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Verz

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Everything posted by 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
  16. Wow nice, I must've teleported like 40 times during my playthru. The happiness fix better work, my Sanctuary keeps losing happiness at random even though they've got like 30+ food 100+ defense 300+ water.....
  17. Oh man that stock is awesome, the one from the recent more weapon mods mod kinda turns the gun into sci-fi pseudo-XM8 (though it's nice to have more than 1 stock for variance) that would be unable to cycle it's slide. Some ideas: Medium barrel for the pseudo BAR (Combat Rifle)....currently both in-game and in the more wep mods mod there are only long and LMG ones. Drum magazine for the 10mm pistol - makes reload really slow but has a high capacity like 50-60 rounds; makes nice combo with a full auto receiver Hammerless conversion for the .44 revolver, worse accuracy better shooting speed http://i41.tinypic.com/2csea1z.jpg Citykiller conversion parts for the auto shotgun.... just remodel the stock and handguard, no need for real bullpup cause anims won't work anyway http://orig11.deviantart.net/9cea/f/2014/008/c/8/fallout_combat_shotgun_winchester_city_killer_by_urlag-d71cv16.jpg Shell rack for the sniper/hunting rifle: http://guideimg.alibaba.com/images/shop/2015/12/20/57/ultimate-arms-gear-tactical-stealth-black-13-round-rifle-ammo-shot-shell-cartridge-hunting-stock-buttstock-slip-over-car_13287557.jpeg increases magazine size by like a few? I know it makes no sense but hey it's Fallout anyway Opened bipod for the sniper/hunting rifle.... there's a closed one that several mods re-add but no one did an opened one I believe Tacticool receiver for the sniper/hunting rifle http://14544-presscdn-0-64.pagely.netdna-cdn.com/wp-content/uploads/2012/12/img_5166-tfb1.jpg That's all I got for ya mate
  18. Another very desperate way to animate it would be to make it a 1-shot weapon then make it use the hunting/sniper rifle's reload anims, if you'd speed it up a lot I guess it would KINDA look like cocking a lever action, but then you're left with an infinite magazine.....so yeah better to just either use no anims at all and add a sound for imaginary cocking or use the regular bolt action anims.... very sad we are again limited due to lack of imagination (or in case of FO4, too much imagination?) of the weapon designers for the game....honestly though from what I see FO4 modding kicked off WAY better than NV, I think first modelled guns for NV didn't come until like 4-5 months after the game's release.... so there's the chance someone like Hitman will come up with a way to add the anims after GECK is released. By the way, any chance of a shell holder for the boomstick? http://smg.photobucket.com/user/rolex/media/photo-55-1.jpg.html edit: vasht, are you the one who made that SAKO hunting rifle for F3 that was included in Book of Earache?.... I remember the store owner from the mod mentioned gun owners/makers using their nicknames from nexus, not sure if I got stuff mixed up though lol.....either way I loved that gun
  19. That makes sense Slash, not even the biggest idiot would decide for that Lewis-style monstrosity to be an Assault Rifle in the first place. I like that Jun, though making enough mods for it so that it could be considered a decent weapon ingame would require some creativity - you'd pretty much need to take lots of real AK parts and figure out how to transform the concept into something fake so it'd fit the rifle well. One of the reasons why I wish this game had been done by Obsidian is because at least most of the guns wouldn't look like huge pieces of randomly decorated metal. Fallout lore or not; I just think any game in american setting without some kind of AR-15 variant feels weird - if they have classic things like greaser-stylized clothing, etc there's no reason not to have an AR-15 explaining it with 'lore'.....Fallout 2 had Desert Eagle goddamit, Tactics had pretty much a whole ARSENAL of real firearms (although I guess Tactics is considered non canon...) Anyway I love your work on Marlin but I'd hate to have to wait half a year to see it in-game, I think you should just release it in future using bolt-action anims with changed sound to a lever cocking.... trust me, some people (like me) simply don't care, I still remember games which had no reloading at all like Postal....or games that by 'reloading' meant your guns dissapearing under screen as reload sounds play.....etc.
  20. CDPR is a great company, polish people have a different mentality than american studios; to big developers making games is just about the money - for CDPR it's more like hobby as well. That being said I think their only problem is not being able to optimize games properly.... I don't know how Witcher 3 runs as I never tried it; but I heard it's hell to run even on really advanced PCs and well CDPR is also responsible for............................Saints Row 2 port. Yeah, that says alot.
  21. Does anyone know if the guy who made DC interiors is interested in Fallout 4 at all? His interiors were so incredible detailed I think he spent up to hours on each one, even the smallest rooms. If he'd make Boston Interiors I think the game would have no more boarded up doors at all lol
  22. That might work as a base for the animation, but even so it'd need some modification as in the DB animation the player folds the barrels downwards and releases the grip from the forend to pick an insert new shells, meaning that the animation/player body would need to be rotated so that the barrels remain seemingly stationary, and the folding animation would need to be reversed just before the grip is released to make it look plausible. Considering this it might be more reasonable to make a all new animations for the gun, especially when there isn't really any suitable reloading animation on the existing guns, though I'm not sure if it's yet possible or how easily that could be done, even if I had the knowledge of applying a new animation. Ah, that's a shame. Honestly it seems we're kinda screwed until the DLCs come - I assume there will add some lever-action sooner or later (considering F3 had one) and also a standard assault rifle so pistol grip animations would fit for other weapons (there's an untextured model of chinese assault rifle that's unused, and looks really akward on standard anims if you port it so they probably decided they'd put it in a DLC) that is, unless someone finds a way to implement custom anims - which is very doubtful considering it took years for NV to someone figure out how to make new anims and make weapons be able to use them.....
  23. You could probably use double barrel anims and make it so that when you 'open' the double barrel the lever-action is opened instead, though obviously there'd be no way to align putting the bullets inside so I'd just make the bullets invisible if I was you. Seems like the only decent possibility, unless you wanna make it use the bolt action anim or something lol
  24. Hey guys, I remember long time ago when I played F3 I used to have some mod that 'fixed' long-range effects. Basically usually when you have long-range shootouts, theres no blood at all, no bullet holes etc, because the game has some limit set on what distance those render. I'm wondering if theres any mod for NV that does the same thing? If not, is it doable? I searched alot, but couldn't find any.
  25. An outcast talon sounds like a great idea, although it'd be hard to make it believable. Anyways regarding south african mercenary it sounds marvellous if you ask me - as I'm a big fan of Jagged Alliance games and Far Cry 2....if the quality of the mod would be nice of course. EDIT: I just noticed the post dates, sorry about the bump
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