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vashts1985

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Everything posted by vashts1985

  1. P90 was in Fo2 so i say its fair game for addition.
  2. the Chinese pistol in Fo3 was a C96. i wonder why its not around this time... no promises, but the C96 is on my todo list. :thumbsup:
  3. im sure you mean well, but all i hear as i try to read your post is "please click this so i get that ad revenue"
  4. yeah but all that is a pita. im talking a simple light door frame designed to be placed virtually anywhere with minimal visual impact.
  5. im so busy trying to get my own meshes done and ready i dont know when id have the time, otherwise id try. dont worry, a blender plugin will be along at some point, and doing the transfer isnt really that complicated once you see what is going on.
  6. how is it we now have all these amazing settlement mods that add new windows and other parts, but no one has thought to make a simple door frame that can be used with the rug glitch to "repair" static doorways and set doors pretty much anywhere needed (for example, look at the outhouses in sunshine coop and spectical island...) my mind still boggles at how Bethesda figured the only passable door frames would be made up from the most unwieldy and garish parts that are very situational dependent (you have to have the right floors or open space etc etc) so if you settlement modders really want to make some fat endorsement bank, id say give us some reasonable door frames to work with, you would be doing the community a great service.
  7. Nif and .KF for animations, though they are using a new animation format, .hkf
  8. to do what you want you really want 3d max or blender, and it may be possible to use nifskope as an intermediary. nifskope has rudimentary transform tools, and it sounds like thats what you did and the exact thing i did for the stock. after pasting in the shape branches i just poked the meshes again and again with the transform until it looked passable. i might try to port the deagle into 4 from 3 just to see if everything still works as i remember. if you hare having specific problems feel free to pm me, dont know if i can help but i will try. i should say that stock really was proof of concept. i do like the design, but a final model would be a bit more custom fitted to the gun.
  9. its not a F04 mod, its MSI afterburner. there are others, they are based off of an old nvidia tool called riva tuner. dont know if there is a similar tool for AMD. as for being able to field attach mods like suppressors and stocks, that might be a bit convoluted for gameplay, but for those dedicated, i could see it being pretty cool. i had and idea to overhaul the modding system so you literally have to disassemble the gun in a "world of guns: gun disassembly" mini-game style fashion to replace parts and make changes. that would probably be alot of animation work and involve extensive use of FOSE though. idk how possible laser sights are at the moment. it would be nice though. any extreme or crazy ammo like nuke rounds would be in the realm of legendary mods imo. i like the idea of modded in legendary effects, but id like to have a system in place that has requirements, like special modules that are consumed to create the mod. those modules can drop off legendary mobs instead of the weapons. to me that would make legendary crafting fun, but not feel cheaty.
  10. everyone has the right to dictate the use of their copyrighted material, no matter how petty and self serving they are being.
  11. i just copied some of shape stacks from other vanilla assets into a duplicated wooden grip nif in nifskope and reorganized the records. it took a bit of trial and error. i will see about making a tut.
  12. to get the body model, you can either use nifscope and export it as a obj from the archive or unpack the archive using a bsa extractor and import the nif with a plugin (the one for 3ds max is the only one i know of atm) getting things ingame is a more in depth process without the FOCK. there are 2 steps, first is to create a nif that the game will understand, you can use nifscope for this or also the max plugin i think (not tried it). idk if i can find a good tutorial on these processes. we had one for nifscope back in Fo3 but i think its outdated. then you must create the forms using Fo4Edit to actually get the nif ingame. the most simple way to get started with gamebryo forms is to reference some that already exist (like weapons, armor, clothes etc) and replace the bits you need like name and model. i think there are some tutorials out there too.
  13. i release pretty much everything i finish as untextured resources so you will get your chance. i am trying to learn PBR so i plan on doing a few myself. fortunately its something you can learn. like most things it just takes time.
  14. Vanilla Redux: 10mm pistol http://i.imgur.com/80OT70V.jpg
  15. Desert Eagle stuff http://i.imgur.com/6RskYqU.jpg http://i.imgur.com/CegwyuA.jpg http://i.imgur.com/i7MriK5.jpg http://i.imgur.com/22wpTYr.jpg m202a1 http://i.imgur.com/jT9e81S.jpg http://i.imgur.com/UElDfAU.jpg S&W M&P 45 http://i.imgur.com/bCzUZpm.jpg
  16. here are some of the things im working on and planning on putting in game. a lot of it still needs bake meshes. Ruger Super Redhawk http://i.imgur.com/OQtl2Ce.jpg http://i.imgur.com/Z3or3Vk.jpg http://i.imgur.com/Yb3OCxe.jpg Marlin 1985 http://i.imgur.com/F4PMStr.jpg http://i.imgur.com/reOziWJ.png
  17. me too. i think i picked the wrong marlin :laugh:
  18. the biggest problem i see right now is animations... afaik there are no more lever animations in the game, not that ive gone though all the files yet. good start. im making a 1895 btw ;)
  19. probably not, because it affects the camera movement.
  20. from what i understand its all in the keywords. an item that is to appear in a particular category will contain that keyword in its record.
  21. bump.... no one has any experience with this? :confused:
  22. i dont know what to tell you then. that solved my crashing at 111.
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