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Verz

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About Verz

  1. You could always try opening the bullet models (not the shell casings, theres single bullet models too), make them 200x smaller then attach the bullet shell model to them. I know it sounds dumb, but that might make it so that the shells gain flags of the bullet models, thus making them work normally... not sure though
  2. 1. Some kind of headset item to spawn the companion to you - perhaps to balance it around, make it delayed somehow. Fast travelling to a settlement to get back your companion when you need him is rather annoying. 2. A keybind-able way to quickly access their inventory, the dialogue system is a goddamn joke in this game, why the F do followers run off few meters when you talk to them? 3. Salary! it would be nice to have a real merc companion for once, I was hoping Mcready would be one but he even repays you the caps you gave him at some point *sigh*
  3. So here's my experience with this bug, I just fixed it after 10+ hours of random experimenting. turns out it was minutemen overhaul + minutemen overhaul armorsmith extended patch, but there's a catch - in order to detect what mod is causing this for you, you have to disable random mods, go ingame, spawn bugged robots at your feet. You won't know if your game is bugged or not by just meeting invisible robots - because even once you disable the mod that causes the issue for you, the robots in game world will be still bugged - until they respawn. So what I did was keep switching off random mods until the robots I spawned was visible, and it turned out it was minutemen overhaul. Then I went to bed and slept for 4 days to let everything respawn in game world and voila! its finally fixed. Hope I helped anyone.
  4. OH MY GAWD THATS SO BEAUTIFUL once you set it up to work any chance of different color variations, or is that impossible to do? I'd be willing to make like 10+ camos since it's really easy to just apply camo pattern to any texture if you'd be down for that.
  5. Basically for no reason it seems like all my robots like protectrons, assaultrons (didn't check more) are literally invisible. They're still in game because NPCs shoot them, but they're invisible - even when I manage to shoot them there's no sparks from the impact I can see, just the hit marker. In the capsules where protectrons are meant to be 'stored', they appear empty..... any idea what mod is causing this?
  6. If you don't wanna mess around in FO4edit you could just download that mod that makes player's voice lower cause it replaces all of his lines, way easier than to extract the lines yourself I guess. Then you could just listen to each one and re-record it with your own voice
  7. Yup, you launch bodyslide and adjust the body, then theres a button that auto-rescales all the armors to your own body (as long as the armors are CBBE compatible). Don't judge it due to hundreds of huge tits presets, personally I just edited mine to be somewhat busty but not porn-star level and every custom outfit works great.
  8. It should be possible easily to add new types of ammo, the only thing I'm worried is that I don't think there's any effects we can use like in NV (multiply armor threshold, decrease armor threshold etc) but I think we can just make new effects, depends if any functions like that are in there, but there IS an armor piercing function. you got me interested, I'll try doing this later tommorow oh and of course the main downside for now is that there's no way you'd be able to switch to different ammo types 'on the run', you'd have to mod the weapon to use a specified type of ammo. On the other hand you could just keep 2 versions of same gun in inventory.....but that doesn't seem too plausible
  9. I don't know how the exporting works other than 3ds max and nifskope idea, but the hex values is just standard crap in fo4edit. If you get the models working all you do is copy record of an old weapon, attachment and mods, then rename them and set up things your way so everything fits. No hex editing science or anything.
  10. You can get free 3dsmax for 3 years using the student license thing, then you can renew it by using different data, though I'm not sure if that's illegal or not (nexus moderators no ban pls).... if that's not an option, I could see about doing it for you but a) I got an old 3dsmax on which the nif exporter wasn't tested so not sure if that'd work b) I'm not sure if you wouldn't have to apply texture paths to the weapon in 3dsmax too? something which I can't do, but I'm pretty sure it can be done in nifskope instead I believe after adjusting the model in nifskope (so that sights align up and the weapon fits the anims) you have to import it through.......bodyslide. Don't hold me on this but that's what I read, no idea how that works - I'll get back to you on that. The rifle itself looks awesome, kinda reminds me of a FAMAE smg if it was a rifle instead. Hope you get someone who'll bother to make some snazzy textures unless you plan on doing that yourself
  11. Not possible until GECK comes out to do 'real' firing modes mod. Only thing that could be done is burst firing receivers for weapon, and that's only if you figure out how to change the rate of fire to a burst mode.
  12. A joke? you're the one acting like a joke, modders are way more competent clearly, the only advantage Beth has as a studio over them is the fact they actually pay their workers so the team doesn't get split up. If modding wasn't there, all of Bethesda games would be NOTHING. They would be steaming piles of s#*! that only fanboys would buy, losing their value after 40 hours of gameplay max. I'll give them credit once GECK is released, as somehow Obsidian had NO issues with releasing GECK on same day the game was released. Not to mention I'm 80% sure that GECK will be delayed just so consoles can get (official) modding at same time as PCs, which is an extremely ridiculous concept because if you want to mod games you should've bought a game for PC in the first place, it's a waste of time. So no, don't force people to give credit to a company that's just DOING WHAT ANY COMPANY DOES, aka making patches. Did gaming standards really sink so low that we're thanking studios for patching their games shortly after it was released? you're probably one of those people who pre-order every AAA title game.....
  13. Omg that's amazing, first time I see a FLASH for any game I think (except for the sci-fi one in Far Cry 1) I like pretty much all of them, the S&W is also a nice piece cause there's lot of custom crap for it, esp. for shooting competitions....would love to see those badboys textured
  14. Burst fire modes are developed in real life because most of weapons have rates of fire that let them empty magazines in literally seconds - this isn't needed in games where weapons have rates of fire like 400 rounds per minute, really.
  15. I wouldn't say so, the new weapons would be alot easier to adjust if the vanilla weapons were less....Wolfenstein-ish. NV has everything pretty much, standard assault rifles, SMGs, single action revolvers, double action revolvers, bolt-actions, pump-actions, lever-actions, semi auto shotgun.... F4 on the other hand? Pistols, single action revolver, semi auto shotgun, assault rifle (if you count the combat rifle anims as such) bolt action, monstrosity that won't work for anything (assault rifle)....and that's pretty much it. They knew damn well we'd add thousands of guns sooner or later, they better implement a way to edit the anims in GECK somehow at least... or add a weapon of each category in the DLCs
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