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Chrophiss

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  1. Thank you for getting back to me through PM, i was afraid you would ignore me. Good to know this isn't dead yet! I really wish i could help you, but my modeling skills are limited at best and my coding skills non-existant. My primary interest lies solely in the Imperial Guard armors though. Fell in love with Kasrkin armor when i first saw it on Dawn Of War. Now my favorite faction is IG. I thought about porting the IG armor mod from Fallout New Vegas to F4, but got discouraged by the amount of work that would go into that.. I truly admire you for your persistance! I really hope to see more soon! Thanks again! (my hero!)
  2. Any updates on this? I have been dying over here waiting for someone awesome to make the IG armor and weapons... I will probably start over if someone adds it.
  3. Bump! Could really use some help with this! Still stuck. Thanks
  4. Hello everyone, I have been attempting to replace the minutemen outfits with my own composition of helmets and armor but i ran into sort of a snag. Replacing the vanilla armors with vanilla armors and equipment works fine. No problem there. The minutemen in my game walk around wearing Marine armor from Far Harbor with BOS officers underarmor. They also wear the Operators goggles at times (75% chance). Anyway, getting the custom armor to work is a different matter. I want them to wear the Rebel gasmask and NCR Ranger Helmet at lvl 1-29 with the Operators goggles, (made enough changes in my game already to make it work for myself and ingame settlers.) Also at lvl 30 and above i want them to wear the NCR Riot helmet+mask. (It's a nice combo) So i made changes to the Minutemen Outfit and the proper minutemen leveled lists. Now like i said, all vanilla items work fine and as intended but even though i CAN add the custom gear in the CK and the preview window SHOWS them wearing it. As soon as i save and reload the ESPs/ESMs in CK all custom gear is removed from the list. No clue why. I asked youtube-user Felloutislife for help in his custom weapon tutorial video. He told me they don't work because the Masters are loaded before the mods, so i changed the loadorder for my testmod to be loaded after everything. Masters and Gearmods are loaded prior to the testmod (with the changes). But same issue occurs. He also suggested i create brand new leveled lists and load them into the proper characters. I did, yet they also get the same result. Vanilla gear present, modgear gone. He also suggested i come here for help aswell, so here i am. Sorry for any typo's, not native english speaker. Kind regards, Chrophiss PS. I also read somewhere to create a quest and a script and than add it to the leveled list through that, but i think i did that wrong.. because the script didnt compile. Not sure what to do there.
  5. Okay, so we already have a few pulse rifle mods, i saw a smartgun out there aswell, but what else? Why are there no Sentry turrets from the Aliens movie as mods? I think these turrets look way better than the vanilla turrets, so either a replacer or seperate object would be cool. I noticed the ceiling turret in vanilla game already looks alot like it, just needs someone to rotate the mesh and apply a tripod at your already set. Note: I tried it, but i lack sufficient skills to make it work, static model i can do but textures and animation are too difficult. A secondary idea is a more personal thing, i love the original UD4L Cheyenne Dropship from the movie and games (http://avp.wikia.com/wiki/UD-4L_Cheyenne_Dropship). Is it possible for someone to replace the vertibird with a similar model? Or a Halo model would be nice too (http://halo.wikia.com/wiki/D77-TC_Pelican). Note, they don't have to be replacers per se, just the option would be nice. These kind of projects are kindof out of my league. Please leave a message if you are interested.* *Shaking uncontrollably waiting for an answer*
  6. Hello Everyone, so i'm not sure if this is the spot to post this but here it goes: So i have decided on making a mod which involves modifying existing GECK Building blocks (vault hall etc) I am using Blender to adapt the models by exporting the NIFs. So far i have made some progress with my new blocks but now i have a strange issue. My textures have suddenly vanished from Blender, It worked fine yesterday when i saved and tested them ingame and GECK. Today i made some changes to the model and added the textures to the new faces i had made. When i finished i exported it back to NIF and copied into the right folder and tested it again. Now only the doorframe is visible and the rest of the model is not. When comparing with older models (based on the same block) i noticed that the "Tex" textures as shown in blender are now suddenly gone, what did i do? Is it possible to restore the damage? I could try to post some pictures to show in more detail. I could really use some help with this, i don't understand textures and normals well enough to go into depth. Thanks for any assistence!
  7. Hi everyone, I wanted to know if there are any mods out there that have new building components in them for vaults, buildings, props etc. I have searched as far and wide as i could think to do but i have only found 3 options, Namely Speedy's resources, which are interesting but most objects are not useful to me as i am more in the market for vault parts and similar. Vault 24 Resource, is also interesting, though all new parts are in ruined form and i would like some "clean" parts instead. The expansion that comes with Project Brazil, which also has much potential. Some new "clean" vault parts but not much as far as i could tell. Is there anything else i may have missed? If not than i have an idea for a mod. How about all the vault blocks that currently exist inside the GECK broken up into pieces. Such as the galley parts. 1 piece could be the railing part seperately, the slanted ceiling part, floor and ceiling apart aswell. Standard vault door made wide to fit 2 vault doors opening and closing horizontally and simultaneously. (I have made my own workaround for this with 2 vault door rotated sideways and then using nulltexture to remove the lower part of the door and using a script to activate both doors at once via a wallpanel, not ideal nor efficient) The vault doorframe with wallpiece seperately (no ceiling or floor). I could go on but i think you understand what i mean. This way vaults will be waay more diverse and interesting to explore. Anyways let me know what you think, sorry for any spelling mistakes as english is not my native language. Regards, Chrophiss
  8. I will definately looks this up. I'm not sure how normals work but i will try to learn if i can find tutorials and such. Thank you very much for your reply and will post back if i run into any more problems. Though if you have any tips for tutorials about normals than please post them. Thank you again!
  9. I would like to make a small change to this as i tried another way to make the armor darker, i found the colorisation tool now and it's like i want it now except for the shine/oily effect, so i know the brush type doesnt have anything to do with it. I have read on several sites and tutorials about how the alpha channel controls transparancy and gloss/shine but i can't figure out what option does that, so far my tinkering and experimenting have been in vain. Also i saw several forums posts about this aswell but they talk about a normal texture with the ***_n.dds at the end and i am using the one provided in the mod itself yet the shine is still very apparant, like i'm a big walking mirror or something. Any help or tips would be very much appreciated! EDIT: I have found something that maybe a solution but i dont know how to continue from here. I created a texture set for my adjusted textures and than applied to the model through the GECK, for some reason the armor is shiny the clothing underneath is not. However when i completely replace the .dds file with my texture (giving it the original name) the model is exactly what is is supposed to be, alot less shine and just perfect! But i don't want to replace the entire armor. I want to keep the original and my retex at the same time in the same way. Any idea on how to approach this?
  10. Hello all, Ok so the i made the following post yesterday in the Imperial Guard Armor mod thread: http://forums.nexusmods.com/index.php?/topic/256150-warhammer-40k-imperial-guard-endorsements/page-16 I figured I'd better repost it here because i think this section of the forums is faster with replies. Thanks!
  11. Thank you for the clarification. I tested the script now and it seems to function properly now! Thank you very much. I had been getting headaches over this. I will continue work on this on a later time but if i have any more questions concerning this script/topic i'll be sure to post back here!
  12. Hi, thank you both for posting! I tried both your scripts just in case, yet both get the same result as my original. The door does not close nor are player controls restored. Note: This is the first time i'm getting confronted with btimertrigger and sframeskip so i am not sure of what exactly they do. Also, Xaranth i do not know what you meant by that final edit sentence. Quite confused. Thanks!
  13. Hello, i have made a script mostly by myself as i am trying to learn how to script for myself. But now i have run into a problem i can't seem to fix. I tried pretty much everything i could think of. I am trying to do the following: Player opens a door, player controls disabled, deathclaw on other side turns around to face the player, door automatically closes, controls restored. (note, i wish to add more parts such as disabling of the deathclaw and locking the door later. After i get this part to work.) This is what i have: scn NWSDeathclawstartScript int DoOnce float timer Begin onactivate Player if DoOnce == 0 Set Timer to 5 activate DeathclawdoorREF.activate DisablePlayerControls 1 1 1 1 1 1 1 Claw1REF.Playgroup TurnRight 1 Set DoOnce to 1 endif if ( timer > 0 ) set timer to timer - getSecondsPassed else activate DeathclawdoorREF.activate EnablePlayerControls 1 1 1 1 1 1 1 endif End Now it all seems to work up until the first endif. Everything i want done after will not kick in. Player controls are not restored and door will not close. Any suggestions or tips for how to deal with it? Thanks!.
  14. Update: I tried your suggestion, however it only goes into a alert mode but does not play the attack animation. Should there be no other way to actually play it, maybe the alert pose will have to do. I'd love to hear any other suggestions. Thanks! EDIT: I fixed my problem myself! By looking around in the custom package i gave it, i disabled idle animations and enabled weapon drawn options. Accidental fix. Thanks for the comments and help! Much appreciated.
  15. It currently has no actorbase nor is model/animation checked. However, if i attack the deathclaw ingame it will become aggressive and attack me like a normal deathclaw would. But i cant really test right now as i have to leave. But i will check tomorrow and will comment on development then. Thank you for your comments.
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