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TroJanViru5

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  1. The audio is a script that runs simultaneously aligned with the animation of the TV
  2. Once I've completed the mod and made it functional without bugs I'd like to then develop some form of progressive change from post-to-pre-war as an additional mod in a way similar to Vepha's idea. It makes more sense.
  3. When I'm done I assume someone will want my mod included in their overhaul
  4. It's odd having a working .dds animation when using an override texture, but when I use an override .nif instead, the texture becomes affected. Such a confusing process.
  5. The tv .nif file has a triangle vertex node which makes up the surface for the .dds to display on. The "magical moving .dds" so to speak, doesn't seem to have anything to do with the .nif file whatsoever, or ratherz I cannot find a reference. The playback started and stop time is from 0.0000 to 1.0000 with a frequency of 1 for the main controller. There is some diversity down more nodes that upon changing don't seem to have any effect. I deleted two other animations that were unused as a test and my .dds file still plays through (despite still only being less than a second in duration). I could not find any reference to why the .dds only plays the first 3-4 frames and not the rest. Still struggling.
  6. Oh I won't make the institute the place you can get the weapon. A simple mod to place required ammo on dead synth bodies.
  7. The game "thinks" the workshop TV is still the same even though it is the pre-war TV. So I just need to see where it "thinks" in FO4Edit haha
  8. That's the tricky part pixelhate, because the keyframes are in the .nif file. I have effectively replaced the original workshop item with the one that actually plays full animation. New TV = New keyframes I went into the new TV .nif and removed both the static fuzz and screen warp effects. However it is clear at this point that the TV keyframes are controlled externally somehow.
  9. I don't know, something like that. I figure these could be loading screens. I actually created a force push sonic weapon but never released it. This could actually fit better in the story line.
  10. "Caster shells differ from caster weapons, as the shell decides which effect is produced from the weapon. I have noted that the most commonly sourced shells involve a "force push" effect at a non-lethal quantum level. Others are more scarce and involve shrouding the target in flames upon successful connection.
  11. That looks interesting. The back story would need modifying to fit the lore. For example: "The institue created caster weapons in secrecy. A scholar recorded what she could about these caster weapons from deactivated synths." "It is believed the caster weapons are created from some metal allow material, but more importantly, the caster shells were enginnered using incredibly high precision and the payload seems to have been engineered utilizing unknown quantum theory."
  12. Correct! However it appears some .nifs need some other edit so the entirety of said .dds is actually played through. For example, when I replaced the pre-war TV's with my animation it played the whole thing. But when I replaced the workshop TV with the pre-war TV it never plays the whole animation. Still stuck on this.
  13. 1. Here's my public profile of mods: http://www.nexusmods.com/fallout4/users/29165640/? 2. Anything and everything.
  14. I am currently creating this mod now. I have gotten as far as an un-textured, animation-less healing spell. Posted in the fallout 4 mod authors forum.
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