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Posts posted by Deleted2948850User
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Yeah, there is some funny dialogue with Takahashi. Did you ever go to T-Bot with Danse?
Lol, it's been 200 years or so and Danse's still worried about the reds?
Considering what Takahashi says, someone should make a mod to replace his line with the shitty wok guy from South Park =P
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Are you looking in the right directory? It should be in C:\Users\[YourName]\Documents\my games\Fallout4, not in the games main directory.
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Did you still have one of the neon eyes on your character when you uninstalled the mod? If you did; reinstall, switch to a pair of vanilla eyes, uninstall. Hope this helps =]
Edit: Oh, stick the mod in the same load order you had before. Not sure if it'll fix your messed up eyes if you don't.
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Huh, I'm running everything on ultra on a GTX 760M. You'd figure their newer cards should be able to handle that as well (even the newer GT ones), shame on Nvidia =/
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Alright, link send. Included the 1st person models too, you'll need to create those for any armor you make as well if you want them to show up in 1st person =]
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The head especially has a lot of part models, separate models for everything from eyes to hair and for all the different facial expressions. Don't think you'll need most of those for basic modeling, just thought I'd ask.
Anyway, I'll send you a link once I'm done =]
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You just need those base parts, not all the loose headparts 'n all right? Cause there are quite a lot of those.
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I can can probably save those assets in 3ds format for you, you should be able to load those into Maya using a plugin.
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Thanks for the advise =] I've already successfully split the eye model in half, using one eye as the actual eyes base and the other as an extra part. Only problem I'm having now is that they lose eye movement in this way. I'm pretty sure the eye movement is scripted to the original eye model/bones somewhere, but I haven't been able to find and apply it to my new models.
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Indeed, would be nice if they had at least some loot. Maybe some scrap and some 5mm rounds (considering the port gun).
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Thanks, hopefully this won't take too long to solve. Might still take me a while to complete though, still a lot of forms to fill for all the color combinations and I (unfortunately) can't work on it 24/7. Hoping I'll be able to release it within a week or so, but I can't make any promises.
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Bump.
No one any ideas on this? =[
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Nice work mate =]
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They should change the the way the quests are given. Like where you can ask Preston if there are still settlements in need instead of him forcing them on you. I know it's just as easy to ignore the quests last objective and just never turn them in, but then you can't ever talk to Preston because that would trigger their completion.
First world problems =P
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I'm currently working on this and I've actually been successful in adding two separate eye models too. I've got all the .nif's (normals and facebones) and the chargen.tri's all ready, but using them they somehow lose the eye movement.
http://staticdelivery.nexusmods.com/images/1151/2948850-1452387839.jpg
Edit: Btw, I'll release this mod (with a full collection of combinations) as soon as I figure this last thing out. -
Make a list of all the mods you have (you can look in the plugins.txt for a ready-to-go list) and use that to download the same mods on your 2nd pc. You could also copy your entire game directory over from one computer to the next. Can't really give you an easier solution than that.
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Some people found arrow to the knee bad. Wait till Harvey truly takes Internet by force.
"I was once a wanderer like you, but then I found out settlers were idiots and now I'm on guard duty." =P
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Heya folks,
Does anyone happen to know which file governs the eye movement? I'm guessing it has to be a .tri file, but can't for the life of me find it.
~Darkco.
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.. it's what they used to make the game right? ..
Eh.. Don't think that's how t works. The CK (GECK) is made so people can modify the game themselves, I'm pretty sure Bethesda has their own programs 'n stuff which they use to actually make their games.
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Gotta love the Minutemen, at least they let you finish the main quests having to commit mass murder to progress.
And those settlement quests. You think they'd learn, but it's always either this or that. I'm the general for pete's sake, go bother some of my underlings =P
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Maybe you can set conditions for the crafting menu instead, so mods won't even show up there until you've reached the level requirement. Then all the mods you haven't reached the level requirements for you'll be able to use are the ones you find already attached to weapons I guess.
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I guess you could accomplish that by adding level conditions to the recipes the same as the perk conditions some of them have. I'm not sure this'll apply to higher level parts you just happened to find though.
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It has been confirmed that mods will become available for the XBox One and PS4 in the near future, how they're planning to do this has not yet been confirmed however. I do think it's very likely they'll use this Bethesda.net of theirs for this purpose.
I wouldn't worry about the Nexus by the way. So far the Nexus has thrived alongside Steam Workshop, I don't expect any different when Bethesda releases their mod platform.
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It should be compatible. Try the offline installer, maybe that'll work.
Best software to view/open .DDS files?
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I use photoshop + the Nvidia and Intel plugins (intel for the normal and spec maps and nvidia for the rest).