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lilkandeekid

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  1. Eck, thats a mighty task. Re texture is a lot easier then taking a 3d model, creating animation, and replacing it. You're going to need 3DS max 2012?-2015 with havok content tools, and a good base in animation, plus some other tools. I'd try texturing Dogmeat into a dog Pokemon first, just need to edit some texture files with photoshop or gimp and gtg.
  2. Could try a script, tho unless there's another item with a script that does what you're looking for, you'll have to use the CK to attach the script to the ingestible/potion you want to modify.
  3. Yeah there is "SetScale", https://www.creationkit.com/index.php?title=SetScale_-_ObjectReference , it can be wonky tho. Check out this post, it details it pretty well: https://forums.nexusmods.com/index.php?/topic/8385323-script-bits-access-ref-scale-from-papyrus/
  4. Eck, don't remember if the CK checks archives and files at startup or when you load an active mod. Have you tried re-loading the active mod you're working on?
  5. Its a modded area (similar to the white room some people use -https://www.nexusmods.com/fallout4/mods/15265) with a modded HUD. Look in the bottom right and you'll see the ammo count that refreshes when they reload. You can play animations in the program you're working on them with, but its not going to emulate game mechanics.
  6. That was exactly the problem im thinking lol. Everyone wanted him to release the weapons and armors as individual mods, but he had them made specifically for Junkmaster and was really opposed to having them released outside of the overall mod. After everyone kept asking he must have figured people would soon just start picking out stuff they want from the archives (I would too with that mess of a mod), and removed easy access to the PC version with the archives exposed.
  7. Its a massive messy mod that changes a lot of things as well as adds some weapons and armors - https://junkmaster.fandom.com/wiki/Junkmaster_Wiki Not even the wiki really has a list of what all is changed, people are told to check out the craziest change list to see what all has been done - https://docs.google.com/document/d/1kuOik99PorT7wwzlJ6hvqQ3tC4raqH6mYwJuX7dl4J0/edit It used to be up for PC as well as Xbox, but my best guess is the author got a lil paranoid about work being stolen (people wanting small parts of the mod ported out was a common issue) and took it down. Its still available for PC on the mods discord AFAIK.
  8. Might be those commands are to be used on single targets and not a whole faction? I'd try spawning a ghoul and then use those commands on it as a target to see if it works. Thinking you would need a mod to make this happen as factions are pretty important and relied on a bit.
  9. So from a quick browse with xEdit, it seems that Vault 111 is the default suit and every other variant is a material swap switching out two bgsm's. Take the material swap Vaultsuit95Clean it has both - Original: "clothes\vaultsuit\vaultsuitdirtym.bgsm" to: "clothes\vaultsuit\vaultsuitcleanm.bgsm" and Original: "clothes\vaultsuit\vaultsuitmnumber111dirty.bgsm" to: "Clothes\VaultSuit\vaultsuitMnumber95.bgsm" Once you have those both done just make sure it attached to the new suit correctly (it'd just copy the property from another suit in xEdit and change the MSWP if you're unsure). Thats about all I got, hope this helps!
  10. This has all the info you should need for import and export: https://wiki.nexusmods.com/index.php/Animation_In_Fallout_4 You're going to need 3DS Max 2013-2015 and Havok Content Tool's 2014. 3DS Max you're on your own with finding, but send me a PM if you cant find a Havok link. Edit: For a decent video tutorial check this out, info from it was used in the tutorial above: https://www.nexusmods.com/fallout4/mods/16691
  11. Just kinda depends on what you mean by large impact lol. I would be possible (albeit very tedious) to remove all the quest markers after you emerge from the Vault. Doing so would cut out access to a few places unless you re-linked them (also tedious). Since it sounds like FROST is close to what you want, just with some extras you dont like, why not edit out the parts of the mod you dont like with xEdit?
  12. _d = Diffuse map, _n = normal map, and _s = specular map. Each are needed to determine the textures depth, lighting, etc. There's even more maps for other stuff, like _g for the glow/glowing textures and _m that does something I cant remember (environmental refraction maybe).
  13. There's quiet a few dating back to 2016 that cover the workflow of blender to ingame. Part 1 and Part 2 of an oldie that goes from modeling to ingame (tho think he accidentally assigns it to a misc item or somethin). But yeah 3DS Max is definitely the preferred/go to as it has an easy plugin to work with.
  14. Id start here - https://forums.nexusmods.com/index.php?/topic/3760875-fallout-4-modding-tutorials/ Good base list of tools and some old/base tutorials. Then move on to here - https://forums.nexusmods.com/index.php?/topic/5978333-fo4-modding-tutorial-list/ A ton more tutorials. Both are stickied at the top of the Fallout 4 Mod Talk section and contain about all there is. Tool wise for creating custom armor's you'll need a 3D modeling program (blender/3ds max) with tools/plugin to export, nifskope, the CK and FO4Edit, plus bodyslide/outfit studio. Hope this helps!
  15. If punching stuff to death was your thing you'd be wearing gloves. True, it probably wouldn't be boxing gloves, but I think you'd be wearing at least 4oz gloves as the point of them isnt to protect the other person, but you're own hands as hitting solid things (like bone) is no bueno. Be leave it or not, the use of gloves in fighting sports/MMA has allowed for more and harder punches then what was going on with bare-knuckle fighting.
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