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Junnari

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Everything posted by Junnari

  1. If the immersion would break from having the player ride a healthy horse, it'd be probably possible to make it use the radstags instead.
  2. I'm in a process of making a mod that adds a shield as a weapon (more details at http://forums.nexusmods.com/index.php?/topic/3785790-off-the-wall-personal-mod-req-a-shield-a-patriotic-shield/) and I'm currently attempting to have it improve the DR/DT of the player in two ways: passively as long as it's equipped, and actively whilst blocking, allowing blocking to be used effectively against firearm wielding enemies. I've managed to have it increase the DT passively through using object effect that's added through weapon mod, however I haven't yet managed to implement the block detection condition for the 2nd part of the DT boost. I've found two condition functions that might be what I'm looking for, isBlocking and GetWantBlocking, yet I haven't managed to get these working, either because the parameter combinations I've tried haven't been correct, or because the functions don't work like they should. Any ideas and suggestions on how I could get the weapon detect the blocking are welcome.
  3. The maxrange property affects the point after which the damage will falloff (not sure if progressively or as a threshold). Minrange might be doing the same thing, but I've yet to properly test that. The actual distance that the projectile fired by the gun can travel is set in the projectile values, not through the weapon.
  4. Posted one solution to the issue at http://forums.nexusmods.com/index.php?/topic/3733245-f4-sighting-node/ . Just make sure you have the rear and front sight leveled in the model if you use projectiles that aren't affected by gravity, otherwise you'll end up with the sights giving inaccurate aiming point.
  5. 3 of those practically already exist (if the ffcloudstrife's M2216 can be considered close enough to M4), and whilst I'm not sure about the corpse removal with mods, they can be easily removed using console & disable command.
  6. Posted a link to a grenade launcher mod that I made on the first page of the thread, feel free to check it out.
  7. @jeffglobal I haven't really yet tried to make armors, so can't really help with that matter. The workflow I posted is mainly for weapons, although it should also work for other static or rigid objects.
  8. I've had another user do the converting for me with his Max, so I'm not certain of which version is required. The process however requires separate plugin to allow Max to import the files, and you'll need to make sure that the mesh data is stored as BSTriShape instead of the older NiTriShape that is used by older bethesda games.
  9. You can also use the console to spawn bridge object using its ID, then adjust the position & rotation using modpos and modangle and make copies of it with SpawnDupe if you don't wish to flag those cells as settlements. You could alternatively probably also find a mod that makes the position manipulation easier. Only issue is that the object must have navmesh or the npc's won't be able to use it, which limits the suitable objects somewhat.
  10. I haven't tested that in practice, but since It can use Add as the function type, it should be able to stack them.
  11. You might find a way to do it by trying to find some keyword that removes the armor damage from Danse's form and copying that to her form.
  12. The workflow summarized (can be done in different order if 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. In this case Combat Knife might be closest. Extract existing .nif file of that weapon, this can be done 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 parts into there, and replace the old parts. 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.If you use the Combat Knife as base, it's important to notice that the blade is set through a mods used by the knife, so you'll either need to remove the mod from the weapon or remove the model from the mods to prevent getting additional blade on the model.
  13. I personally use Blender (downloadable for free) for the 3D models, another common option would be to use 3ds Max (has 30 day free trial, and free 3 year license for students). I've done most of my textures using Paintshop Pro X8, although Photoshop is far more commonly used. Neither of these however is free, but if you are looking for free software, GIMP can do pretty much all the same things as those two. Models, textures, sounds and other contents of FO4 can be extracted from the .ba2 archives with B.A.E. http://www.nexusmods.com/fallout4/mods/78/? . To be able to work on the models you'll generally first need to convert them to .obj with Nifskope, but getting them back into a .nif is bit more trickier to do but possible nonetheless.
  14. It would make things simpler, especially since you wouldn't need to worry about the animations. You can use existing mods that were made for other games assuming they don't use that game's vanilla content, and assuming that you can get the permission from the creator, but the original files from the game can't be used. As far as I know you can however make your own version based on such items as long as it doesn't infringe copyrights or otherwise violate laws that protect it.
  15. Why reply to thread that's been dead for 2 months, and which OP has been last active month ago?
  16. The issue I see with flip-up NVG is that it would have limited compatibility with headgear such as caps and mining helmets that have visor or similar, and it would be harder to make it fitting with multiple headgear items in general. Having the NVG use a fixed design would reduce these issues notably.
  17. Made the basic components of the mod, including forms for the weapon itself, mods and their constuction and misc item forms. I was able to import the mesh as .nif using outfit studio, however for some reason the mesh is missing some parts which degrades the .nif below usable condition for me. This hasn't prevented me from using it for testing positioning and few other things. There however are some issues that are caused by (surprise surprise) the weapon animations. I've tested the model with most of the seemingly usable weapon animations with the following conclusions: Overall: - There's varying amount of clipping with every possibility, even without armor or clothing. Power Fist: + Currently best candidate. + Least amount of wrist twisting, strikes in fairly direct manner. + Interesting body blow power attack. - There is slight holdup before returning the weapon after punch. - Static position isn't the ideal in first person due the shield being held horizontally. - The weapon clips with the character head in third person. - The character uses left hand to block (whilst the shield is in right hand) in third person. - The first person block crosses the hands in way that wouldn't be possible. Boxing Glove: + No hold-up like with Power Fist. - Some of the striking animations aren't ideal. - Static position isn't the ideal in first person due the shield being held horizontally. - The weapon clips with the character head in third person. - The character uses left hand to block (whilst the shield is in right hand) in third person. - The first person block crosses the hands in way that wouldn't be possible. Rolling Pin/Machete/most of medium speed weapons: + The shield is held vertically in first person. + blocking is done correctly with the shield actually giving some cover. - Striking animations are mainly overhand, slicing or bashing attacks which aren't ideal for the shield. - Noticeable clipping with the arm when striking. I've also been working with the textures, trying to add some chipping and wear to the paint (with not necessarily the best results): http://i.imgur.com/ht38V5s.png Few more screenshots taken during the testing: http://imgur.com/a/gE7Zm
  18. Could probably try to wind up some sort of model, not too certain what I should try to focus on next with some projects already published (but not necessarily finished) and other in development. Considering that it'd need to be compatible with other pieces of headgear, the design used in Splinter Cells might be most suitable: http://vignette2.wikia.nocookie.net/splintercell/images/e/ed/GOGGLES_102091.png
  19. They are created with the directory used by the texture, for example Textures/Weapons/Knife/ActualFiles.dds, so if you are extracting them into a folder that contains other things, they might be amongst them. If you extracted them into a empty folder this obviously isn't the issue, in which case something is probably preventing the files from being extracted. Have you tried extracting other types of files like meshes or sounds to see if the same occurs with them?
  20. Could probably try making some stuff around the idea at some point with the board as base, maybe even expanding it with several other blade types such as halberd and battle-axe as well as some sort of mace.
  21. vashts1985 has got models for such in the works, though I don't know what's its current status, or if he's planning on doing it as modder's resource or complete mod. http://forums.nexusmods.com/index.php?/topic/3683765-weapons-im-working-on/
  22. Having the used stock/frame affect the position of the scope is doable as far as I can think, though using single rail position that wouldn't depend on the stock would make it simpler. Basically what it would require is that you set the scope parenting transform to match each stocks/rails position so that the scope position is dependent on the rail position, and set both the stock and scope to have ZoomDataCameraOffsetZ property so that they both would affect the vertical position of the camera.
  23. Not necessarily if it used model made by person who's inactive on nexus, but very likely if it used the model without permission from the original creator. I don't know how strictly the permissions are moderated, so I can't say if permission granted over third party channel like another site is sufficient or if it's required to get the permission over Nexus. Proving the identity could be quite big issue for permissions granted over other sites, but then again it's easy to modify the page contents with chrome's inspect element tool to create screenshot of fake permission. Considering these I'd assume that unless reported by concerned person such as the creator of the original mod, it might be hard to take actions against a mod that falsely claims to have permission to use the contents, as proving the lack of permissions practically requires contacting the original creator.
  24. I'd assume that he's not that stupid to make the mod without asking the creator of the original model for permission to use the model, especially when he credits him several times in the description.
  25. Possibly this: http://www.nexusmods.com/fallout4/mods/9433/? Ps. it'd be nice if you'd let us know at what point the weapon appears, so that we don't need to watch the whole thing or guess which gun you are referring to if there's multiple weapons appearing in the video.
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