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lilkandeekid

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Everything posted by lilkandeekid

  1. I really like the bottom right one. Think you have the right idea with the color scheme and some kind of extra wiring or cables. All together looking great man!
  2. Sooooo great :laugh: straight crying from laughter, love the series. Seriously though, great insight into the world of modding for all, hope you keep this going.
  3. Sweet! Looking good man. Way cleaner with the new unwrap and .nif :)
  4. There is http://www.nexusmods.com/fallout4/mods/9519/? that uses The Witchers 3's actual textures and meshes, but CD Project Red who makes the game is actually cool enough to give the modder permission to use them (he even includes a link to the email from the legal team and all). Like I said, if you can prove you have permission to use them, then its all good.
  5. Eh, as the assets are from pre skyrim, its not as easy as just copying them over. Things need to be converted and re positioned. While not hard, still something that would require you to have the meshes and textures with your mod. Been discussed a lot, conclusion always the same - cant host ported things without permission, and Beth isnt about to give it up lol.
  6. You could port for your own personal use, release on the Nexus no, as its material copyrighted to another game.
  7. Haha all good. Glad you got it going. Heres a step by step if you wanted to clean it up so you didnt add the Int boost and just have the sound. Copy as override FormID 2466F6 MGEF FortifyDamageResistMedX (its the damage resist magic effect that med x applies) Find FormID 2466EC FortifyIntelligenceDaddyO Select it and the MGEF override you made by holing ctrl. Right mouse click on either MGEF and hit Compare Selected Click and drag the VMAD section over to the empty spot. Save and done!
  8. Haha glad someone likes it, I'll put something together for ya then. The question now is which rank Demo Expert?
  9. Alright think I got it figured out. Theres a script in MGEF "FortifyIntelligenceDaddyO" FormID 2466EC that uses a keyword to link it to a dialog topic in the DialogueGeneicPlayer quest, there's entries for the player to say either "Ahhh...." or "Yeah...." and its titled PlayerChemLines. Just need to copy the VMAD section from that MGEF into one of the MGEFs for med-x and you should be good.
  10. Hmmm let me see what else I can find
  11. Yeah they're definitely close enough in size that it should look pretty smooth with the cyrolators animation. Glad to see this going, looking forward to seeing how it comes out.
  12. You need to change the "Sound - Consume" entry in the "ENIT - Effect Data" section.
  13. One of my mods re does gatling laser ammo, changing the way ammo works in relation to mags is still kinda unknown, or atleast an unknown entry in FO4Edit (I think its ammo health?). Look at the bottom unknown in a AMMO's DNAM section and compare it a fusion core and you'll see what i mean. Fusion cores are the only one with an entry there, and zero'n it out made it act like normal ammo. The perks and bobblehead increase the ammo with a modifier to ammo health, its what also gives fusion cores a longer life in power armor. But ya, choosing the right animation is key. Watched this a few times and still think its going to be hard to find something that fits with the larger fusion core.
  14. Since the second dlc is going to let you catch and battle NPCs, I was thinking thunderdome with motel rooms haha.
  15. If you're looking at using the vanilla fusion cores as ammo, you're kinda stuck with the ammo count as its referenced by the ammo itself and any changes would change it for gatling laser as well. Even though I dont see why you would want to increase the ammo consumption, instead of firing rapidly it fires a stronger shot. Kinda how the receivers and weapons work in general for fallout 4 right? And really, the ammo reference is the only thing you need similar to the gatling laser. Everything else could be adjusted to fit the new weapon. Remember when building your 3D model, you really cant edit or add new animations, only use existing ones so it has to fit to it. Really the biggest thing with this is reloading, if the animation has them pulling something that isnt there it can be odd lol.
  16. Awesome idea, may have to take a look at it later. Biggest roadblock I can think of is making the hotel itself.
  17. I use 3DS Max, its free for student/non commercial use and has a working .nif plugin that makes things a little easier. But I own a lot of autodesk software so kinda biased. Blender is free also, and can be easier to work with I hear. The mesh and textures are the hardest part, once thats done the rest is easy.
  18. Duel weapons period would be nice, sure someone will work on it once the CK is around. The boxing gloves might be doable now as the default unarmed animation uses both hands to punch....just need a left glove
  19. You're on the right track, copy the gatling laser :tongue: Awesome concept art, definitely fitting. If you can get a 3D model of it, getting it in game isnt too bad.
  20. Np, always glad to help :smile: For what I did - I pasted over the original bladeblood's BSTrishape with the same from the new blade (dont copy branch, and paste over). Then re-linked the BSLightingShaderProperty and NiAlphaProperty in the BSTrishape's "BS Properties". I think its the NiAlphaProperty thats the key you're looking for as to why the mesh/texture doesnt show up entirely and you only see the blood around its shape.
  21. Oh man that would be great. Making it not so much haha.
  22. Crap it still has its original BSTriShape to shape the blood texture around, so its going to show up where you dont want it to. I should have fixed that earlier, try this .nif for the blade (you will need to redo the positioning changes you made) https://drive.google.com/open?id=0Bxl_0lYlw_ZOaWdTa3lmazR0Q2c
  23. Cant see the obvious use and advantage of being able to deploy a mine at a much greater distance?! And dont forget, its a video game. Pretty sure most of us wouldnt go after a deathclaw wearing only a bathrobe and armed with just a pool stick...But hey in FO4, we can live a lil.
  24. They're kinda aerodynamic, the bottom is flat enough I bet I could go disc'n with one. On a serious note, the only real difference between a mine and its grenade counter part is the speed of the projectile. Already played around with it, and if you turn up the speed to that of a grenade they fly about like a frisbee. I like the idea of the Explosives Expert perk allowing you toss em.
  25. That was from another mod that is now hidden http://www.nexusmods.com/newvegas/mods/41053/? Could hit up the original author Brothershogo and see whats up, seems he made a port of it to skyrim http://www.nexusmods.com/skyrim/mods/11727/?
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