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Junnari

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Posts posted by Junnari

  1. http://i.imgur.com/pfvxnwn.png

     

    I started (yet another) weapon mod, this time focusing on heavy gun that could be considered something between Minigun and missile launcher; 25mm Autocannon that fires high damage rounds at mediocre firing rate, effectively able to take down heavily armored targets without relying on explosive damage (unless using explosive rounds that I'm planning on including to the mod). The weapon concept is bit similar to the 10mm SMMG in FNV, but also combines elements from Browning M2, Lahti L-39, and the Imperial Guard Autocannon from WH40k universe. The gun will use the Fat Man animations with animated parts placed at corresponding positions, and although those animations have some limitations, I plan to add modified animations including better reloading animations once it becomes possible.

     

    Some base stats (prone to changes):

     

    • Damage: 90-110
    • Firing rate: 20-35
    • Range: 180-220
    • Magazine: 15 and 25 round magazines
    • Strong recoil, good accuracy

     

    What I have ready so far:

    • Basic .esp that allows using rough version to be used in the game (currently uses Fat Man model, and lacks mod support and other features).
    • Low-poly model starting to be ready (UV-map & textures are just placeholders to represent different materials).
    • Few ideas for mods.

     

    Constructive criticism, suggestions, opinions and other comments are welcome.

     

     

    More images:

    http://imgur.com/a/GbXYO

     

    Sight picture (possibly going to be changed):

    https://imgur.com/yHDx18V

  2. @DarthWayne

     

    Based on quick comparison with http://gaming.thedigitalfix.com/protectedimage.php?image=EddHarwood/SniperGhostWarrior2_Jungle.jpg_03122012, that model seems to be ripped from Sniper: Ghost Warrior 2, like is the case with large portion of other models available at tf3dm that have been ripped from various games. It shares certain details especially with the scope and silencer with the one used in that game, and the author has also loaded several other weapons that appear in that game, so whilst I didn't load the model, I'm pretty sure that isn't legally usable in a mod.

  3. The mod slots available to a weapon are managed with keywords such as ap_gun_receiver [KYWD:00024004]. To create custom slots, you'd need to create similar keyword, assign it to the weapon (or as submod to mod that is used by the weapon such as receiver), and make a mod that has that keyword as mod type identifier. I haven't tested this in practice yet, but that should be the way how to do it.

    1. Add the mod slot keyword (ap_gun_receiver [KYWD:00024004] in this case) to the APPR keywords in the WEAP.

    Copy existing mod into your .esp, and add it into the part combinations list (OBTE). Notice the copied mod must not have any submod keywords assigned to it in the DATA Keywords, just the keyword that defines the type of the mod (for some reason they cannot be completely removed so you'll need a mod without them). Most receivers have barrels, magazines etc as subkeywords, but since these are already in the WEAP of minigun, you don't want the receiver to have them as well.

    Change the mod keyword into ap_gun_receiver so that it's flagged as receiver.

    Change the MNAM keyword to the one used by the gun which will use the mod (ma_Minigun [KYWD:00123688] in case of minigun).

    Remove the Model used by the mod to prevent the mod from having visual effect.

    Create constructible object form for the mod so that it can be crafted (optionally make misc mod item for the mod if you want it to be storeable).

    Add and adjust the effects of the mod.

    Duplicate the created mod and make constructible object form for it to create new receivers.

  4. Or if you don't have 10 years to spend, you can figure the basic idea behind retexturing in 2 hours and making standalone things in 2 days, even less if you have enough interest and curiosity.

  5. Get FO4Edit, find the sound descriptors that control the radiation sounds, create override for them and remove the sound file references from them. Did a quick browse through the forms, the forms you are looking for might be these:

     

    http://i.imgur.com/fpRyYiT.png?1

  6. 0005C2A1 for first tier, 001102F1 for second tier and 001102F2 for the third tier. They might spawn incorrectly rotated but this can be fixed by grabbing and placing the object in workshop mode. The BaseID's for most of the constructible objects can be found with FO4Edit inside the Fallout4.esm under the Furniture group, or under the Constructible Objects group although you'll need to use the BaseID of the created object instead of the FormID of the form in the case of the latter group.

  7. It should be pretty easy to do with FO4Edit by simply increasing the MaxRange properties value on the weapon's mods, mainly barrels that seem to be most commonly used for adjusting the range. I'm not certain on what effect the MinRange has, specifically whether it reduces the damage on close ranges or vice versa, but you'd might need to adjust that as well.

  8. You'll just need to find the directory and file name for the vanilla material and add it to the BSLightningShaderProperty into the Name slot. This can be easily found by simply opening the original .nif of the armor part and copying the material string from there. The directory should be something like "Material\Armor\CombatArmor\CombatArmorMaterial.bgsm".

  9. Found a way to adjust the child origin position. There is a node named BSConnectPoint::Parents under the main NiNode, this contains the transformation for the offset used for the child parts. The Variable Name that is set into the BSConnectPoint::Children seems to be used to determine what Connect Point is used for what part, so it should be possible to add even more options besides those that already exist, but it'll be easier to manage if you can find similar structure from existing weapon.

  10. Update on the progress:

     

    After bit of delay after focusing more on the Bow and Arrow mod (and couple of other small projects, simply couldn't stick to working on a single thing at a time), I'm starting to have the mod mostly ready. Models are in the game and the gun is practically playable. Weapon mods are nearly completely set up with the components, requirements and misc items still requiring bit of work. Other than that, I still got some work ahead with finishing the textures, but I should be able to release the mod at least by Monday unless there comes some unexpected delay. Couple of sneak peeks:

     

    http://imgur.com/a/pwHmY

     

    http://i.imgur.com/lk5eHlc.png

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