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Junnari

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Posts 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. 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.
  3. 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.

  4. Hi dazzer, your MK14 is beautiful.

     

    I was wondering how you set up the hex codes in the weapon file to properly refference your added weapon/modifications.

    Picture for refference, I can't figure out these things at all.

    http://puu.sh/nqHil/952a938de2.png

     

    Update/reinstall your FO4Edit, it'll give you practical interface for modifying the references.

  5. 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.

  6. 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.

  7. 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.

  8. good stuff so far

    Should I be breaking my models down like you for animation? I mean instead of the gun being one object it would be a few like barrel, trigger, etc as seperate pieces?

     

    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.

  9. 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

  10. 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.

  11. I think it'd be cool if this just shot like 20mm bullets as opposed to 25mm grenades. I love the look but im not huge on heavy explosive weaponry. Nothing more than the legendary enchantment for explosions. This is a great concept either way and ill dl no matter what when its finished.

     

    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.

  12. I prefer a AUG, prob one of my favorite rifles, if I get around to it I may ask Bleu to do one so I can add it in game, doesn't even need much modification to be a badass gun

     

    The animations would likely be troublesome, not just because of the reload animation, but also because of the hand positioning.

     

     

    I love the MP guns, Iv'e loved the MP5, I recently have fallen in love with the MPX .45 ..this gun is a beast and i plan on making it soon Cheesy video, but shows its potential as a beast smg.

     

    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.

  13. 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.

  14. The workflow summarized (can be done in different order once you know what you are doing):

    1. Decide what weapon you'd like to use as base, preferably something with similar animations and characteristics as the weapon you are making.
    2. Extract existing .nif file of that weapon using B.A.E.
    3. Duplicate that .nif file and rename it.
    4. Make the model and textures for it.
    5. 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.
    6. Open the duplicated .nif in Nifskope and copy the converted model's BSTriShapes into there, and replace the old ones.
    7. Setup the materials and textures using Material Editor and Nifskope.
    8. 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.
    9. Make the wanted changes to the weapons stats if you want to make it more different from the original weapon.
    10. 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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