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DizzasterJuice

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Everything posted by DizzasterJuice

  1. I have a male part that I need voiced that's part of a larger companion mod. I'll pm you the details if you're interested.
  2. The reason I say stick with Max is because there's a lot more support for it and even though the Fallout 4 niftools are not completely functioning yet, they will be soon after the GECK is released. Once you learn all the shortcut keys it really gets pretty easy to use. I don't think there are niftools for C4D at all. Even though Millenia's tutorials are for a shotgun, his methods still apply to any model.
  3. Just do Millenia's weapon creation tutorial in 3dsMax. He make's it easy for you.
  4. Yup, like FoxQueen said, it's coming. Race and quest mods can't be made without the Geck/CK so we'll just have to wait. All of the meshes are finished with the exception of some of the texturing but right now I've gone about as far as I can go.
  5. The default install is: C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data If you changed your games location it would still be in a Steam folder.
  6. What mod was it and I'll tell you exactly how to remove it. Or you can just manually download it again then extract it to your desktop or anywhere really. Open it up and look at the file paths. Like DarthWayne said, a mod can't delete your original textures so this is very easy to fix.
  7. Lucasjose501 deleted his mods and deleted his account. But there will be ARES Androids in Fallout 4 whenever the CK/GECK comes out.
  8. I've been manually installing mods since Morrowind, way before there were any mod managers and I don't see any reason to change that. I always like to explore the individual files first before I even think about installing them. If I know exactly what a mod is going to do first I will know what to expect.
  9. I'm working on ARES Androids again for Fallout 4 with 2 brand new bodies: Andrea Geniva Both will be romancable companions after a long quest line with several side quests. The Andrea body will also be the platform for the race part of the mod.
  10. I think FaceGen can export as .obj file, then Max can import, rig, and export as a nif. I'm not sure if Blender tools can handle the new nif files yet. I don't use Blender.
  11. Check out Millenia's Weapon Creation Tutorial that is specific to Fallout 3 and Fallout New Vegas so you get a better idea about moving parts and poly counts. Then use tumbajamba's tutorial above to get it in game.
  12. I don't know about Blender but 3ds Max works for me. Here's a tutorial that I believe also has some Blender info.
  13. Yeah, the "Pre-Alpha" version is missing a lot of little functions but I'm sure the final version will be more like what we're used to. Glad to hear you got it to work.
  14. That got me too but I figured it out thanks to this tutorial that explains how to add a node (in this case an alpha node). You just have to change the window view. In the new nifskope you have to add it in block details view. Make sure you're using Block > Copy Branch and Block > Paste Branch like in previous versions.
  15. You don't edit material with nifskope, you edit material with Material Editor.
  16. Did you make a material file? Remember, Fallout 4 has something new in addition to textures and meshes called .bgsm and .bgem. Use this -- http://www.nexusmods.com/fallout4/mods/3635/? Max never exported materials correctly. I always had to block > copy and paste from a working file then change the file paths. I have not tried the new plug-in so it may be that too.
  17. Open your AppData\Local\Fallout4\plugins.txt Add your mods again, then change properties to "read only" so the game doesn't reset the plugins.txt.
  18. Thank you. It's nice to see that they have someone working on Max again.
  19. There are no Fallout 4 niftools for 3ds Max or Blender yet. Also, there are no niftools for Max beyond version 2013 (unless they've recently released one that I am unaware of). For nifskope you have to use the pre-alpha version. With that, you can export to obj, then import (non rigged) to Max, but there's no way to get it back in to game until niftools is developed. Some people like Caliente and a few others have figured out how to do it on their own but that is beyond me.
  20. You have to use the new pre-alpha version of nifskope for FO4, and it can not open all of them yet or correctly. Niftools for import/export for Blender/Max is still a ways off. They're still working on a stable alpha version of nifskope and I would expect they want a beta version before they start putting out a new niftools.
  21. Import/Export is currently disabled in the Fallout 4 alpha version but you can use an extractor (BAE) and then open them, but all you can do is look at them. Nifskope for Fallout 4 is in early alpha still and they haven't even started updating Niftools yet.
  22. I totally agree with OP on this. I never liked power armor before, and now there's even more hassle involved in it. ARES Android for Fallout 4 is going to have her own sleek look. This is her power armor and she can also use human power armor too. And this is her combat armor which is completely modular just like the Fallout 4 armors. These aren't textured yet. I'll do that after I make sure everything works first in game in case I have to make changes.
  23. Easy solution: Get 3 quests completed to the point where it says to talk to Preston and do not turn them in and you will not get anymore.
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