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MBile

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Everything posted by MBile

  1. I thought I saw a mod on nexus that fixed the crap scope shadow thing to have a more realistic "scope shadow". Ie had only the ring of the ocular lens instead of the entire screen blacked out. I can't find it now. Similar to https://www.nexusmods.com/fallout4/mods/2849/ but had the ocular ring shadow around it. Has anyone made that? cheers
  2. I agree with this mod. walking should make you more stealthy. good idea
  3. Are there any replacement anims for the .44 that are 2 handed? first and 3rd person preferable. I found some vids on youtube but only found the 1 handed anims replacer on here. I have already fiddled with the regular weapon to remove the bolt action flag on the .44 and upped the refire time to .4 something, but the anim plays weirdly. The cylinder needs to spin and the hammer should be forward at all times. Especially since most revolver cylinders can't be opened when the hammer is cocked back in SA. thanks
  4. false alarm. reddit to the rescue for me. It was Fallsouls. Awesome mod though. Makes the game way more interesting.
  5. updated to this 1.10.64. updated f4se too. I turned off all my mods and tried to launch f4se from nmo (also from f4se itself). No dice. f4se may have been updated but it don't work yet.
  6. awesome are you able to open up the old anim to check the keyframe data? I was under the impression you can add stuff to keyframes to prevent or trigger certain things like sound effects
  7. i'm not 100 on nifskope. I think you can. I recall trying, but the node placement on was screwy iirc. cheers
  8. Anybody got this done yet? flip those .nif files and fix the animations for correct handed bolt action? unrelated related subject: Ive been away on tasks for awhile, so if blender had FO4 support now that would be great to know. If it does I'd probably spend some time working on this. thx
  9. That's nonsense. Bullcrap programming is bullcrap. Lipstick on a pig. It's still a pig. Bottom line: Bethesda screwed up. Just need a fix, not a debate or "explanation". cheers
  10. I would give up every T and A mod ever made for FO4 for someone to correctly animate and replace all of the stupid left handed weapons. I can't play this game with garbage like this!
  11. Since the first dlc is out and interest may return: Has there been any progress on correcting the weapon handling animations that bethesda botched badly? for example: wrong handed bolt action rifle Pistol grip carbines ...etc ?
  12. Robobrains? Did they make them crazier then we're used to? Looking forward to it. So March 1, is a release date for one of these? I was hoping they were going to lay off the synth crap for the DLCs. But noooope. They're like, the only thing wrong with the otherwise enjoyable game. I don't like the figuring out pretent human stuff. Maybe they'll make some less synth related content after.
  13. Has this happened yet? Or some sort of in-progress thing? f04 has been out for awhile now. searches havent shown anything yet. f04 will die without an easy free model editing capability.
  14. off topic discussion aside, right handed hunting rifle and animation still required. it should be a simple fix mod with just replacing the receiver .nif files and the .kf anims for 3rd and 1st person. once a blender .nif importer shows up for fo4 i'd probably give a crack at it. I always had problems with the anims exporting in fnv though.
  15. My experience with the hair mods: You can mod them to work correctly. It requires an extra step or 2 that normally you dont need with say armor, weapons and whatever. You need the Hair noHair meshes properly assigned to the mesh. And a proper conformulate (most of the mods have that done but need tweeking), and finally they need to be wrapped into .bsa file for the game to read the mesh properly. I fiddled with a bunch of the hair mods and it took forever to get it to look decently. Lots of trial and error with the head morphs to find happy mediums. it was well worth it however.
  16. They already looked very similar to me. you can crack open the "fallout - meshes.bsa", extract the meshes/characters/_male/locomtion/female folder. then put that into your directory as the same path and rename the "female" folder to "male". bam. done.
  17. well you can check the scope model in nifscope and see if the lens is its own node in there, then just delete the node (or change the lens alpha materiel from 1.0 to 0.3 or something) and save over it. you might get some ugly mesh errors ingame this way. This would probably have to be imported to blender to correct and to add in some sort of reticle. see attached image another alternative would be to move the #Sightnode up over the scope to clear it when you aim. (just realized its fo3. so youd have to copy branch a #sightnode over. make sure to reinput the txt name in the block details or it will crash if its a empty(a null error)). Or you can add in a scope mode into the esp file. youd need an existing scope .nif you can probably use the sniperrifle mildot one or whatever, then add the model into the scopemode spot. then flag the weapon attributes to has scope.
  18. the speed of geck is the biggest problem. fnvedit is just double click and open. geck is click click click click x15 then wait 20 minutes for it to load. When you're fixing your work waiting for geck is a huge PINTA.
  19. Can scripts be made in this? I'm not having luck with it. Is geck the only way to complile scripts for fnv? i dislike using the geck. other script sources that i can import into fnvedit would be helpful. thanks
  20. excluding dlcs, most, if not all the FO3 meshes are already present in FNV. Some are simply not used.
  21. the rifle holstering anims are located meshes\characters\_male\2hrholster.kf the automatic (pistol grip rifles) are 2haholster.kf they might look the same ingame but they actually have different files for the regular rifle and pistol grip rifles. i tried to fudge around with it awhile back, but i couldn't get the anims to export properly in blender.
  22. Ill usually run with some random pistol or pistol calibre carbine and some kind of long gun, but generally its better to just carry a bunch of weapon repair kits and use what drops for you. We need more dead money style dlc style mods, where you can't take anything other than maybe armor and one or no weapons. I think it makes it more exciting.
  23. 2061. I doubt i even come close to the highest number.
  24. if youre replacing standard egm files you might need to make sure the new nif and egm files are wrapped into a bsa file. if its anything like normal hair morphes, they wont read correctly outside the bsa file for some reason. It took me a loooooong time to get hair to show up properly before i figured that out.
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