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Junnari

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Everything posted by Junnari

  1. I decided to make a separate thread for this apart from the old thread made by ShadowoftheWolf now that I've published the requested mod (original thread at http://forums.nexusmods.com/index.php?/topic/3657490-attention-all-modders/), and to have separate thread from the mod discussion/comments. The mod can be found at http://www.nexusmods.com/fallout4/mods/8990/? I added basic components for the Crossbow into the mod, and whilst it's yet not completely ready, it's already usable as a weapon. The model is currently just a laser musket with two pairs of limbs added to the barrel and sights replaced with 25/50/100m three pinned sight at this point, but I'll try to finish the custom models this week, though I haven't yet decided on the looks of some parts of the design concept. The trajectory for the bolts is flatter than for the arrows, making it bit more usable on longer ranges. Unlike the Recurve Bow, it doesn't benefit from the Big Leagues or melee stealth attack multiplier from Ninja, but is affected by Rifleman instead.
  2. Depends on your keyboard layout, you can see the most common keys here: http://imgur.com/D9Aot8S You can also find more console commands at http://fallout.wikia.com/wiki/Fallout_4_console_commands.
  3. You can take custom screenshots by opening console, detaching camera with "tfc", pausing the game with "tgp", exiting the console and moving the camera to the position and angle you want. You can also enter "sucsm 1" to slow down the camera movement speed to allow more accurate positioning. You can also adjust the field of view with "fov xx yy" with xx representing 1st person fov and yy representing 3rd person fov. To reset back to the default fov, simply enter "fov 80 80". If you wish to hide the UI, enter "tm", however notice that this also hides the console menu, so it's recommended to hide the ui, take the screenshot and enable it back with the same command without any excess actions whilst having the ui hidden.
  4. http://www.nexusmods.com/fallout4/mods/9304/? Now all we need is someone to make a HEV suit and headcrab replacement for radroaches.
  5. Using a material swap in FO4Edit would be easier and save file space I think. You'll still need to make the .bgsm material to swap into, and whilst this saves you bit of space, the size of the .nif is usually up to 100KB, meaning that it doesn't make too much difference.
  6. You'll just need to make a copies of the .bgsm files used by the attachments, modify them with Material Editor so that they have the new textures, and assign them to the attachments in Nifskope.
  7. I tried briefly adjusting the scope position on a gun through several means including nodes, but didn't manage to get visible results with the time I spent.
  8. You might be able to do it in theory by removing the animation keyword from the main weapon, and having each barrel add a animation keyword, for example: Property FormID,Int Add Keywords AnimsCombatShotgun [KYWD:000B9560] 1 0.00000 Haven't tested this in practice, and it might have issues with positioning and cross-compatibility if you use existing animations, but I'd assume that's how you could do it. Making the laspistol (that I assume you are talking about) a separate weapon from the lasgun might however be more plausible to do.
  9. I'd assume that the material is still overriding the settings you made in Nifskope, so you'd need to make copies of the original materials, change the textures in them and assign them to the .nifs. This is easiest to do with Material Editor: http://www.nexusmods.com/fallout4/mods/3635/?
  10. Haven't come across as far as I can remember, but you can see the main idea by checking out the .esp for mods that have weapon mods in them. Some major points : The WEAP has a keyword that represents the frame part, usually the receiver (ap_gun_receiver [KYWD:00024004]). (1 in the images)The OBTE section in WEAP is used to set the default mods for the weapon's part slots, and allows several different setups including random setup. However even a single setup is sufficient. (2)To specify what weapons can use what mods, the mod pieces have MNAM keywords (for example ma_Bow [KYWD:63000804]), which must be also found on the weapon to allow user to attach it. (3)The mods assigned as frame part have several keywords assigned to them that represent the sub-parts that can be attached to them, like barrel, magazine etc. The muzzle device uses same function with barrel. (4)Besides the actual object modification, each weapon mod also needs a form as constructible object if you want to allow players to craft them. Also in order to be able to remove and reuse mods, each mod can be given a misc item that represents the mod as inventory item.(5)Images: http://imgur.com/a/Ql0fC
  11. You can extract the existing textures from the game with B.A.E, although you can't preview the textures you are extracting with it.
  12. Sorry, skimmed parts of the opening post. But assuming that you don't need to worry about overrides, you could alternatively do it by removing it from the main WEAP, but giving it back with the normal weapon mods that still use the standard flame enchantment.
  13. It's set for the Flamer in EITM - Object Effect, so you should be able to get rid of it by removing or replacing it there, though I can't say how many other aspects of the weapon it'd also affect or if it's just the visuals which it controls. Screenshot: http://imgur.com/lNYkQTK
  14. Looking quite nice, have you thought about adding the original wooden stock as a option as well? Although it might have some positioning issues with the right hand, it'd be still nice to see such. Alternatively you could use the M14E2 stock that has a pistol grip if that'd work better.
  15. Need to check that out, thought about making it based on the gauss rifle, but the crankable laser musket actually might be more plausible. Thanks for the idea!
  16. It's plausible as entry level version of the current recurve bow as that'd allow making the recurve to be more later end weapon. However apart from other things that I'm currently prioritizing over additional weapons, I'm currently planning on adding a crossbow as next weapon as that has been pretty requested feature and can probably be pretty well implemented with existing animations.
  17. It should be possible, as for example combat rifle barrels should have different anchor points for the muzzle attachments, otherwise the shorter barrels would have theirs floating in the air. However there is the possibility that this is controlled by keywords instead, which would mean it'd need to be adjusted with FO4Edit but this seems less likely. Sure, I could take a peek, and probably give my feedback if you're interested.
  18. Might be interested, is it more of proofreading or simply giving opinion on the story/content?
  19. Sounds plausible and relatively easy to make, might do a take on it at some point when I got bit more time.
  20. You can use http://www.nexusmods.com/games/users/2056214/?tb=mods&pUp=1 to show list of your mods. If you make a link to the mod management page, it'll show each user their own mods :smile: Edit: Btw, this seems like it could be further developed to easy way to spawn new enemies for testing purposes without needing to check and input console commands.
  21. Posted one solution to the sights positioning at http://forums.nexusmods.com/index.php?/topic/3733245-f4-sighting-node/ Regarding the positioning of the parts, I've yet to verify it, but I'd assume that this is based on nodes or other entities within the .nif file which is used to determine the offset of the part's transform in relation to the parent part such as receiver. Some parts may not necessarily need such if they are static and have no further parts attached to them, in which case you could simply adjust the mesh so that the part has same origin point as any other part. I cannot comment on how much animations like magazine swap cause the positioning, but they may require certain type of positioning for proper animations. Apart from the issue, I'm looking forward to seeing your lasgun in game, and hoping that you haven't yet completely abandoned the kantrael/cadian design :)
  22. I'll be expecting to see fully functional Shaun larva by tomorrow ;)
  23. Blender doesn't yet support exporting to .nif format that could be used with FO4. Whilst you can export models as .nif with older version of Blender, their mesh data is in NiTriShape format inside the file, which is inconvertible and unsupported by FO4 that requires them in BSTriShape format. Thus you have basically two ways to make custom meshes; by combining and adjusting existing meshes in Nifskope (and optionally changing their materials as well), or by making or importing the mesh into 3ds max and exporting it as .nif with it.
  24. "Behemoth Larva"... so that how new super mutants are born? :D
  25. I've replaced the bow model and added more content to the mod, feel free to check it out. http://www.nexusmods.com/fallout4/mods/8990/?
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