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SlashSgt

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Everything posted by SlashSgt

  1. Well, for general loadscreen collections, it's quite simple: you select all your objects in the render window and then right click, select create static collection, and that's that. For what you're asking, its a bit more complicated since NPCs do not exist as their own meshes in the same way that say a chair does. Essentially you would need to create a static nif that was identical to your NPC, and there is not any way that I know of to do that apart from perhaps manually editing a T-Pose of your NPC.
  2. Technically Pipe-Pistols are also pre-war (really lazy cop-out by Bethesda but its true), they were first seen in skirmishes in Detroit if my lore memory serves me. Essentially Bethesda realized that having 10mm pistols in every single prewar safe was boring and unrealistic, knew that .44s were too overpowered, and couldn't be assed to make another pistol with similarly scaled weapon damage, so the Pipe-Pistol was just reused.
  3. Whilst I can't say for certain, nor would it be easy, Outfit Studio does have some shaping tools, so if it was something relatively simple like trying to get the arms to lie flatter, you should be able to accomplish that with some fiddling. As for a massive bend to drape over a chair or something, that's likely to be a bit harder but again, theoretically doable. The final option would be to export the .nif as an .obj or something and mess with it in a proper 3D modeling program and then reimport it as if it were a completely new object. This is definitely possible, but not easy, so it depends on your proficiency and comfort with that method.
  4. I'm just going to leave this here for you to take a gander at :) http://www.nexusmods.com/fallout4/mods/21312/?
  5. This wouldn't be terribly difficult to accomplish, however the way the LoadScreen objects work is that they are their own meshes or static collections in the GECK that the game calls up when the screen appears. So to have any of the NPC poses as you suggest, one would have to make those NPCs posed that way as a nif for the game to call up. As far as I know, this would mean that these NPCs would not compatible with CBBE or update independently.
  6. Sorry for the bit of a necro, but can you explain how you accomplished this? I'm trying to drop a Lever Action Rifle with a full stock but can't find what you were talking about. Cheers!
  7. I've actually done the trailer wall thing for a personal mod of mine lol, only annoyance there is the collision for the bottom of the trailer extends further than you'd think, but it doesn't matter too much. Would highly recommend Thematic and Practical as a mod tho for similar stuff.
  8. His mask has been brought over, but unfortunately base NV assets cannot be published onto the nexus. If memory serves the mask can be found on gunetwork
  9. Forgive me if I'm wrong, but that gun looks very similar to the newly released: http://www.nexusmods.com/fallout4/mods/20024/?
  10. So, not so much a mod request, but a modification of a vanilla .nif request. In the intro scene, there is a .nif that is to the left of the PA in the shot, of a pegboard with many weapons and tools on it. Well, turns out, this exists as a single .nif file within the game: Data/meshes/weapons/gunboard.nif Now, I wanted to add this object into my game as a craft-able workbench item, and have succeeded, however, the item lacks collision and no matter what tutorial I follow or what collision I try to reassign from another object, the problem persists. As such, I'm turning it over to the capable hands of the community, for people smarter than I to have a go at. Cheers!
  11. Not exactly your description, but the T-51C is suppossed to be a representation of an Air Force PA in the Fallout Universe.
  12. Everything looks off to a great start Mika! Not surprised, given your previous work :) I'm still learning the creation kit so I can't say I'd be of a terrible deal of help, but I do know all about the materials and textures stuff for F04 damn near like the back of my hand. I'd be more than happy to lend any help I can with textures, ideas, etc. If nothing else, I've accumulated a ton of concept art and fanart for Fallout and could upload it to an imgur album or something should you need inspiration for buildings, factions, enemies, etc. Oh, in case you haven't yet, Gatorclaws should obviously been in your Mod. Nothing says Floridian Wasteland like mutated death gators.
  13. Not to rain on your parade m8, but definitely just use console commands. 1. Open Console. 2. Select bed or whatever once its close to how you want it 3. "Getangle z" 4. If angle comes back as like "90.5556", type in "Setangle z 90". If angle is "270.456", "Setangle z 270" etc. etc. 5. Congrats you now have perfectly right-angled furniture
  14. To actually get at your question, yes there are. http://www.nexusmods.com/fallout4/images/54362/? Whilst I can't say for certain, I would wager that the way crimsomrider achieved this was simply adding the skin as an equipable item and then ensuring that armor piece had a glow map as well as specular. Honestly, its something I've considered doing before but just put aside since I had other things on my plate.
  15. God, can't wait for this! Always looks amazing! :)
  16. You'd have to manually cut out the sections of dialogue that you don't want I'd imagine. This can be done through a number of media editing softwares, not sure if VLC can or not.
  17. Adding a mounted container might be possible, not sure how the game would like that or not, but if not carry capacity is always available as a fall back. All in theory of course.
  18. Gatorclaws did strike me as a bit lack-luster, especially considering the artwork that existed Hopefully with New Orleans "supposedly" in production we'll see some return or variation of these beasts. Maybe rebranded as CrocoClaws or something, but hopefully they'll be scaled up (mind the pun) to the size of the second image (at least for Alphas). Hell, if a chameleon becomes the size of a Deathclaw, an already massive Croc should be the size of a mutant Behemoth.
  19. Not to shoot down this idea, I just always thought it would be easier to do the following. Rather than try to create and implement a whole new mechanic, take advantage of the Power Armor stuff. Instead of entering the PA and running that animation sequence, it would run a player opening the car door and sitting down (or getting on a motorcycle or whatever). An alternate/modified PA gauge system would show up to display as the car's "dashboard". Then rather than using the PA running animations, the player's movement speed would simply be greatly increased (and if we're really fancy the wheels will move). Headlights will work same way as headlamps on PA. Carry capacity would obviously be increased just as some of the PA pieces do. I'm just saying, taking a more Fallout3 Monorail of armor being implemented approach but using Power Armor makes sense to me...
  20. There is some through the body triangle in vanilla, and even more through Bodyslide. And there I'd say it stands to reason there'll be some scarcity to food stuff so no one will be any larger than the largest setting of the vanilla slider...
  21. Just tagging on that I'd also like to see a variable height mod. Makes no sense that all the people in FO4 are the same height, would love to see some variation.
  22. Could be hopeful given that new righthanded bolt-action animations have been released with this mod
  23. Perhaps an NPC could exist that you can just go to for Bounties? The chick from Valentines Detective Agency comes to mind, or maybe Whitechaple Charlie in the Third Rail. Could work in a similar way to the radiant quests from the NukaWorld Gang-Leaders where you can get a new one whenever you turn in the last.
  24. Depends on what you're looking for exactly. I don't know of anything that matches what you're showing on amazon exactly but there are a few alternatives. There is the Disciple's bullet belt which you get while wearing some of their chest-pieces. There is the bandolier options for the NCR Veteran Armor (most similar to your request imo) There is Cait's Bandolier which isn't really a bandolier but more of a carrying harness. If somehow you have The Rebel, it comes with a shotgun shell bandolier. I'm sure there are others I'm missing. Depending on what you want, I'd recommend finding someone (or learning how yourself) that would be willing to seperate the bandoliers from their original nifs and offer them as standalone armor pieces.
  25. Alright m8, so here's what you can do. This mod will allow you to have a unique variant of the 111 vaultsuit, custom textures and mesh. What you'll have to do to get it how you want is to follow these instructions: 1. Install the mod as is. 2. Build in bodyslide your preferred PLAYER suit. 3. Navigate to [data/meshes/clothes/vault111suit], find the .nif titled "FemaleVault111Suit" and rename it to "FemaleVaultSuitUnique" 4. rename the .nif titled "FemaleVault111Suit1stPerson" and rename it to "FemaleVaultSuitUnique1stPerson" 5. Copy these two files ("FemaleVaultSuitUnique" and "FemaleVaultSuitUnique1stPerson") to [data/meshes/clothes/vaultsuitunique] 6. Build in bodyslide your preferred NPC suit. 7. Profit. That should do it in theory, haven't tried it myself but that is how it should work, good luck!
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