Jump to content

Omny

Supporter
  • Posts

    340
  • Joined

  • Last visited

Everything posted by Omny

  1. I'm trying to make new hats for Automatrons and I've hit a bit of a snag. So I tried combining Hancock's hat with the Factory Assaultron Head Armor in Nifskope, like so: http://i.imgur.com/IUm7BIS.png However, this is how it looks in-game: http://i.imgur.com/hrVmuLa.jpg What the hell? Did I accidentally press the "f*#@ everything up" button or something? I tried fiddling around with it in Nifskope as best as I could- using the Transform tool to move the hat in place and selecting the proper textures in the file. Did I do something wrong? Here's a step-by-step of what I did: 1: Opened up the Assaultron Head Armor and Tricorn Hat in separate Nifskope windows 2: Selected "Copy Branch" on the "0NiNode" of the Tricorn hat 3: Pasted Branch on the 0NiNode of the Assaultron Head Armor 4: Right-clicked on the Tricorn Hat in the view window and selected "Transform" to move it into proper place with the X Y Z menus 5: Under the "BSShaderTextureSet" for the Tricorn Hat, I selected the proper texture/normal/specular maps 6: Selected the "BSX" and "CPT" NiNodes under "BSSKIN::Instance" and set their movement and rotations to 0 (the first time I tried this in-game, the hat was hovering about 10 feet above Ada's head, so I figured setting them to 0 would fix it) So if I screwed up anywhere please tell me and give me a step-by-step on how to do it right- I'm not well-versed with Nifskope so try and explain it like I'm five years old.
  2. I'm trying to find this mod I used to have- it was similar to Haven Bag, in that you had a portable player home, only it was in a tiny wooden chest that you had to drop on the ground and select in order to get inside, and it had displays for almost all the various artifacts in the game.
  3. I liked SkyRe/Perkus Maximus' overhaul of the archery tree, and how it separated bows into "longbows" and "shortbows" with different perks related to each one. However, I didn't care for all the other bells n' whistles involved. Is there a mod that changes the way bows work that's similar to SkyRe's style?
  4. Post some funny stories you have about weird effects, glitches, and other accidents you've caused while making/testing mods! I'll start: One time I was making a mod for myself that changed up the Cannibal perk to make a more cannibal-themed character. However, while I was tweaking the bits that allowed you to eat corpses via a little text menu that pops up, I accidentally made it so the player ended up able to cannibalize everything they interacted with- corpses, containers, doors, things on the ground, etc.
  5. Right now the Bloatfly Larva syringe is pretty much only good for farming Legendary Bloatflies; in actual battle it's rather useless. So what if instead of having to kill an enemy to summon a single measly bug, shooting them with a Bloatfly Larva syringe causes 3-5 frenzied bloatflies to appear around the target, attacking them and all others as a distraction, sort of like the Insect Swarm plasmid from Bioshock. Maybe they could be friendly to the player too; I don't know.
  6. Eh, not my thing. Adds a little too much for my taste. Plus the syringe pistol is basically a retooled Deliverer; what I'm proposing is something more like the vanilla Syringer- made from pipes and powered by compressed air- but pistol-sized.
  7. Title says it all: shrinks the syringer down to a pistol-sized version of itself; like the Needler or Dart Gun of older games.
  8. Um, were those supposed to be links? Because they're not working. If they weren't supposed to be links just tell me the title of the mod and I'll look it up that way.
  9. Flash Gordon weapons? Is that still here? Or is that on another nexus?
  10. One of the things I love most about Fallout, and what makes it so unique among other franchises, is its blend of both post-apocalyptia and retro-futurism. But with very few exceptions, I never see this same sort of aesthetic reflected in mods. Almost every mod for new weapons, when it isn't a 100% accurate modern-day rifle, looks more like it belongs in Mass Effect or Halo, with clean, smooth metal panels, hexagonal grid patterns, and/or loads of black and grey color schemes. We need more retro sci-fi stuff! Ray guns, bubble helmets, pointy shoulder pads, those floaty ring things around everyones' limbs you see on The Jetsons... all that kind of stuff. I mean, I love all the more "modern" sci-fi aesthetics too, don't get me wrong, but Fallout's Retro-Futurism is its greatest charm; we should embrace it. Here are a few of the "exceptions" I mentioned earlier: Nuka Gear Craftable Arcade Machines Star Trek Phaser Vintage Alien Blaster Rebuild Any thoughts?
  11. No, that just seems like it's replacing the current damage tier with another, slightly different tier that'd just end up being frustrating, not to mention it would make poisons and smithing useless. What I'm proposing is a way to make the various weapons and armor all have more or less the same amount of damage/protection so that you can wear any kind of armor you like at any level, but each one has different bonuses that make them unique in a way that's different from "this weapon kills things faster" or "this armor gets you killed slower". Like, maybe one class deflects bladed weapons better, or holds enchantments longer, or swings faster, or blocks better, or reloads arrows faster... things that can suit different tastes or needs for different players. They can still be upgraded through smithing and enchanting to make them more powerful of course, but the underlying effects would always be there.
  12. That's an interesting concept- making every hit against you that you don't block potentially deadly would raise the stakes a lot more. But I have a feeling that'd be more frustrating than innovative, plus it'd make daggers the single most useful weapon in the game since they have the fastest swing speed.
  13. A mod that causes your computer to dispense mountain dew and money after every kill
  14. One thing that slightly bugged me about the weapons and armor in Skyrim is how the amount of damage they deal/deflect is based on their materials, with Iron and Steel being the weakest and Daedric and Dragonbone being the strongest. I know that sounds kind of weird, but consider the Iron Armor- it's practically the mascot of Skyrim. It's featured on the boxart, the trailers, and almost all Skyrim merchandise, and it's among the first armor you find in the game. When you see that helmet with its distinct curved horns, you immediately think "Skyrim". But once you actually play the game, in little time at all the Iron Armor rapidly becomes outclassed by all other armor you come across both in terms of weight and protection, and falls to the wayside never to be picked up again, not even as something to sell for a quick Septim. It seems strangely ironic that the most iconic outfit in the game is among the most useless. Plus, oftentimes I find find it works against some of the roleplaying aspects of the game. Like, what if my character decides they only trust Skyforge Steel? Or they're an elf who strictly adheres to elvish weapons and armor? Or someone who just likes the look of Dwarven swords over all others? Speaking of dwarven weapons, in almost every playthough I myself have done, I find Dwarven weapons/armor to be useless deadweight because by the time I'm at a high enough level to tackle Dwarven ruins reasonably well, I have already found a nice Elvish blade or something similar that reduces dwarven stuff to mere merchant fodder, which makes me sad because I like Dwarven armor and weapons. They have such an inelegant yet practical look to them that I really enjoy. I guess what I'm trying to say is that this problem is largely an aesthetic one. Still, I have an idea that I think might change things up a bit more, for better or worse. My idea involves getting rid of the damage tier, having each class deal/deflect more or less the same amount of damage, (depending on material but in a more sensible way). Then, give each class of weapon/armor its own unique passive effect, similar to enchantments but inherit to their class, similar to how crossbows automatically ignore half of enemies' armor. This way each class would be unique in terms other than damage and appearance, and offer different advantages to one another. Here are a few ideas: Iron- "base" class. cheapest/easiest to upgrade. Elven- Lightweight, swings slightly faster than others. Armor allows slightly faster movement. Falmer- Deals small amount of poison damage, or poisons are slightly more potent when applied. Forsworn- Deals more damage to animals and unarmored targets, or Nords. Ancient Nord- resists frost, deals more damage to elves. Dwarven- heavy, deals more bashing damage. Orcish- deals slightly more damage, but swings slower. ...and so on. Those are just a few ideas off the top of my head. All comments, suggestions and critiques are welcome.
  15. I've seen a lot of mods involving people taking bits and bobs from one mesh and sticking them together. I'd like to learn how to make my own weapon modification by doing this. My initial idea is to stick the Junk Jet's ignition module to the Gamma Gun, but I don't know how to actually make it a mod that I can attach to the gun. Can anyone help?
  16. Y'know it's funny, last year I was sitting at work on my lunch break one day, and just out of boredom I decided to write down a bunch of different raider gang names just for fun. Other than the very first one, I basically wrote down whatever sounded good off the top of my head without pausing or erasing anything. Here they are: The Ursa Majors (my personal name for the gang that took up residence in the Tech School, because of the bear mascot head) Street Sweepers Hot Rodders Steeldrivers Nailbiters Hotshots The Cragz Coldbloods Bagboys Hellrazors Rot-weilers Wurst Brats Dirtbags Wild Stags Eggbeaters Jawbreakers Broken Jaws Fallout Boys Sixfinger Savages Shoguns Scumdogs Ankle Biters Chillbillies Rust Busters Rust Angels Rust Devils (believe it or not this was before Automatron was even announced) Nasty Girls Hyenas Bloodbags Rat Bastards Sewer Rats Deadcoats Tooth Fairies Grave Diggers Salamanders Rat Pack Ironsiders Metalheads Da Ass Whoopin' Gang Feel free to use any that catch your eyes.
  17. Basically I'm looking for a mod that enshrouds everything beyond a certain point in fog, similar to View Distance Decreased for Fallout 3. I found a few weather mods, but they're only temporary states.
  18. Nope, didn't work- I talked to Piper and had her join me, then I dismissed Piper. But when I went back to talk to Curie, she just repeats "Is now a better time to converse?" every time I talk to her, without any menu popping up. OKAY I FOUND THE PROBLEM! It was being caused by some kinda conflict with Mechanical Romance. I deactivated that mod and now Curie works like normal. I'll have to fiddle around to see if I can fix this, but at least I know where it problem comes from.
  19. This mod isn't from the Nexus, but I'm sure y'all can give me some insight anyway. So I got this mod that adds a maid outfit for Assaultrons, along with a dress and a couple other things, but for some reason the maid helmet's faceplate parts go invisible when I get too close, as seen below: http://i.imgur.com/bKKdFPd.jpg Here's what it looks like from a distance. http://i.imgur.com/u1vyzu8.jpg Then it immediately disappears when I get close enough. The same thing happens with the wig and the red dress. Any ideas? Nifskope shows it has the right textures.
  20. I recently got Curie as a companion and have built up her affinity to the point where she asks to talk to me. But every time I try to make conversation with her (pressing "Talk"), she would just say "Is now a good time to converse?" and then that's where our dialogue would end. I've looked around and found other people having similar problems with companions not talking. I've tried almost everything suggested to no avail. I tried letting her finish talking and not pressing any keys, I tried reloading previous saves (I only have 3 since I'm playing survival), and I've tried several console commands- editing her affinity, her factions, disabling/enabling... none of it worked. A couple people suggested that this glitch is caused by walking out on a conversation with another NPC, but I don't know who I've talked to in the last couple hours of play. Can anyone, ANYONE, help me?
  21. Every now and then when I'm playing Fallout 4, the game will suddenly get paused and the Windows Taskbar appears, as if I had hit Alt+Tab to another open program. When I do hold down Alt+Tab, it shows the Fallout 4 programs plus another called "Winrar Self-Extracting Archive" or something like that. If I try selecting it, nothing happens, so I usually just go back to my game. It's a minor annoyance at first, but lately it's starting to worry me. I tried opening up MSconfig to see if there's a needless program running, but there's nothing by Winrar available. Any suggestions? Is it a virus? Some forgotten program stuck in a loop? I use the Fallout 4 Config tool; does that have anything to do with it?
  22. Of those three, I only found d3d11.dll. I just got rid of it and it seems to be working normally, but I'll let you know if anything else happens.
  23. Update: still no progress in trying to fix this, but here's another screenshot of what I'm talking about: http://i.imgur.com/WDPO3WA.png The "Show/Hide" window opens up like that, and I can't resize it. the "Scene Info" screen is also experiencing that weird "cutoff", and all the little windows shrink into nothing when I try to resize the window. The same thing happens with the Cell View window.
×
×
  • Create New...