-
Posts
28 -
Joined
-
Last visited
Reputation
0 NeutralNexus Mods Profile
About invalidfate

Profile Fields
-
Country
None
-
[WIP/Tool] HKXPack - extract .hkx files
invalidfate replied to DexesTTP's topic in Fallout 4's Discussion
Oh, I just made some procedures wrong, and now it works mm... at least not so crazy. -
[WIP/Tool] HKXPack - extract .hkx files
invalidfate replied to DexesTTP's topic in Fallout 4's Discussion
I call this an epic fail.... to port a Skyrim dance animation by using the program called "pose converter" -
Yes, it is not too hard. just cost me an hour to figure out how to do this. M92SE Standalone Pistol with Tactical Flashlights http://www.nexusmods...ut4/mods/8557/?
-
how about this one? carry your pistol with light on it? M92SE Standalone Pistol with Tactical Flashlights http://www.nexusmods...ut4/mods/8557/?
-
So.... standalone weapon models...
invalidfate replied to StanleyWasHappy's topic in Fallout 4's Discussion
Now there are three :). M92SE Standalone Pistol with Tactical Flashlights http://www.nexusmods.com/fallout4/mods/8557/? (just allow me to do some ads. before sharing my finding) About the hex code, below is the "010 editor" template file I used to edit them in FO4Edit. (I just copy the record to the editor, and paste back after modified). If you don't have that editor, you can still modify the value via FO4Edit, since it at least discloses the OBTS structure in the weap record. typedef struct { int ref1; short uk1; byte uk2; } ItemRec <format=hex, read=read_ItemRec, write=write_ItemRec>; string read_ItemRec( ItemRec &item ) { string s; SPrintf(s, "REF[%08X] %X %X", item.ref1, item.uk1, item.uk2); return s; } struct OBTS { int cnt; int uk1_0000; int uk2_0000; short uk3_FF; byte uk_4; byte scnt_2; if (scnt_2 == 0) { short uk_6; } struct { short uk7; int uk8; } sub2[scnt_2]; ItemRec item[cnt]; }dst; the "ref1" in ItemRec strcture just indicates which weap modules are used to assemble the weapon. It should be "weapon modification" ID, mm... editing the hex is maybe 10% work to create a standalone weapon....but it's the most secret part before GECK is out. -
3D Artist looking to get into modding/game modeling
invalidfate replied to maddmaxx's topic in Fallout 4's Discussion
As far as I know, there are at least 6 FO4 mods using new or ported meshes. 5 of them are published here. 1) CBBE (it's in alpha stage, I guess it won't publish in 2015) 2) Female Beautiful Body by jerity (obviously, its feet mesh definitely not the vanilla one) 3) Lightsaber Renew (ported from FNV) 4) Insanitys Celtic Katana (ported from skyrim) 5) Darth Vader Helmet (ported from skyrim) 6) Simply Clothes for Female (ported from skyrim) -
We can write a scipt and some manual steps to do this. My mods that use meshes from FNV and skyrim respectively. http://www.nexusmods...ut4/mods/4591/? http://www.nexusmods...ut4/mods/4660/? http://i1037.photobucket.com/albums/a454/bloodiron/Fallout4%202015-11-29%2004-16-30_zpsnwggiwhn.jpg
-
I want to make a chicken. . .
invalidfate replied to Duckfromportal's topic in Fallout 4's Discussion
Import/Export is currently disabled in the Fallout 4 alpha version but you can use an extractor (BAE) and then open them, but all you can do is look at them. Nifskope for Fallout 4 is in early alpha still and they haven't even started updating Niftools yet. I published two mods here that use meshes from FNV and skyrim respectively. The porting flow is a bit inefficient and painful, but this can be done in seconds once nifskope is FO4 ready. http://www.nexusmods.com/fallout4/mods/4591/? http://www.nexusmods.com/fallout4/mods/4660/? http://i1037.photobucket.com/albums/a454/bloodiron/Fallout4%202015-11-29%2004-16-30_zpsnwggiwhn.jpg -
Since Nifskope has disclosed the new NIF structure to the public, you can do anything what you want with some little programming or scripting. If no accident, I will release my first FO4 weapon mod today , a lightsaber prototype. http://i1037.photobucket.com/albums/a454/bloodiron/ScreenShot52_zps2w5jt7mb.jpg http://i1037.photobucket.com/albums/a454/bloodiron/Fallout4%202015-12-01%2002-13-48_zpsmnhltsto.jpg Mauser C96 gun has no firing animation since FO4 uses havok engine for the weapon animation...... http://i1037.photobucket.com/albums/a454/bloodiron/Fallout4%202015-11-28%2005-37-30_zpszqeizg6z.jpg sadly, It's prohibited to port any skyrim content to the public. Dovahkiin can only live in my PC, but katana won't have that issue. http://i1037.photobucket.com/albums/a454/bloodiron/2015-11-21_00022_zps6wyizfwq.jpg Fortunately, Darth Vadar helmet is from a part of a skyrim mod. It can be released once I get the permission from the original author. http://i1037.photobucket.com/albums/a454/bloodiron/Fallout4%202015-11-29%2004-15-09_zpsfyoahk9o.jpg
-
Surely, by hex editor like 010 editor, you can do whatever you want. http://i1037.photobucket.com/albums/a454/bloodiron/Fallout4%202015-11-29%2004-16-30_zpsnwggiwhn.jpg http://i1037.photobucket.com/albums/a454/bloodiron/Fallout4%202015-11-28%2005-37-30_zpszqeizg6z.jpg http://i1037.photobucket.com/albums/a454/bloodiron/2015-11-21_00023_zpssrjg7e8e.jpg
-
Mm...Synx, unlike moonshadow elf or anyother races using head06 mesh, is based on vanilla TES4 imperial head mesh with some deformation. Due to the EULA and the nexus' rule, it's NOT allowed to distribute this race. Fortunately, Throttlekitty had made some fully customized head meshes, and one of them is head06, using by moonshadow elf, doll, etc... Oh..Aos Si race also has its own fully customized head mesh, so distributing them will not break the law here. Unfortunately, the perfect conversion CANNOT exist due to the number of FALLOUT facegen paramaters is far lesser than one of TES4, so it is impossible to 100% port the race from TES4-- they just look likely but never the same. Take a example of moonshadow elf, the following two actor sharing almost the same facegen parameters (I just very slightly modify the FO3 actor to make her look better...) MSE in FalloutNV http://www.newvegasnexus.com/imageshare/images/2348378-1307405799.jpg facegen source from TES4 http://www.newvegasnexus.com/downloads/images/39399-1-1307745638.jpg Unfortunately, for the better quality, I also use the eye mesh of MSE, and it is just identical to TES4 vanilla one... also the human ear, an vanilla imperial human ear. so I cannot publish this race anymore...(at least this newer version with TES4 eyes) Oh.. I currently play Oblivion, so the modding progress goes very slow...but it worthes. TES4 lets me understand the beauty again.
-
Very large sacle war scene test. (With OBGE enable and 30 mods loaded) >1000 infantries (FPS drops to roughly 10) http://img690.imageshack.us/img690/7038/ironandblood.jpg >1000 cavalries (FPS drops....under 2) http://img689.imageshack.us/img689/8569/2011043000033.jpg http://img21.imageshack.us/img21/926/2011043000014.jpg War just makes me exciting. (in game of course...) == My machine spec. Intel Core 2 6600 3.6GHz (Overclocked) DDR 800 4GB RAM Windows 7 32bit Video Card ATI Radeon HD 5700
-
This post is not about the feasibality of this, because I definitely can make one without any technical diffculties but just time comsuming.. Since there are so many regular pose and animationI mods in TES4, I am just wondering why no corresponding horse-riding mods exist so far? (at least I can not find it with the keyword horse...) Is this kind of mod....not lore-friendly? (I've noticed there are no stirrups) or I need to find them with different keywords than 'horse'? I know some regular custom pose can perform on the horse back too, but most of them didn't set bone priority right (so you won't see the lowbody pose right in horse idle), and of course, those authors never intend to make a horse pose. ==== Demo of a knight riding pose (and an animated flag spear and cloak) This is a demo of a custom ACTOR pose designed for riding (compared to horse-actor one, which is just a little more complicated) Oh.. thanks for DeadlyReflect mod which allow me to hold my weapon on the horse back http://www.youtube.com/watch?v=5P0t-CEK-fE
-
Mm..I get the picture although the converter program does not contain any assets from other games but it actually promotes the multiple usage of the them. IMO, this may eventually be refelected on the future sale price of the 3rd-party resource, because an asset now is POTENTIALLY reusable for either Fallout or TES4. Unfortunately, this situation is more critical in Fallout or TES4, since Bethesda provides you a customization develpment kit (GECK and CS), and if Bethesda allows this kind of converter programs, it will look like Bethesda is helping the reuse of all its game assets to the other games, and obviously Bethesda and their content providers will never be happy to see this. Of course, you can do whatever you like to your own game as long as you're not distributing it, so sadly the public easily-made(just compared to build one from scratch) Fallout horse can only live in Utopia cell.. ps. to make/port a horse is NOT a easy task, and at least you need to know how to make a custom animation, but even animation mods are so few....That's why there are no horse/dual wields/bow so far since Fallout3. (I must say...niftools does not support Fallout3 animation making..at least not stright forward..)
-
The horse in Fallout is not an impossible task anymore, but sadly as bben46 said, it can never be published due to the copyright. Of course, the modder can publish a convert program instead of a regular mod containing horse mesh/animation/etc.., and the program will read TES4 horse stuff from your harddisk to produce Fallout-usable horse files. (In short, the mod will contains no TES4 stuff but a convert program only, that definitely avoid copyright issue<- am I right???). Unfortunately, not all modders are modding for public demands, making this kind of mods....ummm..never come to real so far. Anyway, following videos are only experiments for the feasibility, never being usable mods (if it is, then it must be only for personal usage--for horse) More than rideable Horse (you can fire/reload weapon and even VATS while mounting, but it uses TES4 stuff...) http://www.youtube.com/watch?v=gqbW1TJkeRw dual SMGs (another hanging Fallout issue... well it's also not impossible, at least you can fire them in turns...) http://www.youtube.com/watch?v=7GmHWzo2HOY