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DefenestratedKoala

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Everything posted by DefenestratedKoala

  1. Sort of. I choose "all time", "date published", and "desc" for the sort options. Nothing about a date range. Expected results would be a linear order (eg. 1 hour ago, 2 hours ago, 12 hours ago, 1 day ago, etc.). The non-linearness of it is especially confusing as some of the mods I'm seeing early on in the results are ones that I know for a fact are older as I have already downloaded them and they have no new uploaded files available on their pages at this moment. Meanwhile, brand new published mods are somehow ending up lower in the list.
  2. That's a separate filter though "last updated". If I see a "last updated" and a "date published", I'm going to expect the "date published" to go off of the mod itself and not latest activity on it. All in all, very confusing when compared to the old system.
  3. Cool. Thank you for addressing this. My general expectation was to have something like the old "latest" page which would show the latest released/brand new mods in order of the newness of the actual mod page itself. Beyond that, I do still find this design a bit cumbersome and awkward on desktop.
  4. Go to any game, choose mods, then sort by date published. It's very obvious on Skyrim, Kingdom Come Deliverance 2, and Starfield.
  5. It even randomly sorts new mods... I like to browse by latest, but it's literally putting it in a random order. Worst I saw was "2 hours ago" next to "1 week ago" next to "3 days ago" next to "1 hour ago". This is a bad change. Please give us options.
  6. It even randomly sorts new mods... I like to browse by latest, but it's literally putting it in a random order. Worst I saw was "2 hours ago" next to "1 week ago" next to "3 days ago" next to "1 hour ago". This is a bad change. Please give us options.
  7. So I've got a weird issue going on here. After running through troubleshooting steps with the new update for Fallout 4 I kept getting constant CTDs when in combat. It's not F4SE related, I've refreshed my ini files, I've reinstalled a few times, and it still happens on new and old saves. What I discovered is that it only happens in combat with humanoid NPCs. Animals and bots have no issues. If I disable combat AI through the console, then I don't get crashes against said NPCs. Even more interesting is that I disabled combat AI on one of these tests and one of the NPCs was still in combat with a turret nearby. The game didn't crash at all during this. Yet, when I re-enabled combat AI and the NPC attacked me, a few seconds later the game crashed. Anyone encounter something like this before and have any idea what's going on? I've never installed any AI mods, but would that possibly fix this?
  8. Hey all, I'm working on a project to learn how to model swap in STO. My goal is to replace the hologram covered phasers with non-hologram variants. So far, I've managed to extract the model files, which are .mset files. I have been unable to swap them around, however. So, doing renames leads to the game loading with invisible files. I've tried to swap the data with hex editing, but I still end up with invisible models (or CTDs) as I don't have a good template to break down the file. I've seen someone list the general format on other forums, but I lack the ability to make sense of how to convert it into a template. If anyone has experience with this, please let me know!
  9. So I'm looking to change the weapon tint system. Instead of blue/brown/red, I was hoping to make them shades of grey (I still want a visual indication for them on some weapons.). How would I get the textures for each weapon mod extracted and what would the texture names be? Additionally, how would I make the barrel attachment for certain weapons invisible, while leaving it visible for others? (Ex: make it invisible for the Avenger, but leave it visible for the Revenant) Thanks in advance!
  10. After trying (and failing) to edit the mesh of Sir Radzig's Hood, I'm making a request. I was wondering if anyone knows how to change the mesh of the hood to make it look like the Chequered red-blue hood. So, basically the Chequered red-blue hood with the symbol of Skalitz/Radzig on it and plain red for the rest. Bonus would be to change the color of the red on Radzig's hood to match up with the Warhorse GambesonChausses/Cuman Cotehardie.
  11. So, I've had an odd issue with my armor.xml modded file. For some reason, the game just won't load it up. It was working until I updated to the new mod structure, so I had to go through and rebuild it. Each other xml file I made works with no issue and loads up with all edits in place. It's just this one that won't. I know it's not an issue with the .tbl file, as I put the user.cfg line in that disables the need for the .tbl files. (Whenever I had tried to have a .tbl in the mod, the game would crash and say it couldn't load the tables). The edits I was trying to have were stats edits on Bianca's ring, the Warhorse set, the durability of all items, and setting some items to be considered light armor. Any advice? I've attached the file. Also note: I'm running version 1.3.4 of the game still. Have kept Steam from updating because of the issues in 1.4 and 1.4.1. EDIT: Disregard this, I'm an idiot and didn't see that I was missing a quote mark on one of the lines that was missing. Took a friend pointing it out.
  12. Ok, I'll give that a try. Thanks for all the help! Hopefully I'll have some more figured out by the end of this week. Edit: Well, nothing will open the bitmap files. They're in ".bitmap" format and everything gives me an error.
  13. I'm sure the rifle has a 3rd person model, I mean it's use isn't restricted to just John-117 right? And even if it was it would have the fallout equivilant of a world model (ie laying on teh floor). You can use the model your working on in the 1st person model object of the weapon form, but you need to extract halo's version of the world model/3rd person model. That's what I would do, but the rifle I'm using is a modified version of it. Only the first person model was changed.
  14. I think those errors are present in the original mesh, since the original was for first person only. I've tried patching them, but it takes about an hour just to get the face in the right position and connected. I've got it to work in .nif format, so I guess I'm making a bit of progress.
  15. No I mean I'm not sure what your refeering to as you didn't post a pic nor can I get in front of your pc and add some faces to the model. yep, copy the old textures into gimp export as dds. Ah, sorry about that. Here are the ones that I've found so far, they're symmetrical so I only showed one side of each. I circled the spots in red. Here are the pics: Edit: Don't have a pic of it, but the carrying handle rails also have an issue on the underside. You can kind of see it in the first image.
  16. By holes, I mean spots where a section of the mesh is missing. It makes you see through the weapon in NifSkope. I haven't been able to fix them. As for the textures, well, I changed the rifle from what it originally was, so the original ones may not work.
  17. I'll help if I can (in terms of advice) and time permits, buuuuuuut I'm not as comfortable in 3ds max as I am in blender and and don't know anything about the halo side of modding. Thanks! So, I have the file open in 3DS Max and have made a few mesh edits to it. Now I need to save it as a .nif, but it gives me an error when I use the export option. I don't know how to export it in nif format. Edit: Finally got it to Nifskope. Only problems are now that there are some mesh holes that I'm not able to fix (everytime I try it reverts back), and texturing the rifle (which is something I have no experience with.)
  18. The whole idea for personal use is that you can't distribute it for anybody. Essentially what your asking is for someone to risk getting banned. There are other sites that don't enforce copyright, but I'm not familiar with them. Sorry, I thought that only applied for actually uploading the mods to the site. Well, hopefully I can learn how to do this quickly. Thanks for the help.
  19. So, I think I have a basic idea of everything I would have to do, but it definitely exceeds my expertise with this stuff. Is there anyone who is able (and willing) to do this for me?
  20. That's pretty much what I want to do, but just the one rifle. bitmaps are textures. I'd suggest hitting the Halo modding forums. I seriously doubt your going to find a converter for halo assets to nif, since that's a gamebryo engine. I'v never seen it and I'd put money down that there will *never* be such a converter. It doesn't make sense for someone to develop one that essentially takes copyright assets from one game into another copyrighted game. While you can do it for personal use, it's pointless for a modding community (halo or FO). Your strategy is to find a importer for Blender or 3ds Max (because they have exporters to the nif format). Google would be your friend here. There is a pretty decent looking (never used it) importer for 3ds max, project bluestreak's GBXModel Importer v2. Once imported into 3ds max you can use 3ds max to export to a nif format. Failing that, most 3D programs recognize the obj format and it's probably the most common denominator, but that opens up a whole new set of problems. But honestly I think your way out of your depth here. This isn't a causal project with a simple solution. Your going to have to be fairly knowledgeable with 3D modeling to pull it off. I realized right after I posted that the only possible model for the rifle was the fp.gbxmodel. So, my best bet is to find a way to convert it into 3DS Max? I've used that before, so I might be able to do this.
  21. So I'm looking to port over a weapon from the Custom Edition of Halo CE (the PC version). It's part of a weapon tag called 'Tactical Battle Rifle'. (What 'tags' are: the weapon/object files used when making map edits in the Custon Edition.) All I need to do is find the weapon model, but I'm not sure what file is the model itself. Here's a list of the files I think it might be: battle_rifle.gbxmodelbattle_rifle-multifinal.bitmapfp.gbxmodelThere are others, but these are the three that look the most promisingThere are a lot of bitmap files, and I know that the rifle in-game only appears properly with the first person model. (In first person, it has the red dot sight and suppressor, while the third person model looks like the standard Battle Rifle from Halo 3.) Any advice would be helpful and appreciated. I don't plan to upload this file anywhere, just to use it in my personal game. Thanks in advance for any replies. Edit: So, I think that the fp.gbxmodel is what I want. But, I have no clue how to properly convert it and all textures to the .nif format for New Vegas.
  22. The hands will appear to be attached to the model since that is how things are done in FO3/NV for the most part, you mean the Pipboy Readius right? If so I would highly rec it, I will be doing the M7S Caseless Submachine Gun, and the M6C/SOCOM pistol. I will not include anyone eases mods in my work, and what is in this mod is what you get, If I tried to do every request I would never finish a single mod... if you want something more haloish there is always my Halo Reach DMR the M392 Designated Marksman Rifle No there will not be a female variant it will use the same model as the male armor. I do not script, or have the time to tweak it so my mods come as is, so no removable silencers/scopes. Makes my life easier Thanks for the reply! One last question (sorry), do you ever have any plans to do other Halo weapons in the future? After this, at this time no. Once I have this out of the way, a project for a friend, a project for a modder on here, then its on to corvo, then my Vox armor/weapons/accessories. Sounds cool. Keep up the amazing work man!
  23. The hands will appear to be attached to the model since that is how things are done in FO3/NV for the most part, you mean the Pipboy Readius right? If so I would highly rec it, I will be doing the M7S Caseless Submachine Gun, and the M6C/SOCOM pistol. I will not include anyone eases mods in my work, and what is in this mod is what you get, If I tried to do every request I would never finish a single mod... if you want something more haloish there is always my Halo Reach DMR the M392 Designated Marksman Rifle No there will not be a female variant it will use the same model as the male armor. I do not script, or have the time to tweak it so my mods come as is, so no removable silencers/scopes. Makes my life easier Thanks for the reply! One last question (sorry), do you ever have any plans to do other Halo weapons in the future?
  24. The rifle in the image is the Halo 3 variant on this page: http://halo.wikia.com/wiki/Battle_rifle And the textures look like that because the game it's in is the first Halo on the computer. It's a mod file that adds in the weapon.
  25. There is already a port of the MA5B Assault Rifle in low res and I think it can be worked to have hr/custom sounds, scale down a bit the size of the gun, and a animated ammo count reader. ​The armor is unisex, no ? Edit : The mod i mentionned -> http://www.nexusmods.com/newvegas/mods/49635/? Yeah, that's the assault rifle though. I love the Battle Rifle, and my favorite custom version of it is one I found for Halo CE on the PC. It's called "Tactical battle Rifle." It's on the Halo maps website. Sorry, I'm french so the guns don't have same name. Can you link a pic ? Thanks. No problem, you don't need to apologize. Here's an image of the rifle in first person. http://hce.halomaps.org/images/files/lg/tacbr1.jpg
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