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Everything posted by slevin92
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Lone Wanderer - Driveable Motorcycle Mod
slevin92 replied to slevin92's topic in Fallout 4's Discussion
I tried to make a custom behavior based on an existing one from a creature, unfortunately it doesn't work in game but it work in the creation kit. Look like something is missing for the game to use ti correctly. So I used a behavior from one of the dlc (far habor). It worked but not completely (i can move etc.. but the wheel don't animate at all). I think this behavior only recognize vanilla creature's bones (in my case, the root node). I'll take a deeper look into these behavior files and try to figure out what's wrong. -
Animation speed in Creation Kit. Does it work?
slevin92 replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
I've recreated my animations to play faster so now they work the way i wanted. Yes 3ds Max -
Lone Wanderer - Driveable Motorcycle Mod
slevin92 replied to slevin92's topic in Fallout 4's Discussion
In dev state until my to do list is empty :happy: -
Lone Wanderer - Driveable Motorcycle Mod
slevin92 replied to slevin92's topic in Fallout 4's Discussion
Yeah i know someone attempt to do it but i don't think he made it (not sure he did what he wanted to do btw). And personally i wanted to make one since the release of the game, so here it is. -
Soooooo, I was so pissed to walk everywhere in far harbor that i finally decided to make a driveable motorcycle mod like I there were in fallout 3 and new vegas. So far, everything i wanted to make work pretty well. The model is done, player, followers and dogmeat animations are done. For an unknown reason, wheels don't animate in-game but they do in the Creation Kit. Also the behavior i use don't have any backwalk state so there's no possibility to add one atm. To do list: - Settings holotape with : - Choose between follower on your motorcycle or on it's own motorcycle - Choose player / follower / dogmeat to equip Road goggle - Gas system (not sure how i'll do it) - Better Engine sound - Map tracker - Fix wheels animation - Move Motorcycle between DLC locations - Motorcycle Customization (Paint, Backpack, Light, Cart, etc..) Some pics:
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Animation speed in Creation Kit. Does it work?
slevin92 replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
Ok thank you. I try to add a custom creature so i have to use a vanilla behavior and this make it to move too slow or too fast. I've tried to change the speed_mult for something high (1000) but nothing changed so far. And something strange s that it walk and sprint at the same speed. I'll take a closer look into the Movement Type. thank you Orangedeal. Something you can try is to edit the length of the animation in Max. If it's for a particular npc, add a keyword + additive subgraphdata to point to your animation's directory (just an idea) -
Animation speed in Creation Kit. Does it work?
slevin92 replied to orangedeal's topic in Fallout 4's Creation Kit and Modders
sorry, i can't help you on this. I don't know how to change these value with the ck but i'm interested to know how to change the walk / sprint for something i'm working on. -
Modular in-game system for clothes. Are people interested ?
slevin92 replied to slevin92's topic in Fallout 4's Discussion
Yeah the modular clothing system is not perfect. There's some clipping issues and it's a pain in the ass to solve them. But for me it allow way more customization than a premade outfit. NPC just never wear the same clothes. You can still wear some extra parts and armor parts with it. -
Hello everyone. Recently I've improved my fco mods. Basically it give more or less the same clothing system as the Witcher 3. You can choose what to wear on top, bottom, shoes, etc.. But after working pretty hard on hit, I wonder if peoples are interested in something like this to replace the vanilla system or do you guys prefer to stick with what Bethesda gave us? (Only premade outfits). What's your opinions on this ?
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Hi, the mod is back to live ! You can find here Enjoy :thumbsup:
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3DS Max 2013: Exported NIFs have no geometry
slevin92 replied to radiumskull's topic in Fallout 4's Creation Kit and Modders
hum interesting. I have the bethesda nif exporter too and like you, it doesn't export anything. I didn't know it was only because of an improper lightning effect. Thank you :thumbsup: -
We need an anti-settler mod right meow!
slevin92 replied to mcchuggernaut's topic in Fallout 4's Creation Kit and Modders
For your Power Armor problem. I've removed all fusion core in all of my PA so npc are definitely not able to use them. For your container problem, I don't have any solution. My settlers don't take any items from mine so... -
Slot Use Standardization
slevin92 replied to Gambit77's topic in Fallout 4's Creation Kit and Modders
This is the current list of slots we use: 30 - Hair on top of head/most hats 31 - long hair/flight cap linings/under helmet/hat hoods 32 - FaceGenHead (used if your worried about the face clipping through a full face mask) 33 - Full outfits - Shoes/Boots 34 - Left Hand 35 - Right Hand 36 - Arm Add-on (Bracelets) 37 - Torso Layered Add-on (Jackets) 38 - Separate Tops (for vanilla outfits that need a second slot to show all armatures-Cage/Spike/ChildofAtom) 39 - Leg Add-on (Tights/Stockings/Vanilla outfits that need a third slot to show all armatures-ChildofAtom) 40 - Separate Pants/Shorts/Skirts 41 - Torso armor 42 - Left Arm armor 43 - Right Arm armor 44 - Left Leg armor 45 - Right Leg armor 46 - Masks that cover face/headbands/(hats/helmets/hoods meant to show all hair) 47 - Eyes (Glasses/Eyepatchs) 48 - Beard (surgical mask/lower face masks) 49 - Mouth (surgical mask/lower face masks)(toothpick/cigarette/joint/cigar/blunt/lip rings) 50 - Necklace/Scarfs 51 - Ring 54 - Backpacks/ Capes/ Cloaks 55 - Satchels/ Belts(utility belts/gunbelts/sword belts)/ Gun on Hip 56 - Shoulder Harnesses/Bandoliers 57 - Plate Carrier/Cargo Pack Vests(front and back torso) - Capes/Cloaks(alternate backup slot) 58 - Body Jewelry (piercings)/ Gun on back 61 - Off-Hand Accessories (Sword Sheath/Decorative Gun/SOS if they need a Dong slot) -
Keyword mods should NOT be required for end user mods
slevin92 replied to SirTwist's topic in Fallout 4's Mod Ideas
The problem with keywords is the game is limited to a certain number. And settlement mods like homemaker/Ssex etc.. add way too many keywords. Peoples made an esm to reduce a little bit all duplicated/unuseful keywords. Now it's up to modder to use it to make compatible all their mods together. But until they completely use this esm as master, other peoples patch these mods to use it. The result is a lot of patches for a lot of mods but normally, you should have less ctd / menu lag / invisible stuff and categories. -
Slot Use Standardization
slevin92 replied to Gambit77's topic in Fallout 4's Creation Kit and Modders
I'm actually reworking my meshes to directly use the slot 33 and leave the torso slot free to use. -
Slot Use Standardization
slevin92 replied to Gambit77's topic in Fallout 4's Creation Kit and Modders
When I started making the jackets mod, it was mostly because I wanted an alternative of upper armor parts. Like I said, both have their own + and - to not have one being more useful than the other. And they are not stackable without getting a lot of clipping. I personally hate clipping and i try to do my best to avoid them. Also I don't know what you're talking about when you say that i'm wasting a couple of slots. But the mod i'm working on need specifics independent slots for arm bands/watch (left)(right); gloves (left)(right), t-shirts, pants, boots, belts/utility belts. The rest are already existing slots like necklace/armor parts. Slot 61 is already used for FX/animations. You should leave it open for that. One last thing. Can you create a dedicated workbench for clothes directly in your akcr mod instead of AE. Since we are making a standardization of the clothing system. I think It's better for all of us, modder and players to have a general workbench compatible with every clothes mod without having to do a compatibility patch for AE everytime. -
Why not use the catmeat mod and then use a console command to make him bigger ?
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Companion *CATEGORY LISTING* for trade
slevin92 replied to shadowash's topic in Fallout 4's Mod Ideas
This feature is already in the game nah? I have no problem to switch category and sort items in my companion's backpack. -
I will definitely try to make one when the geck will be released. The motorcycle mod in New Vegas miss me a lot in fo4.
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There's already an option in the pause menu to disable the crosshair
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Problem solved. :) Animation can have a special name "Death" to play when the creature died
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Hi everyone ! I wonder if it's possible to create custom death animation for creatures instead of ragdoll? It's for my mod. I've created many creatures but i don't arrive to make body constraint from 3ds max so when they die, all parts of the body fall on the ground at the same point :/ If you know something about that ? Script or something else ?
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Thank you Druuler, this will help me a lot =)
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Hi, i come back with some news :) Finally, i found how to make basic script and port basic model into fallout 3 :D, they don't have collision but it not a problem for static object. Link the two mods (yours and mine) are done. It's based on the nexus released but when your mod will be complete, i think there will be no problem. Same things for special objects use by fuzetek like ammo, spray, etc.. Also, i have change some weapons like beretta and shotgun (normal and special ammo (RE3)) Grenade Launcher with his 3 kind of ammo (nitrogen, fire and normal. no acide for now). South town is complete about 50% =D Fuzetek has talk about release a big download and after, some adon to complete it !? Do you have news about that ?? If it's not going to happened, can you send me some meshes he made (objects, walls, ambiant sound and enemies...) ?? I want to keep the same aspect inside and outside the RPD without make new model that already exist.
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You like play rubicube no ?? :tongue: Create a demo version for nexus user without ported data is a solution. A link to an youtube video for show the real mod. So people will have to go there to find the real link to get it. Like i saw Fuzetek's mod the first time. In that way, small download the first time just for a try and if you want more, big download the second time on a file share site. Youtube link aren't prohibited here :huh: ? Or, if you really want to make a complete stuff on nexus, like you say before, learn 3d modelling to get new creatures for the nexus version. But, you'll spend a lot of energy to learn it. If you choose that, try to modified original models into new models (ant to spider, deathclaw to hunter, etc..) It will be more easy. Get NV content by instruction is a bit complicated for those who don't have it, like me for example :tongue: