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radiumskull

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Everything posted by radiumskull

  1. Lots of artists out on the web use donations thru Paypal or Patreon. They also do commission work, which AFAIC is what creating a mod for pay would amount to.
  2. If you've got 3DS Max and the NIF plugins, you shouldn't have any trouble importing the NIF and hunting down the specific geometry yourself. Getting it back out of Max and into a NIF may be the hard part, but you do have the tools.
  3. Streaming on Twitch while I bumble around in Creation Kit. Come on by and say hello. https://www.twitch.tv/radiumskull
  4. I think that's why Nexus has a way to filter your searches.
  5. You're halfway there, since there's already an Assaultron Helmet in game. Now you just need to figure out a place to put the player's brain to make room for the big laser hardware. Are you thinking the weaponized helmet will irradiate you just like the handheld version?
  6. I think Renafox's models are great, but they imitate the cartoonish style of the old Fallout games so much, they don't look like they'd fit in well to FO4 without some heavy 'realistification'. (my neologism for today) AFAIK, The legal prohibition of using other game 'assets' means, the actual art files taken from those games. It doesn't prohibit someone from recreating them from scratch, geometry and textures etc., as Renafox apparently has. The TVs are nice, but they're way too modern for Fallout, IMO.
  7. The costumes in the photo resemble the Raider outfits from FO3. I've been thinking it's time we had those back, like the Painbringer and the Blastmaster. Unless someone's done it already?
  8. Hey, can we get the DM's guide for this module, I-- oh, sorry. NVM. XD
  9. Yes, it's possible for something in a container's inventory to be displayed in-world. The Weapon Racks in the Contraptions DLC show how.
  10. Okay, I'll be more specific. I'm trying to create a character NIF that I can use in a mod. It's a female-sized version of the 'Gen2Mech' file, which is the Skin specified in the Race file for Leveled Gen2 Synths. I've altered the geometry, and it uses the same textures and BGSMs as the original from FO4. I have 3DS Max 2013, and I brought my altered geometry in, matched it more or less to the size/position of the original. My problem is, in NifSkope. The original 'Gen2Mech' file is on the left, mine is on the right. Apparently the skeleton tags exported from Max, but the geometry is in the wrong position. I've set the origins to what I think is correct, but I can't seem to get it right. Or maybe this is how it's supposed to be, but I don't know what's the next step. That's why I need a tutorial. http://i.imgur.com/r29wzf9.png
  11. So I'm still on the trail of creating a new 'Gen2Mech' skin that will fit the female body shape. I'm not entirely sure the geometry I have will work, but so far I haven't been able to get it positioned correctly in a NIF so I can test it. Does anyone know of any tutorials on how to get custom figure geometry into a rigged character NIF? I would expect that people would want to know this to create new figures for CBBE. Or is CBBE/BodySlide the answer I need? "We do not choose to do these things because they are easy, but because they are hard..."
  12. I've been Seddon4494's NPC and Dialogue tutorials on YouTube. They're invaluable. https://www.youtube.com/playlist?list=PLElczpoUwHC4jZXDF_3mp_iXgALiLHw-k @APS247 : Since the level of the Chemistry perk is going to be a variable depending on the individual player, then yes, it would have to be scripted in order to add that information onto the description.
  13. You might get more interest if you tell us what the mod is about? Just sayin'.
  14. I've done this, it's pretty simple if you know what you're looking for. Have a look at the object entries in CK, textures and material (BGSM) files involved in the different gear doors of Vault 111, 75, 81 and 114. They all use the same NIF and BGSM files, except for the textures with the number on it - the default is 111. Create a new Material Swap entry in CK, using whatever BGSM you want to replace it with, and a new instance of the Gear Door (duplicate 114, for example). Place your MSWP in place of the V114 one, and done. Using a texture that's not the same size or proportion as the number texture is going to affect how it shows up in game, but that's how it works.
  15. So you want the player to be 'dead', but still conscious? Seems like there's a cutscene command for freezing the player in place. If they player isn't going to be conscious, just fade to black...
  16. Is it possible you changed (or neglected) a path somewhere, like in the [Archive] section of Fallout4_Custom.ini --? That would allow ALL the custom Diffuse textures you've added to go missing.
  17. What might cause this is, your mod isn't getting saved to the file you think it is. Worth checking out.
  18. Recreating casino equipment from scratch would be totally okay. Good luck finding someone who wants to.
  19. As far as I know, that's actually how Workshop items function. When you have a power source connected to a wall with a connector, any lights that you connect to that wall will draw power through the wall, no wires required. So if that's what you were thinking of, no mod needed.
  20. So, Zanity is the Nexus' answer to Alex Jones?
  21. The CK assets already have static doors that use the same NIF as the functional doors, but which don't pay any attention to physics or player interaction. They do still need their collision data, though. I think if you create a new Static object in CK and specify the NIF file of the thing you want to be static, that should do it. No need to mess with the NIF itself.
  22. Funniest moment so far... http://steamcommunity.com/sharedfiles/filedetails/?id=567782756
  23. Er, whut? Gabe Newell conspiracy theories? Do you have links to evidence of this? Also, I'm not sure how Valve would profit from wasting gamers' hours by breaking their systems.
  24. It was supposed to go out globally on the 26th at 12am GMT, which is US time minus at least 6 hours. Yesterday they sent out a tweet on @Fallout that it would go live at 7pm EST. So that time frame is right on target.
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