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Everything posted by invalidfate
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[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/?
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how about this one? carry your pistol with light on it? M92SE Standalone Pistol with Tactical Flashlights http://www.nexusmods...ut4/mods/8557/?
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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
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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
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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
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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.
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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
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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
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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..)
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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
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Since 90% of mods can be easiley ported between FO3 and FNV in a miniute (just need to change master dependence and esp version number) or miniutes (for scripted ones, they might need to be recompile in GECK if involving FOSE/NVSE), modding in FO3/FNV is not that different, except quest mods, of course. I am new to the modding, and in the very beginnig, I played FO3 until lv17, but later I just transfer to FNV since I found Mojave is more suitable for riding the motorcycle. (I port the J3XMotorcycle mod with 90% rewritten... riding with all your companions is fun). I just started my modding career since switching to FNV, and the mods I'vd published in FNV will also be ported back to FO3 later since I do not finish my FO3 story yet. mm... mods with new stuff? Eventually, following mod will come to FNV/FO3.....in future (I don't know the actual date..but it will be...at least in my FOMM) 1.Moonshadow Race ported from TES4 People just wonder why the actor in FO3 never be so beautiful as one in TES4? because no one create custom head mesh and facegen stuff in FO3 (Throttlekitty had done this in TES4). I just port some beautiful custom race from TES4. http://www.newvegasnexus.com/downloads/images/39399-1-1297876347.jpg ====ALL of those below are STILL WIP, and not be able to share with anyone since they NOW may DESTROY you game play in various ways...bugs..bugs..) 2.Ridable Horse Mainly, the EULA prevents me from publishing. In order to bypass that, I guess I need to write a converting program that merges the animation and skeleton from TES4, so the mod will contains no TES4 VANILLA resources, only the convert program, but the biggest problem is my laziness..... http://www.youtube.com/watch?v=gqbW1TJkeRw 3.Dual SMGs (or other guns...) In the very beginning, I do this for fun, but this seems solving the hanging problem which repeats several times in every Fallout forum. Still.. I just lack of passion to re-animate tons of vanilla animations... http://www.youtube.com/watch?v=7GmHWzo2HOY
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Oh...quite nice resource that bypass the EULA. To make a proper horse mod (i.e. allow to publish here), a modder still need plenty of work to make their own walk/run/turn animations. I am just a bit lazy to do that, since for me, the modding passion is mainly coming from my need and the challenge of overcoming hanging problems (like horse, dual guns, and TES4 custom race) http://www.youtube.com/watch?v=gqbW1TJkeRw Oh.. this mod is FAR FROM COMPLETE and it now will DESTORY your game play by DISABLING all npc response...the video is just a demo.
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I don't know if Skyrim will really support that, but if you look into the dual-wielding mods of TES4 Oblivon, you will find all those mods do are re-animating existing attack animations, and the second weapon (mainly sword) NEVER DO DAMAGE. For melee weapons, doing damage might not be the most important thing, but for guns, if the second gun cannot fire... at least too bad for me. Yes, it not hard to produce the muzzle effect, but how do we know where to put it? As I know so far there is no way to get the position information for an EQUIPPED weapon, and unfortunately, the weapon position changes with different stances. Well...I just do a small experiment. It's still possible to make an acceptable dual-gun mod. By animating the projectile node (make it bouncing between SMGs), dual SMGs come to real..(at least it looks like real...). However, I still had a trouble in making AUTOMATIC weapon animation right..(so you won't see shells and some minor animations, because I just remove the automaic tag from the SMG). http://www.youtube.com/watch?v=7GmHWzo2HOY In short, it is possible but a little impractical (or hard to integrate it perfectly), since animating the projectile node needs to merge the node into the skeleton, making it embedded, and from the fact that every weapon has different node position, to make this universal is a tough task... Here I just want to test its feasiblitiy, not modding it, and feel free to use this ideas to mod your own dual weapons.
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Dual-Wield Mod, allready done?
invalidfate replied to JakeVicious666's topic in Fallout 3's Mod Ideas
Dual SMGs (errr.. it's in FNV..) http://www.youtube.com/watch?v=7GmHWzo2HOY (I just removed the 'automatic weapon' tag from SMG, so some minor animations like shell are not shown..) Just an experiment, I don't want to mod it since there are too many boring things to do..(re-animates tons of animations...) -
Just curious. If you save the game right after you had entered that cell (after the autosave of course), and load it with or without restarting the game, does the crash still happen? I can only suggest you by trying to crash the game by using only the functions you have in this script, and this might help you to locate the problem.
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Try to refresh the form list every time you switch cells (e.g. entering a room or fast-travelling...). At least this works for my radar HUD mod.... From your description, once you restart the game and load the autosave, the form list must be update in that interior cell, and I guess it is the main difference between your two attempts. (since there is no information of when the form list is updated, I suppose you update it when the savefile is just loaded.)
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Mmm.. maybe I'm wrong. I think it's not hard but just matter of time, but maybe you also need lots googling and some luck. Digging the possibility is very fun, and for a example, I am just so curious there're no beautiful customized race like TES4 ones in FO3/NV since years, so I made a MoonShadow race porting, and the process is surprisly quite simple, making it work only take you less than an hour. BTW I am planning to make one or two mods that present some alternative attack animations. I've already made a HALO-bubble shield with a custom animation. My next project is to make a exciting GOW lancer weapon (yes! sawing!), and maybe another mod enable the butt with a gun stoke. Currently, some (concept) demostration is available as below. http://www.youtube.com/watch?v=sgdWlWwxmRk http://www.youtube.com/watch?v=HMWuhCyIcZs
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My attempt for the shield...Using HALO bubble shield concept. Not bad, it can make you survival under a nuclear strike. http://www.youtube.com/watch?v=sgdWlWwxmRk
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How to make dangling/loose clothing objects for Fallout?
invalidfate replied to kungfubellydancer's topic in Blender
The most important thing is that the realistic fluttering is very hard to implemet using only skeleton since the dynamic is very complex. No , it is mainly rigged to the shoulder and spines The cloth modifer in 3DS can take collision into account but I guess it will look unreal while the body moves. In order to change movement depending on conditions, the easiest way is to change the cape on the fly, and another way(just a thought, not confirm yet) may be to embed morphers into NIControllerManager and bind the corresponing morpher to a kf animation. -
How to make dangling/loose clothing objects for Fallout?
invalidfate replied to kungfubellydancer's topic in Blender
MM... I try to do this by morphers although it only flutters slightly ( I am not good at animation... animation loop is very critical...). I use cloth modifer and manually convert it to morphers(dirty works) in 3DS but I believe this can be achieved in Blender. Now I guess I need to learn some scripting to convert cloth modier automatically.... Another issues is the animation looping, making the fluttering loops right is hard to me.... http://www.youtube.com/watch?v=ynUyDKFrHwU (fresh-experienced version can be found in my FNV files)