape colors can be changed, so can the veil, I think. Please have a go, or tip me off about the files. Cheers.
  2. HI, my nifskope has stopped working so it says, it could never run by itself. I troubleshot it and get it to run by the test mode, still has this error: """"There were errors during shader compilation ob_normalmap_vcol_e.prog: The fragment shader uses varying D, but previous shader does not write to it. The fragment shader uses varying A, but previous shader does not write to it. ob_parallax+glowmap.prog: The fragment shader uses varying HalfVector, but previous shader does not write to it. ob_parallax.prog: The fragment shader uses varying HalfVector, but previous shader does not write to it. ob_parallax_vcol_ad.prog: The fragment shader uses varying HalfVector, but previous shader does not write to it."""""" mine's is the ASUS ROG 501 with 2GB DDR5 GTX960M 12GB RAM, It should be more than capable. Please help!!!! Sorry if I post in the wrong forum.
  3. Please make the red leather trench coat into full length, with all the cloth physics it is having now. Should a capable modder be able to pull this off, I'm happy to donate, name your price. And then should we move to others outfits that are also huge disappointments. Cheers.
  4. Agreed, in terms of modifiers and legs collisions while running, it's done very nicely. As in cloth behavior observation, I'm your man because I have literally knit picked every details in every action I can get my character to do, which includes: JET it and jump off the building, weld rifles and jump sideways, VATS melee actions, jumping up n down continuously...I even went as far as picking up NPC body with the dress still worn to assess the behavior. Conclusion: 1.the back cloth bones tend to clip and hang to the front quite regularly, when you combat and jumping up and down frequently. After that, it's almost impossible to flip the back bones back to where they were. The opposite does happen too, the front clips and hang at the back. And the funny thing is, if you run and turn around enough, you can get the clipping from the front to "travel" to the back, it's kinda funny. It doesn't bother me very much, I can just hit TAB the cloth bones reset their behavior. 2. No simulation whatsoever when sitting and swimming, it kinda sucks. 3. Like you observed, it does not break when your character breaks. I started to understand why there are only 2 NPCs with Laundered Dress Dress and no spawn NPC wearing things like this cuz a, it's not lore friendly, b, the cloth does not collide with ground. What annoys me the most is how the bones start very low on the body, while they should have started at the waistline at least, so that you get more flow, looks more realistic for what they are. I really hope there is a way to fix that in the future. Despite what you said, I kinda like the cloth up my face stuffs, lol, wow matrix, such super heroes.
  5. Thanks dude, I'm trying to read the bits that you suggested, and trying to work out what you meant earlier by vertice weighting for bones. So as I visualize in the amateur way, FO4 clothes is basically the top part with no bones, and the bottom part are just strips of bones that are applied with physic? So it is NOT the same way Blender cloth is rigged then, you know, they import a body, and create a mesh, create its divisions(squares) , designate as cloth, and add modifiers, and place it around the shoulder and make it collide with the body, etc.... What do you think?
  6. thank u guys jets n kitty, what an eye opener. I'm exited about longer hair as well...and possibility of free flowing capes from the shoulder and trench coats that flow from up the waist instead of below the butts.
  7. So in short, this kind of mod is not popular AT ALL among modders for games like this is it? Thanks kitty, your rely is golden.
  8. Hi, It would be great if I can have some professional opinion. Cloth physics is already in fallout 4, but for the sake of modding, say I feel they could have been rigged better. What are involved in making changes of the way the physics is rigged on those outfits(silver shroud, laundered dresses, bathrope...)? Is this type of modification possible? Sorry, I just love cloth physics and since there is nearly no mentioning of this matter all over the forums, I thought I'd had to ask. Much appreciated.
  9. It's really nice to see another positive opinion. I think any mod that involves skeletons, cloth rigging and physics are extremely hard and rare to make. I personally adore cloth physics in action, so the modders who are working on these should be hugely endorsed.
  10. I hate it when they disable cloth physics while swimming or sitting on chairs, that's just ridiculous. For once, FO4 has something aesthetically pleasing, and they are cutting corners again, like the Volition ppl did in their Saint Rows - Trench coat n dresses still stick to your butts and thighs, they are supposed to flow at least from the WAIST down. Bethesda only included cloth physics because it's a next-gen game and ppl don't want to see clothing sticks to their legs anymore. That's not necessary why we should have cloth physics. Because cloth physics is such a consuming demand on processors, I love this feature and IT needs to be done correctly so it's WORTH IT, like the rest of all the advanced shaders and graphical effects this game has.
  11. I can imagine the syringer be a good candidate for replacement. Another idea is the arrow/bolt recover ability.
  12. That would be a great addition. Possibility wise, I could see Maxon's battle coat being modified. Other than that, the amount of work required would make any future DLC more probable than any group of modders right now. I know nothing, but to make the mod, someone has to convert the FNV models into FO4 models( that s#*! even possible?), make it work with FO4 skeletons, and most importantly, rig the cloth physics from scratch. That modder might as well be a Bethesda developer.
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