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Everything posted by TroJanViru5
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The audio is a script that runs simultaneously aligned with the animation of the TV
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PROJECT: RESTORE SANCTUARY
TroJanViru5 replied to TroJanViru5's topic in Fallout 4's Creation Kit and Modders
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. -
When I'm done I assume someone will want my mod included in their overhaul
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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.
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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.
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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.
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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
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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.
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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.
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"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.
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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."
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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.
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Forming a modding team, looking for volunteers!
TroJanViru5 replied to Beacon's topic in Fallout 4's Discussion
1. Here's my public profile of mods: http://www.nexusmods.com/fallout4/users/29165640/? 2. Anything and everything. -
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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Forming a modding team, looking for volunteers!
TroJanViru5 replied to Beacon's topic in Fallout 4's Discussion
I'm down. Give me something to do and I'll do it. I've got heaps of time (unemployed whoop whoop). -
I'm posting this here now after I released my new TV mod which replaced the buildable TV w/ cabinet with its pre-war counterpart which is void of rust and the effects of 200 years of degradation. The idea is fairly simple; To polish the crap out of the non-scrappable buildings in the sanctuary as well as everything inside those buildings. Other features will include everything possible outside of the buildings like the road, grass, fences, walls etc etc. End result should be a town that has avoided 200 years of weather. It's going to be a massive job but someone has to do it. I will post updates as I get along.
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I'm coming out with a mod shortly that removes obnoxious spam threads from nexus forums. You're welcome to give that a download when it's released.
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Keeping in mind this could take months. I don't know the first thing when it comes to .nif animation which is essentially the most important part about this mod. Plan is to have the "spells" in their own pipboy category but for now, they'll be fine as equippable "weapons" with no gun model mesh
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Remove Stimpack healing animation
TroJanViru5 replied to Aasmund1986's topic in Fallout 4's Mod Ideas
Wicked job deafnv! -
I've started a project where my goal is to add magic spells to fallout 4. I started with a healing spell. Doesn't look good, but it's working using a heavily modified regeneration effect and nulling the weapon used to cast (shoot) it. I'll post up previews when I get it looking nice-ish.
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Looks like default separators in the .swf files used as an overlay. I'm not sure how to remove them, try finding someone in the forum chat who knows how to decompress .swf files