Jump to content

kriegerseele

Members
  • Posts

    110
  • Joined

  • Last visited

Everything posted by kriegerseele

  1. Thanks vor the link, but this does not help me, as i want to modify explicitly the GNR Radio Station. And as i´m no noob in GECK, i think i could handle this kind of thing with some hints and advices or maybe with a short tutorial. thx anyway
  2. sorry, i don´t know how to edit the title after it has been posted...but actually it should be clear what i mean by "GNR-Tracklist"- the songs played in the radio. I want to expand this list of tracks with custom songs i choose for my personal use. I don´t see any confusion in my question...
  3. Title says everything. I want to expand the GNR-Tracklist with custom songs and i don´t know how to do that properly. GNR Enhanced is way too heavy for me ´cause i just want to add a few tracks to the songlist, without influencing everything else related to GNR. Any help?
  4. Hey community, i wanted to ask if it is possible, to use specific animations for the pc only or at least for one gender only. If it is possible, what has to be done? There is a mod called PCIdles that does a similar thing, but i don´t know, how the mod-author did that. Someone has an idea?
  5. Title says it all...as i´m no professional 3d-artist nor a skilled enough modder to convert every cool male-only-outfit i´ve found and want to see in game, i´m searching for talented and bored modders/3d artists, who are willing to help me with a part of my giant modding project...cool, realistic HQ armors/outfits which replaces the vanilla ones comletely- if ever finished... sorry for my bad english, i´m german. thx in advance
  6. The title says it all- i want to replace every vertibird in the game including all dlcs with cooler models, maybe the pelican from the halo-vehicle-pack here on the nexus or the Blackhawk from the Operation Mirai resources. As the vertibirds rely on special animations, would it be possible to simply change the model via geck? Or is it impossible to do it that way? What would be necessary to do it properly?
  7. well, now i´m confused...because my mod only relies on the zeta-esm. Loaded up the zeta-esm in geck, changed everthing i wanted to change, saved the work and ended up with a new esp which requires only the zeta-esm- thats all. Turning these esp into an esm didn´t do anything.
  8. Actually nothing changed by turning the esp into an esm. But thanks anyway.
  9. Hey guys, it´s me again;) i´ve created some custom female armor meshes from some cool male models i found on the web by using outfit studio and now i have a big problem, as the weapon attachment point is way too far from the outfit now. I´ve tried to edit some bones in the nifs but this did not change anything. I have put quite a time and effort into making these conversions(for T6M), just to find out, that all weapons holstered on the back now are floating magically in the air...modding can be a real b.... Any help? And no, i have no blender experience...
  10. ok, i try. But i have a feeling, that turning the esp into an esm will not fix it...
  11. It is a mod i´m working on, based on the Zeta-DLC. I just want to replace all Zeta-aliens with the awesome xenomorph-models. This sounds very simple, but i have given up on this cause i just don´t get it to work. Changing the model is no problem. But if i do, all aliens flee as soon as they spot the player, and nothing seems to change this issue. AI-packages, aggression, combat styles...i tried everything, but the xenomorphs refusing to be what they are: Killing-machines. They just don´t want to attack me and i have no idea why.
  12. Hey Guys, first of all sorry for my bad english, i´m german. And i definitely need help from a modder, who is more skilled like me. Thats not a big deal, i think...;) Ok, that´s the problem: I have a vision. A vision, where the gameworld of Fallout 3 is teleported into the 21th century. You know, not just weapons...everything should look really cool and realistic, but also believable...i have tons of ideas and i´m just one crazy, Fallout-loving lunatic, but...f***, thats not the point. For now, it´s them damn Zeta-Aliens...well, they´re a bad joke. The models, like almost everything else in the game sucks and can´t be taken seriously. I want to change the feel of the entire game. And these aliens got me a big headache...I want to replace them with the awesome Xenomorph-models and managed to bring them into the game. This wasn´t a problem at all- all aliens are Xenomorphs now, but...they act real strange. In the first sequence, when you breach out of your cell, they act normal, they attack me and anything else like they should and everthing is fine. But from the moment on when you free Sally and reach the engineroom, ALL of these f***ing aliens are transforming into little Sissys and run away...this is so stupid. They just don´t want to behave normally...they flee as soon as they spot the player. I changed the aggression-formula, AI-Packages, combat-behavior...nothing helped. Maybe you guys have an idea? And everyone, who want to help me with my Mega-Project is welcome. THX
  13. Hey Mktavish, thank you very much- this finally did the job. If you could help me with my xenomorph-problem, you are a true hero;)
  14. Hello there, i´m heaving trouble to get some NPCs hostile on the player and i don´t know what the f... is going on. I´m no noob and have experience in geck and i think i tried everything to solve this problem, but...i didn´t. To be be precice, i want to to make every member of "The Family" to attack the player on sight but nothing works. If i try to use a "attack-player-script" like the Col. Autumn script from the MQ, the best result i get is that the npc flee as soon as he spot the player. I´ve played with the aggression, faction relations, AI-packages...nothing. They are still friendly as f......what is going on? I´ve tried something similar to this in the past, as i tried to replace the Zeta-Aliens with the Xenomorph-Meshes, and the result was the same- fleeing killing-machines...i don´t know, if both problems are related, but i guess they are...please, if some more talented modder is out there, who is willing to help me- u can make the world a better place;)
  15. Hey Drake, thank you very much. This was exactly the kind of explanation i was hoping for. THX
  16. THX for the reply, but i´m not a complete noob...In the NiSourceTexture it just leads me to the diffuse map. It shows me the folder path and the specific diffuse map in it but nothing more. Like if the nif doesn´t has an normal map or so. But it definitly has one...i just don´t get it. Fallout-nifs are totally different...
  17. Hi there, i need some help with an odd and annoying problem i have with oblivion.nifs in general. In Fallout NV or Fallout 3 for example, ALL textures attached to a specific nif can be easily located in the NiTriStrips-tree. Well...in every oblivion-nif i tried, i just can locate the diffuse-map, but no normals, no glowing maps, nothing. Just the diffuse. Where can i find the others attached to them(most nifs in oblivion at least got a normal map, right?)? I want to retexture some stuff, and this ruins everything... Yeah i know, nobody plays oblivion anymore so i´m pretty lonely;) Well i hope, someone can really help me with this, thx in advance and sorry for my bad english- i´m german.
  18. Hey folks, i would love to see all energy-based weapons being replaced with completely new and cool models. There are some mods for nv or fallout 3 which could be used as templates for that and just need to be converted to fallout 4. As in every chapter of the series, energy- weapon-models are sucking and need an upgrade. Anyone´s willing to make such a mod? That would be absolutely awsome:)
  19. Hey guys, i got a really big problem with the CK and could use some help. I use the Better Locational Damage mod with all the custom weapon packs and and the leveled lists patch. Thing is, it´s a really nice combination of gameplay changes and basically i like it, but...i just wanted to change a few things here and there, for example, make npc´s generally use ammo, or use a few of the cool models to replace the vanilly ones simply using them as templates- like the glock 17 for the 10mm pistol. So, when i save my changes and go ingame, or when i load the plugin again in Geck, everything is totally messed up. The models i left untouched are bugged too. When i load the plugin the second time, Geck gives me weird duplicate warnings for every gun i touched...Could the problem be, that the masters are esp´s instead of esm´s? If so, how could the mod-author create the patches then? And would it make sense, to change every "master esp" into an esm? It´s really confusing and frustrating...thanks in advance and sorry for my bad english;)
  20. Hey guys, i need some help to understand, how animations in fallout 3 work. I want a specific weapon to use a custom animation and i know, that a few mods, which, for example, including bullpup-rifles, use custom-made animations for that specific weapon, and only for this model, but i don´t have any clue, how exactly the mod-authors did it. Do i need the geck or nifskope or both? What do i have to do exactly? I could use a step-by-step-tutorial on this. Thanks in advance
  21. well, this does not help me with my problem and it seems like there is no "real" solution, but it´s very usefull to know these details...and i thank you very much for your effort and the explanation. I think, i try to ignore this great mod and don´t implement it into mine. But i´m not sure yet...it´s just too good...anyway, thank you.
  22. For the sights, i use a different model in the "1st_person_model_object_tab" in the model-section of the GECK, but the game uses this for both views, instead of the specific one only for the first-person-view. So...is this totally stupid or a noob-problem?
×
×
  • Create New...