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Nutulator

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Everything posted by Nutulator

  1. That's pretty specific, you might be better off doing it yourself. All you'd be doing is editing the mesh.
  2. So, you want the 3D models you have to be buildable in-game? Pretty easy process but it can be tedious. 1. You'll need to first bring the object into NIF format, export the object in OBJ format, open it in Outfit Studio, OS will be used as a medium to convert it into NIF file, after importing it save it as a NIF. 2. Open the NIF in NifSkope and clean it of all the useless body weights which will crash the game if they're not removed. Use the Remove Branch option and delete all the BSSkin::Instance and also right click in the 3D window > Optimize > Remove Bogus Nodes and Remove Unused Strings. 3. Make the collisions in 3DS Max. 4. Bring them into the CK, make them statics, put them into constructible object files, and attach the desired workshop keyword so they show up where you want.
  3. You'll need to use the Creation Kit. By looking at it quickly right now, it seems like there are generic painting frames on form lists with a bunch of material swaps in constructible object files. Rather simple stuff and you'll be able to do it easily. 1. Make material swap files which have the path to the BGSM material file. You'll need to make a BGSM file for each and every different texture. This will be of help. BGSMs contain the paths to the diffuse, normal, and specular maps but all you'll need here is diffuse and normal I bet. Put in your diffuse (image) texture and use the default normal map if there even is one for paintings. The textures need to be in DDS format and I use GIMP 2.0 and the DDS plugin. 2. Duplicate those picture frame statics and put them into a formlist (drag and drop). 3. Switch them each to their respective material swap files. 4. Put the formlist into a constructible object file. 5. Save as an ESP and activate through NNM.
  4. Which way are your slashes facing in the path for your BGSM file? They need to be backslashes like this: materials\SetDressing\Artillery\Tire.bgsm Outfit Studio for example will display the textures if there are front-slashes but they won't show up in the CK or in-game.
  5. It depends on what you're modding and how big it is. A new texture is one of the simplest things you can do. If you just want to replace, let's say all three textures for an object, you would make the texture folder path for that particular object in your Fallout 4 data folder, then just put your textures in it and rename them to the vanilla texture names you're replacing so the BGSM material file picks them up. You can make your own BGSM but it's no necessary for this particular instance. It is quite tedious, especially with clothing items. I remember when I was making my fatigues there was stretching and clipping issues and I would run around in-game preforming all types of moves to see where it would occur next, find it, go back in Outfit Studio tweak the bone weights, and do it all again till I couldn't find anything else.
  6. You could use Outfit Studio and it's sculpt tool and push it back in or a 3D program like 3DS Max or Blender and do a mesh edit. The mesh edit will require more work.
  7. These might be helpful... https://gamedevelopment.tutsplus.com/tutorials/customizable-palettes-add-simple-variety-to-your-games-characters--gamedev-1846 http://www.nexusmods.com/fallout4/mods/3216/? http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1250931-how-do-color-palettes-work-exactly https://forums.nexusmods.com/index.php?/topic/3513005-lets-talk-about-palette-swaps/
  8. Have you activated the ESPs in the plugins text file? It'll be under Appdata > Local > Fallout4 > Plugins.txt. You need to put an asterisk in front of the names of the mods ESP names. If you were using Nexus Mod Manager you would just have to tick the box in the Plugins window.
  9. You can try out... The Mercenary - Pack by L0rd0fWar. Fatigues Extended by me. C.U.T.E - Customized Universal Tactical Equipment by idlesheep. There's a lot of other stuff as well, just search in the armor and clothes section.
  10. Yeah, looked at it a bit as well and it's not working. I guess priority doesn't work for that.
  11. Oh, so there is a priority. You need to change that then. Zero is the highest priority and if two items have the same priority they will be arranged alphabetically. Edit: I should have read your original post more carefully, you mentioned Crafting Menu, you mean the Weapon Workbench? And are these receivers in the constructible object files? Then yes, changing the priority should determine how they're arranged.
  12. Not sure about gun mods but I know that for constructible objects there's a priority field you can fill out. Have you spotted any priority setting in the gun mod section?
  13. You're welcome. It's extremely easy, the word "navmesh" has more letters in it than there are actual steps involved in it.
  14. It's navmesh for sure, even if an object has no floor but makes an enclosed space it needs to be navmeshed. Stuyk has made a good tutorial for it.
  15. Yeah, you'll need a 3D program, Blender is free and it's very good. Huge community and lot of tutorials for it.
  16. I believe it's a keyword attached to the CompanionActorScript. Just press Clear Value and save.
  17. You can change the 1st Person model in ArmorAddons. 1st person models only have the sleeves since that's all you see, you can delete the rest of the mesh.
  18. Gimp with the DDS plugin or Photoshop to change the texture. Which game is this for? If it's Fallout 4 you'll also need Bethesda Archive Extractor to extract the vanilla diffuse texture and work off that.
  19. There was a good and simple tutorial about it here on Nexus but I think it got removed, let me try and remember.... changing the brightness/contrast of the green and red channels will influence the general reflections and changing the green channel will influence non-metal reflections. Changing only the red channel will effect metal reflections.
  20. Simple--just carry the amount of ammunition you think would be appropriate and not one thousand one hundred and fifty seven .308 cartridges.
  21. You're welcome. Nah, I meant OBJ. There's no need to bring in the bones and rigs when you're just working on the meshes. You can just reuse the vanilla animations which is when you copy all the data from the vanilla tool chest file. But then again I don't know how extensively you're changing the tool chest.
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