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Junnari

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Everything posted by Junnari

  1. You might want to optimize the EE-3's and thermal detonator's meshes, as whilst most rigs can handle higher polycounts, you'd ideally want to keep those counts fairly close to what the vanilla content has (around 5-10k for weapons, 5 to 1,5k for grenades) to reduce unwanted burden, especially when you can execute the same details using textures which is more resource friendly.
  2. Assuming you have the DLC and game files, you can extract the model and textures using B.A.E , and then preview or export the model into more usable format with NifSkope.
  3. Might be able to make some 3D models, and textures if needed, although I have somewhat limited tools for the latter. Some samples of my work: http://www.nexusmods.com/fallout4/mods/9567/? http://www.nexusmods.com/fallout4/mods/9871/? http://www.nexusmods.com/fallout4/mods/9304/?
  4. Can't be arsed to find it, but I recall that someone already made a .50 cal conversion for the double-barrel shotgun.
  5. Looks nice, few things that you could consider in my opinion: Adding a buttpad as the end of the receiver seems pretty uncomfortable.Making the barrel slightly shorter and/or consider adding a folding or fixed bipod. The rifle seems really front heavy due the thick barrel, so this would make it more plausible.Improving the ergonomics of the grip & enlarging the trigger guard. Although most vanilla laser gun grips have the ergonomics of a brick, you might expect more from a sniper rifle.
  6. The issue with making a AK-family rifle is that there isn't any well suited animations for it. Pretty much closest you can get are the combat rifle and smg animations which have several flaws. CR has grip with more traditional rifle grip design, and also has too long gap between the trigger and magazine. SMG on the other hand has pretty usable grip and hand positioning, however the magazine insertion isn't optimal as the drum magazine is inserted partly sideways, and the grip from the magazine doesn't fit box magazines. Also both feature right sided charging handle, which isn't correctly positioned even if the AK would be given some sort of aftermarket right side charging handle.
  7. The model would be fairly easy to do, but it would be using the vanilla animations that don't really suit it.
  8. That is simply a (likely unauthorized) re-upload of http://www.nexusmods.com/fallout4/mods/10406/?
  9. Update/reinstall your FO4Edit, it'll give you practical interface for modifying the references.
  10. I haven't yet made crafting form for them, so you'll need to use the console to spawn them.
  11. Override simply changes the values of the existing form, it doesn't make create anything new. To make a new weapon you'll need to copy it as new record and make the desired changes it. You can derive a new form from the override by copying it as new record into the .esp.
  12. Yes, you can't really make neither new hand or weapon animations, or combine weapon animation to another hand animation in practical manner. The combat rifle animations might be usable, although the magazine of the weapon is way thinner than the cores, the grip in the animation is done based on way wider magazine (the thumb is inch or so away from the magazine), meaning that there might not be that much clipping that it would prevent using it. The cryolator might be better in the aspect that it uses fusion cells, however it has closer grip on it, meaning that the larger fusion core might clip pretty visibly. As a personal opinion the position of the magazine well/insertion point is located awkwardly low and away from the centerline of the weapon, which might restrict the design of the weapon. I did some testing with the cores, some things that I noticed: - The weapon spends equal portion of the fusion core's charge even if the magazine capacity is modified - The weapon always reloads core with most charge - The consumption is affected by the nuclear physicist perk and repair bobblehead, with both of them the 500 rounds from the gatling laser leave the core at 54% charge. The effect from the bobblehead/perk might be used to increase the consumption, although I haven't yet managed to properly test that out.
  13. I could probably try the idea out, although there might be issues with increasing the ammo consumption from 1/500 of the core's charge to something greater, as well as with general implementation depending on how transferable the Gatling Laser's functions are. It might also be easiest to execute based on the Laser Rifle animations with cells replaced by the core, so you might want to take this into account with the concept.
  14. The parenting point used by the Mk14's scopes isn't same as R91's, so you'd need to make a copy of the scope and adjust the position of it's meshes in the .nif.
  15. Have you set the materials and bounding sphere for the .nif, and is the weapon visible in the pipboy or weapon workbench?
  16. As far as I know none of the vanilla armors including the ring use descriptions, so it's unlikely that they made it visible for them.
  17. Is the item you are trying to add description to a weapon mod, consumable or something else?
  18. Whilst I don't know how the game specifically manages the animations and what are their limitations, if the part is moving in the animation, it's generally preferable that it's set as separate object/shape in the .nif.
  19. Decided to start a thread to allow sharing information regarding what mods you are currently working on or thinking about starting so that we don't end up having multiple modders working on same things, and to make cooperation easier in case someone is interested in working with a certain project. Currently working on: - 25mm Autocannon (working on model) - Nightkin NPC's (Textures ready, stuck with implementation) - Marlin 1894 lever-action rifle (currently paused until there's usable animation tools) Planned: - Colt M1911A1 - SMG with vertical magazine (early concept) - Ghillie suit/cloak - FN 5-7
  20. Looking nice, the illumination feels bit overkill on the few scopes that use it, though this might be result of some mod that affects the lights for me. It might work better if the material would simply be shadeless instead of having actual glow.
  21. The weapon isn't grenade launcher, and won't be using grenades as ammunition. Like indirectly stated in the OP, the cannon will rely mainly on kinetic energy of the bullet instead of explosive damage.
  22. The animations would likely be troublesome, not just because of the reload animation, but also because of the hand positioning. The MP is just an abbreviation of German word Maschinenpistole, not a brand or series of guns in itself. Despite directly translating into machine pistol, it's more commonly translated as sub-machine gun due the design of the guns that use MP as part of their designation/name.
  23. Depends on what weapon you plan to use as base for it and what mods are you planning on having a separate model. The Nifskope allows modifying the scale and position of the model, but it's always easier to work on things that are already the correct size and are at the correct position. Personally I've found it easiest to make the models for the mods as part of the gun, have them as separate object in the exported file and then just separate them into a different .nifs when you're setting the weapon mod models up with Nifskope. What comes to combining the parts, if it doesn't need to move as separate part like bolt, or doesn't need to be changeable with mod, it's recommended to combine it as this reduces the amount of shapes that need to be set up in Nifskope. You can work with each part as separate object if you want to, but the less parts you have, the clearer it is. The game supports material swapping that allows you to change the textures and material settings for the weapon.
  24. The workflow summarized (can be done in different order once you know what you are doing): Decide what weapon you'd like to use as base, preferably something with similar animations and characteristics as the weapon you are making. Extract existing .nif file of that weapon using B.A.E. Duplicate that .nif file and rename it. Make the model and textures for it. Convert the model into .nif using 3ds max (notice that the format needs to be the one supported by FO4, older ones used by skyrim and FO3/FNV don't work) or get someone to convert it for you. This can be also done with Outfit Studio, but the results it has given to me have been far worse than those that have been converted with 3ds Max. Open the duplicated .nif in Nifskope and copy the converted model's BSTriShapes into there, and replace the old ones. Setup the materials and textures using Material Editor and Nifskope. Get FO4Edit, and make a duplicate of the base weapon into a new .esp, and replace the original model reference with the new one in it. Alternatively you can also replace the original model with override, but I recommend doing content as standalone at least after getting the idea of how things work with FO4Edit. Make the wanted changes to the weapons stats if you want to make it more different from the original weapon. Add mods and other optional features.As there are several small details that need to be noticed, I recommend making a simple melee weapon as first mod, possibly even only as a replacement instead of standalone.
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