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ZMACHINE00

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  1. Much appreciated! Will experiment with this.
  2. Battle riffle or AR equipped with 3 round burst receiver.. It would be so awesome, and the concept is elegant. I've been trying to get this working with Papyrus, and I feel like I am close. The script compiles but does not work when applied. Does anyone have scripting experience in Papyrus? These are my specific questions: Should I overwrite the Weapon.Fire() function in a non-persistent way?Should I modify the Event for shooting, if so which event is that?Should this be an OMOD, enchantment, magic effect, applied directly to the weapon? Is this even possible?I've looked at native scripts, events and functions, but most seem related to scripting for Actors. Any insight would be hugely appreciated.
  3. Wanting to pillage your dead enemies, but tired of searching the battlefield for their remains? This mod adds two new pieces of gear to the Chemistry station. They are infused with a mysterious alchemical energy, and will reveal the recently deceased to the player with some unexpected effects. In order to commune with the realms of the dead, equipping the Death Vision Goggles will render the player more vulnerable to damage, yet less visible to the senses of the living. The Death Vision Grenade will stun and topple nearby enemies but inflicts very little damage. Its main function is to reveal the recently deceased, but can be used tactically. These items are Craftable at the Chem Station under UTILITY or GRENADES http://www.nexusmods.com/fallout4/mods/14060/?
  4. Yes, I think so. For clarity's sake, here's what I'm doing: I'm trying to add an effect that makes the players and NPCs have an overlay texture like poison damage or vats overlay when an Item is equipped. It works fine, except that when I update this form: http://www.creationkit.com/index.php?title=EffectShader, the preview window in that menu does not display anything on top of the models. It also doesn't show anything in the general CK preview window. I can't find a way to view the EffectShader unless I load up FO4. Going back and forth between CK and FO4 to make what I envision one iteration at a time is taking forever. Either this is something people deal with, or there is a better way. I am close to being able to release this mod, but I don't have time to fix the EffectShaders this way, which are crucial to the mod's concept. Also nifskope doesn't seem to load EffectShaders, just meshes and their associated textures + animations. Thanks!
  5. Anyone know how to display, preview, or render effects shaders outside of the game? My mod is almost ready for action, I just need an easy way to get visual feedback on the effectshaders, as seeing updates quickly would make the process 1000x faster. Cheers!
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