Jump to content
⚠ Known Issue: Media on User Profiles ×

TheHexi

Members
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About TheHexi

Profile Fields

  • Country
    United States

TheHexi's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. I hear what you're saying, but weapons like the Anti-Material Rifle from the Creation Club have the legendary effect mod at the workbench and they have the ap_legendary on them as well. I doubt anyone at the creation club is adding attach point keywords for Nexus mods. And before you ask I already had the legendary modification mod installed. So I'm curious how that's possible.
  2. I think TeaLz made something like this for his Legendary Effects mod, but I'm not sure how to do it myself. Am I going to have to learn a scripting language to get the job done? Any advice is appreciated. I'll also try to contact TeaLz to see what he says.
  3. That's where I f*#@ed up. I didn't copy the humanRaceSubgrapgData. I copied an additive for it. Oh god you know idea how good it feels to finally understand where I f*#@ed up and yes, I understand the other data was just extra crap because I checked it and it all pointed to standard submachine gun stuff. To make sure I understand correctly does that mean I just add the submachine gun anims to my gun along with my anims? Thank you, Kitcat81.
  4. My first concern was target keyword too, but according to you it's not. Could you show me the image including below? * EditorID of the race (which you duplicated from HumanRaceSubGraphData) * Actor Keyword * Target Keyword Melee weapons can do any other actions (like swing and block) without T-pose? If behavior was not overwrote, maybe it causes T-pose. Otherwise, melee weapon behave like a gun. For the moment I've tapped out and just attached my anims to the SCAR HumanRaceSubGraphData Additive. Honestly, I have no idea what I did wrong. The target keywords were my anims, the editor IDs were ActorTypeHuman and ActorTypeNPC, I had all the folders in place, I did that -creationkitgenerate stuff in console. Maybe I missed a keyword somewhere or something. Right now I'm just watching that video hoping to see whatever step I missed. I have no idea why my additive gun additive was messing up unrelated melee weapons. lol I really appreciate you guys taking the time to try. Thank you and if you have in tutorials on modifying weapons sounds + adding different reload sounds I'd love to watch those tutorials just to make sure I did everything right. Thanks for your time.
  5. We're having a miscommunication. I'm not trying to add any melee weapons. I added this gun: https://i.imgur.com/GrL4aq8.jpg The additive for this gun only includes anims for this gun and it works great. However, for reasons unknown my melee weapons no longer work in third person and when I draw a melee weapon my character holds it like a gun and I have no idea why. So I'm just going to watch that video and hope something clicks.
  6. Here's an example of what I mean: https://i.imgur.com/WtsD5sH.jpg The 1st person anims for melee weapons are fine, but the 3rd person anims are all wrong. I know it's my additive as the power armor melee anims are working fine. My additive doesn't target keyword any of the melee anims. Some Additive information: https://i.imgur.com/eFmJXK4.png I'm not sure what to do to reenable the normal melee anims with the additive, but I think it has something to do with the .hkx files. Any suggestions on what to do or links to tutorials that could teach me how to properly work with these .hkx files would be greatly appreciated.
  7. TM doesn't pause the game. It was just that your console was still open.
×
×
  • Create New...