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Kaspar482

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Everything posted by Kaspar482

  1. I probably can't help you, but I'm curious. What exactly doesn't work?
  2. Thank you. Unfortunately, I didn't find anything there.
  3. Reference images from top and barrel are hard to find. Most importantly from the back, cocked. If anyone comes across some good images, please link them :smile: http://i.imgur.com/WZPCAgh.jpg http://i.imgur.com/WJPiaFd.jpg
  4. Does that even work without a material file, I never tried it. What is the reason you don't want to use a material file? Is there something you can do that is only possible the old fashioned way?
  5. Same happened when I tried to load xbox compressed .ba2 files with the pc version.
  6. You can add a "Mod Slot" by adding an attach point to the weapon. There are different ways, Either expand the object template or the easier way, add an attach point. http://imgur.com/BfviOrH Don't forget to give the attach point keyword a "Name", not just the id. Otherwise it wont show up in the workbench.
  7. You need to have a Constructible Object (co_mod_yourweapon..), a visual mod box - Misc. Item (miscmod_yourweapon...), the actual modification associated with the .nif - Object Modification (mod_yourweapon..) and a modcollection of the mod-groups i.e barrels (modcol_yourweapon_barrels).
  8. I used this: Blender for 3d modeling and baking -> Highpoly, Lowpoly, Normalmap, AO, Color_id (Blender is super fast for modeling) Substance Painter -> Textures (awesome program - very easy to use) Gimp and Nvidia Texture tools 2.08 Standalone -> DDS Conversion 3dMax -> NIF conversion (import .fbx/export .nif) Nifskope -> .nif files editing Material Editor - .BGSM files editing FO4Edit and creationkit -> .esp editing
  9. Thank you. But I didn't acutally want to add additional modifications, I wanted to add an additional "Mod Slot". My problem was, I added the keyword as an access point, but the workbench didn't show the menu entry. The solution is you have to give the keyword a "Name" to make it show up in the workbench.
  10. I want to add additional mod slots to a weapon, but no matter what I do, it doesn't show up at the workbench. Does anyone have a clue how this works?
  11. Creation kit doesn't pack all files when I try to make a mod for bethesda.net, I instead use the archive tool for pc mods. Works great. When I try to upload, ck asks if I want to use the achives I created manually and this works out of the box. However, when I try to upload for xbox, the manualy created archives are not being detected. How do you do it? Nevermind, it worked.
  12. Any progress on this endeavour? What are you currently working on?
  13. I uploaded a first version. If you find any bugs, please let me know :smile: http://www.nexusmods.com/fallout4/mods/15656/?
  14. I haven't tried it yet, but I think Companion Command already does this. http://www.nexusmods.com/fallout4/mods/11784/?
  15. It works as a replacer now. The silencer and the Reflex scope are the only things left todo. Standard: https://youtu.be/_qPP8xGDq_c Modded: https://youtu.be/4t-LticYc5w Huh, why can't I embed youtube videos?
  16. Does anyone know how Fallout 4/gamebryo calculates its tangent basis? Blender's normalmap baker most likely uses a different method, which until now produces incorrect normalmaps when rendered in Fallout 4. Nevermind, It was something else. Ignore this.
  17. Same happens in my game, I didn't notice it before. I don't know if it is a mod that is causing this ...
  18. I need the magazine of the gun to properly fit into the gun. Right now I'm guessing the position in nifskope, start up the game and see if it fits. But thats is never really ending up in the correct position. Is there a convenient/proper way to do this? Pic of the problem:
  19. Is it possible to let dogmeat do finisher moves right at the beginning of the battle, no matter if he kills the enemy? I haven't found any script or creation kit reference to manipulate this. Does anyone know how to do it?
  20. Steel material test .. A bit too dark I think
  21. Oh, I like it! It is easier for modders if you provide the material needed to model it. Blueprints would be ideal. Looking for source material takes a lot of time, especially if one has to model it from scratch. Ideal would be pictures from both sides, as "orhographic/orthogonal" as possible. Also closeup images from details like moving parts and engravings. The animation is not a problem in this case, there is already a revolver animation in the game.
  22. Sheesh, Fo4 weapon modding is tricky business x] I'm not at all happy with how it looks. And there are some issues with the normalmaps and animation. Might take a while until I figure everything out. http://i.imgur.com/jfdF6SR.jpg
  23. I don't know how this will translate into the F04 engine. It probably will look different. Also, I will make it standalone at first, because as a replacer it needs more parts to be modeled. But I will do it eventually.
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