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Lukong1515

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Everything posted by Lukong1515

  1. What about 2012 3DSMax (I can test to see, but oh boy is 2015 good for modding everything in FO4...cause I can't get a student copy of 2015/2014/2013 from Autodesk, if I have one I'll delete 2016)... "Changing the path for animations is not a something you do in the NIF" - Sorry what I meant is changing the Records in an ESP through FO4Edit (Say I make the PowerFrame Standalone > Change the Animation Filepath = Good) - I'm assuming I can't generate AnimTextData with FO4Edit (I did little Google and got 4 results) so I need Creation Kit - The 1st link to Subgraphs > "Animation Paths" is what I want to change so a Certain Race of PowerArmor follows a specific Animation - Also Is Behaviour Path like when someone is standing they turn their head while idle or sway as they walk BIG THANKS FOR THAT SUBGRAPH LINK, I THINK I'LL TRY AND FIND IF THIS IS IN FO4Edit "Animations are tied to the skeleton, not the mesh. This is called Sekletal Animation" - I know...but isn't the Animation format NIF or KBP something - So if where to have moving parts like say a Door, Tire or Mounted Gun...I would have to move the Bones for the Power Frame around (Like if I wanted to change where/how the Fusion Core is I would edit that animation) "Animations are a rather complex thing to mod in this game" - Exact reason why I want to use FO4Edit to re-use something close to what I need that already exist. Afterwards clone, modify & sync those Animations to work better with what I'm actually doing
  2. Thank you for your reply (I will not forget your name) Yes you did help me. I hate when people's comment spirals into off topic flame wars. 1a. Thank you, I can Google most of this to see where to go. 1b. I have 3DSMax(Though not 2013/2014/2015, but 2016), the HavokTools and a link to F4AK, but I will either find Easy Animation Tutorials cause their won't be complex Animation...at first 2. I was trying to create a new Race of PowerArmor in the past and had little to no luck (When I attempted to change the Whole Mesh...there was no change). Eventually I did figure out how to do some part of the Mod Idea, but without the Correct Animation it looks Beta. "Another set of Animations and records in Your ESP" = This is exactly what I want to do, but in a Reverse Order. I want to change all the PowerArmor Animation Records (I don't know where) to Sitting in Chair/Lying on Bed > From there I copy & edit the NIF files > Redirect the Filepath to the Edited NIF Animations "frame is not armor but furniture and uses a different skeleton than the without power armor." That is probably I couldn't get it to change.
  3. So I copied this from my Steam post to see if this was a bad idea or am I being trolled. [The concept is a DLC that adds Dino Crisis into Monster Hunter World...I figure like Breath Of Fire Dragon Quarter became Valkyrie Chronicle due to similar Battle Mechanics, maybe Dinosaurs with a few remesh/texture of weapons & armor, a Story/Replay Arena and a Ship Map would fit into Monster Hunter World...seeing as both have Dinosaur like Enemies & Jungle Environment] https://steamcommunity.com/app/582010/discussions/0/1742232339923314557/ "If you don't want to read this all, simply copy and paste into a Text to Speech online site or app Delivery - Chapter DLC: Dino Crisis 1, 2, 3 (Better Story, ties into 2 & Combined with Stalker) ++ What I would do is shorten 3/S at the beginning then continue the new story ++ Have Weapons, Costumes & Content per Chapter ++ Cause MH reuses Texture (Monster/Equipt) to save on Space, DC3 Mutant Monsters can be partly design with the Modern Weaponry skins (3 Skins/Level or Monsters/Equipt is DinoSurviver (Jungle), ThirdEnergy (Futuristic) & TimeCrisis (Classic)) ++ Mostly Range Weapons with High Speed (Or at least Rapid Fire Animation) & Low Power If 3rd was slightly changed to include DC2 then continue into Monster Hunter 1. So in the new 3rd, would show how Regina would travel into the future and end up on the ship in DC3 to build a TimeGate to comeback to rescue Dylan & Paula and then shortly after...they would crash on New World Similar to DC3, the ship (Called Ozymandias) was looking for a New World after Old Earth was destroyed (When Regina TimeJumped on the ship she altered the Earth's Timeline and the ship's scanner picked up earth as habitable again) 2. She appears on the Engine Deck of the ship (Bottom, TimeGate Engine/Fuel, Android Storage/Repair, Escape Pods) where she is discovered as a Sabotagor, but later informs the Security Team (DC3 characters) she timejumped to save her friends (If Home is in the past then as she travel to far to save Dylan/Paula). The Research Team inform her that the jump from the time she came ruined the Gate (clearing her name) and that the ship can't use hyperskip to get home faster (TimeGate allows them to skip distances within minutes vs months) and that they would need to repair it before she can go back 3. The Governing Team hears Regina story and allows her to do so (Cause Dylan/Paula were never going to exist, they can't change the timeline), but she has to help using the Third Energy Data -the missing link to allow the ship to use TimeGate better- to speed up the repairs as time passes (They repair the gate only by sending it back in time and she then gets Dylan & Paula) 4. After they pull Dylan & Paula from the past, they place Paula in Healing Pod on the Population Deck (Top, Resting Quarters/Healing Pods, Food Dispensers, Cargo/Vehicle Bay, Governing/Security/Research Bridge). While Paula is healing (Dreaming of Dino Stalker), Dylan & Regina are trained, tested & enlisted into the Security Team (Allowing Players to pick any character to switch between & use Weapons/Armor) after reports of crew members in the middle deck being attacked by small slug creatures 5. Regina & Dylan help Security deal with some of the small dinos and later discover that Agriculture Deck hasn't been sending up food. Lower ranks of the Security Crew are sent down to in investigate while Regina, Dylan & Member's of the Ship get to know each other. They send up a chilling message that large monsters have taken over the deck right before all dying (We see a large mysterious creature with 2 heads passby) 6. Some of the Dinosaurs have popped up in the Agriculture Deck (Middle, Leisure Fields, Animals & Vegetation with conveyor tubes that process food to Food Dispensers throughout the ship) after the repair, killing some of the crew and some of them would be mutated from the timejump alternating their DNA (They could look like Monsters with DinosaurSurvivor Skin and when Mutated they would look like ThirdEnergy/TimeCrisis Skin with exposed/webbed Flesh. The normal Dinosters would be easier than the Mutated versions) 7. The player goes through the Population Deck clearing easy monsters (when you get to the Cargo Bay, you use a Vehicle's Turret to take down a hard monster from the Cargo elevator and get better weapons from the Storage bay) then going to Agriculture Deck to clear out the bigger ones so other members can make it to the escape pods by accessing the Elevator on the opposite side of the deck =++++ (+ is Deck & = is Elevator, This is the Population Deck) = =+++= (Access the Engine Elevator, This is the Agriculture Deck) _ _ _ _ = ++++= (This is the Engine Deck) 8. Player & Security Crew attempts to protect members from the monsters that pop out the Vegetation fields, but members are still eaten & killed leaving few members left (maybe one of the DC3 makes a scarifice...McCoy) and before you make it to the Engine Elevator with few survivors left their are loud noises from the Engine Deck. A loud announce comes over the PA saying 1hr until close to Earth (Meaning you hyperskipped closer) 9. There are 2 Elevators and they split into to 2 groups (Player can pick which one, but at random one gets attacked), but one is attacked by a monster hanging from the roof and you have to defeat it before getting downstairs or you have to deal with 2 Monsters 10. When you get to the Engine Deck, its on Fire and the 2-Head Mutant Monster is wrecking the place, what you have to do is damage the 2-Head Mutant Monster by attacking it then activate a limited number Androids (Time to Bootup > Put on Equipt > Do Job) to > divert (Runway Signaller Carol Velázquez) the 2-Head Mutant Monster (Swings tail at) > attack (Patrol Officer Carol Velázquez) the 2-Head Mutant Monster (Eats) > help a member (Customer Server Carol Velázquez) to the escape pod (May eat w/member) > help find ammo/health items (Maintenace Repairer Carol Velázquez) for player (May be pushed away, making item take longer to come) 11. Eventually the last person escapes, the 2-Headed Monster runs out health and your almost out of Androids until it starts to tear into the TimeGate Engine (as Images of Monster Hunter New World stream out) destroying it and cause time to distort. The 2-Headed Cebalrai becomes two 3-Headed Cebalrai and the Android's Assembler begins to merge with the last Android into MTHR 248 Carol Velazquez (Her Body is a Holograhic living laser, in a Captain's Uniform) 12. You, what ever Security Member left and MTHR 248 Carol dishout heavy damage to both Cebalrai cause it to crash back into the TimeGate Engine and everyone (including MTHR 248 Carol) else gets into the Escape Pods to shoot out on earth 13. As your Escape Pod is about to leave, one of the Cebalrai is still alive and begins to eat through the entire ship causing the ship crash to crash on New World Replay Value Basically when the ship lands on New World - The Cebalrai and some mutant monsters stay trapped in the ship (Players can revisit it like a Hardcore Arena to collect other items and to randomly fight 1 or more of a mix/same monster in different parts of the ship or replay gameplay again) - Their could be an event were alert goes out that warns you that 1 or more monsters escaped to an area (If you defeat it before it moves then the monsters around it don't mutant) - You also have to find each Pod that landed in order to so you can switch between the Security Crew (Like Dylan, Sonya, Paula, Carol, etc) and have Carol as Your assistant And that is it, with the Monster Hunter environment, Dino Crisis fits right in" Re-edited to better explain and much needed proofreading
  4. I once thought what if all those FBI agents are Hackers that once they got in started hiring more Hackers cause "They have a great set of skills after they hacked our security" and since then its been Hackers running around with the authority of a Ruler, Access like they invented the Internet and knowledge of a Astronaut all on your dime.
  5. Your not as crazy as you think, I keep seeing Tutorial reference 2.49 for Nif2Blender...but I'm waiting for one that works with 2.78. And yes there is a way to make 2.7 feel less Alien via BornCG tutorials, why - He doesn't rant or mumble (Clearly spoken) - He tells what you need to know right their and then for beginners - He shows simple & fast ways of doing stuff and doesn't skip anything https://www.youtube.com/channel/UCdioEctcBLd2nw2aQkl8msw Also if your wondering which version to use as 2.8 purged the Game Engine (Pandas & Armory3D as replacement) & Old Blender Render (Cycles Render is good) and you care then stop at 2.79
  6. I'm trying not to give away my mod idea (even though I kind of do) so PLEASE ANSWER WITH Links/How-To and not Opinions or Suggestions to Mods, but If I have to, I will show Video. PLEASE I NEED TO KNOW THE FOLLOWING 1a. Change All On-Foot Animation (Walk/Run/Sprint/Crouch/Jump/Turn/Etc) to other animation like Sitting (Chair) or Sleeping (Sleeping) via FO4Edit 1b. From their what do I need (Tutorial/Tool Links) to edit and add custom Animation like Raising the Hands or Feet forward while sitting in Chair (Blender or 3dsMax) 2. How to make standalone PowerArmor Frame - I want to keep the Customization, but change the On-Foot Animation If a Moderator sees this please either Take it down if I put up a Thread with a Proper Title or Edit the Title to [Mod Help] How change All ON-FOOT animation to Chair Sitting
  7. I'm trying not to give away my mod idea so PLEASE ANSWER WITH Links/How-To and not Opinions or Suggestions to Mods, but If I have to, I will show Video. PLEASE I NEED TO KNOW THE FOLLOWING 1a. Change All On-Foot Animation (Walk/Run/Sprint/Crouch/Jump/Turn/Etc) to other animation like Sitting (Chair) or Sleeping (Sleeping) via FO4Edit 1b. From their what do I need (Tutorial/Tool Links) to edit and add custom Animation like Raising the Hands or Feet forward while sitting in Chair (Blender or 3dsMax) 2a. What are the limitation of Modding for Playstation vs Xbox? - PS = ESPs Only with No Edited/New Mesh & No Scripts - XB = ESP & Edited Mesh, but No New Scripts 2b. Is it possible to rotate Mesh in ESP without editing Mesh? 4. Tutorials on Using NifSkope for FO4 - Also anyone has success with NIF2Blender with Blender 2.78 - My 3DSMax will soon Expire -I'm using Win7 64-Bit, Steam FO4, Blender 2.78, etc
  8. Where are the NIF Files coming from BAE or Blender or Maya or another Format to be compatible with other 3D Modellers? When does this error pop-up: Upon Importing, Exporting, Editing, After using 3DSMax to Convert NIF to Blender or Maya? I use the Installer Version of 3DSMax NIF Plugin with 3DSMax 2016 Student Version and have no Error message like that. Also for everyone who comes across this post as I just found the answer for Convert Shapes in NifSkope a few minutes ago, but based on above Post I would do this when your finish editing. How to Convert from BSTriShape to BSSubIndexTriShape 1. Open NifSkope 2. Go to Block List > Expand NiNode 3. Right-Click BSTriShape (Not Rightside) > Block > Convert 4. Bethesda > BSSubIndexTriShape
  9. In FO4Edit, when I tried giving my own records 0100 0000 to 0200 0000, I got warnings that my Plugin wasn't a master then I notice the Fallout4.esm has [00] and all the records start with [00] and all my records start with 01 like how my Plugin.esp is [01]. 255 = FF so there couldn't be 256th Plugin cause the FormID would have a longer Number? or is because 255 = Byte, 01 = 1 and 256 = 1...which means Overlapping FormID?
  10. That actually sounds pretty easy to do cause in FO4Edit you can Multi-Select Records > In Rightside Panel of any highlighted Record > Scroll to where you add "encTypeLegendary" FormID > Add it > Right-Click on "encTypeLegendary" > Copy to Selected (Which adds the Keyword to all Selected Records)
  11. My only wish is a move-able & add-able Ponytail, Back/Side Extension, Front Cut Type, Overall Volume & Ponytail/Extension/Front/Head Hair Color options
  12. Could someone delete this tread I think I figured out my problem and probably will figure out the rest.
  13. That would be like taking to the yolo cat, but Beth would still get paper and stack their bird.
  14. (I couldn't Post on Youtube) 3:00 That is so funny that is the same I thought of cause of GTA4 mod for GTA5 cancelled by Take2, everyone complaining of FO4 DLC cause mods do better and Smash Brawl copycats like Battle Royale/etc, but done how Bethseda would do it (Sandbox, Quest, Customization & RPG).Came up with the idea to put FO4 with ES5 called Title Rift (Unless Bethesda gets smart enough to sell us Games we couldn't use as Mods for other Games as DLC Crossovers...). StartingOkay so like how few games -Pokemon- never use the Opposite Sex of the Character in-game (FO4 should have it where the 2nd Ring is Upgraded to give dead Spouse life...I want to make a mod that does that) so in Title Rift what ever gender you pick for one Game the other would be picked for the other Game (I've had this idea from P.A.R. of a Techno Viking Wo/man befriending a Euro-Renaissance Gunner Wo/man...She/He misses when life was simpler and He/She wants to discover something new also this would allow me to fill my massive map by using different Timelines on 1 map).But the idea of Combining the 2 worlds was something I never thought about like mixing Black & White for Gray, but rather my idea is like a Black & White Swirl now.Also some of this ideas reflect Bethseda, the Nexus Mod Community, some of my own P.A.R. idea and other Games, so credits where it is due. Opening- Access to All Face & Race generated (Flesh-Ghoul/Human, Orctant-Orc/Mutant, Anthro-Furrier/Scaler/Talonous/Bugger/Fisher, Macha-Dwemar/Synth, Astral-Ghost/Wist)- You play as each person battling a Great Enemy (ES5 = Astral Plateau Dragon (Bound Armor Dragon) & FO4 = Uranium Synthire (Synth + Vampire), "I sense the sweet nectar of flesh" -slowy breathes in, and turns in disgust "but machine and plastic vibrating as well")- The Great enemy of your world sends you through a Rift where you switch Worlds or Sent to 1 World of Both (Based on Original idea there was 2 which had 25:75 difference, but with Fake News idea there would only 1 World vs my idea + Fake News = 3 Worlds, A=80:20 ES, B=20:80 FO, C=50:50 Both)...I'm going with Fake News + a Little of Title Rift- World A & B are the same area you start in is the same place you go back to in the end, but you can return to Title Rift which is World C, World A & B are condensed Areas of Both worldsIn World A & B is basically Hard Mode, the Areas are very small, overrun with the worst monsters and harder challenges, People have been redused to Few (Works perfect with Gamebryo Engine's Population...we all know Skyrim has only 500 People)World C is bigger than World A & B, a Ratio of C10:A2:B3 Story- Condense the best quest & story parts of Skyrim/Oblivion/Morrowind/Daggerfall & Fallout 4/3/NV/2/1 or Make a Title Rift 1-3- In world C they work together to Destroy The Boss of each other's rift, if one Dies they are sent back to a different Rift and you must go to a certain spot on the map to pull them from that Rift (Based on where you Explored & your level so the Purgatory Rift is like a beat-able Sub Boss battle (If both are defeated) or gather Monster's Soul/Essence to Summon them back (If one is defeat) or Pray & Pay Gold Caps to someone if you don't want to travel or not want to reload save)- Give us the War of RadStorm Cloaks vs Imperial Legions- The Johnson Raiders (For "Waterworld" Battle purposes also "Jolly Ranger" = JR from a FO4 MOd I'm working on) vs 4 Factions of the Commonwealth- 4FotC The MinuteGuard (Vanguard + Minute Men), Brotherhood of Dwemer (Mechanical BOS who resist the Synthpire), Rail Road Thieves (Train/Caravan Robin Hoods who convert the Synthpire), Grey Institute (Magic + Science = Mage Tech, Who give flesh to the Ghoul/Undead/Synth)- You can travel with up to 4 Companions: Yourself, 2 Main (Humanoid/Large/Intelligent) & 1 Pet (Animal/Robo), but you can work with other Parties also if say you want 3 Pets, 2 would be made your Main + Sub (To get Hell Hunter Team enemy as a Person with 3 Hounds or 3 Birds) Enemies & PetsLycanized Fur Animals - By Day Four Paws = High Def/Fangs/Easy vsby Night Move by 2 Feet = High Attack/Claw/Night/Hard (this was suppose to be in the Original Skyrim or Fallout Series)- GorillaBear, SabreWolf, MoleSkeever, FoxDog, Bristleback Warthog/Rabbit 1/2/3-Headed & Nub/Horned/Branched - 5 combinations of 1H/2H/3H & Nb/Hrn/Brh (1H + Nb, 3H+Brh, 2H+Brh, 3H+Hrn & 2H+Hrn) More Head = Higher Overall Stats, More Hrn = Brn = Higher DamType- Gazelle/Deer/Horse/Stag (Rideable)- Brahmin/Cow/Goat (Domestic-able/Yield more Meat)- Mammoth (Catchable/Rideable/Yields its own Meat)Disected Insected- SpiderScor/Scorider, BloatMoth, StingNetch/NetchWing, AshRoach/RoachopperBeanstock Giantesses/Giantons- GiantShot/GiantArcher, GiantSlicer/GiantMasher/GiantJabber, GiantBurn/GiantShock/GiantFreeze/GiantVenomOther- Chickowl (Hooded Chicken with its Hood as the Wings), Trollurk, BloodWraith, BloatChaurus (Flying Chaurus), FishCrab (No STD Puns Please), SlaughterHorkGhoul/Undead + Lurker/Seeker/Wisp - Banshee Ripper/Stalker/Tomber/Utter/Vixer/Yielder/ZonerSome Synthire Thralls, Spies & Lords in Power/Bound Armor/Suits (Based on Dwemar Foes)- Lords/Other: Rollers (Roller PA), Riders (Spider PA), Reigners (Giant PA), Revolvers (Gunner PA), Rulers (Special Lord PA), Rexsaur (Giant Lizard PA), Riveter (Heavy Gunner PA)- Thrall: Rotters (Thrall Half-PA), Rioters (Thrall PA), Ragers (Thrall Attacker), Rovers (Dog PA)- Spies: Relievers (Mage Tech Helpers), Rifters (Mage Tech Spies), Risers (Melee Only Spies)12 DragonClaws (2 Forms Flying & on Ground)- Solid/Slice/Earth/Ice, Liquid/Bash/Ocean/Lightning & Gas/Pierce/Sky/Fire- Some have 2 or 4 Arms (There was a 4 Arm Deathclaw by Beth in concept) & 2 or 4 WingsPets (Have there own Were-Forms)- Ground: Doca (Dog Movements/Form + Cat Texture), Cado (Cat Movements/Form + Dog Texture)- Fly: Ravgull (Seagull + Raven), SquirHawk (A flying Squirrel with a Hawk's Wing & Head)- Humanoid: Rieklien (Riekling + Alien) Content (Cause Beth is great at RPG, Customization, Weapons, Armor & Foes)ALLOYS- Sizes are Brick or Raw (FO4's Shipment vs Components, ES5's Ingots & Ores, but Brick = 2 Ingots & Raw = 0.5 Ingot)- More of an Alloy (Upgrade or Size of Weapon/Equipment) is needed to access other Abilities of the Alloy to be used- Alloys = FO4 Components + ES5 Ores/Ingots/Types (Original Idea was = vs +)Poly Alloy: Leather/Cloth/Adhesive/Rubber/Plastic /Wood + Leather/Cloth/WoodUsed for Light Armor/Glove Weapons or Clothing/GlovesIts a verastile Alloy that be used for anything Soft Cotton, Silk, Sheer, Latex or Harden/Thick Plastic/Leather, can imitate Wood Properties based on how its processed (We all know Cloth & Wood can catch on Fire, we Kevlar is Bulletproof & Cotton grows on Trees)Tube Alloy: Copper/Ceramic/Lead (This matters are used in Plumbing)+ Iron/CorundumUsed for cheaper Equipment, weak vs Ene/Magic but Absorb Ene/Magic to MP/APDouble Alloy: Steel/Silver/Antiseptic + Steel/SilverUsed for Defense & Offense equip, strength's HP, STR/Dam & DEF/ENDDo extra damage on Ghoul/Undead, Protect Better from CriticalJewel Alloy: Aluminum/Gold + Quicksilver/Gold/MoonstoneUsed for boosting Stats (SPECIAL & HP/SP/MP) & Critical/Loot/Speech/BargainAztec Alloy: Gear/Screw/Spring + DwemarUsed for making Moving Equipment that produce Ice or Fire, Agility/Mobility, Perception/Thief, Charisma/SpeechLeaves Residue when using Aztec equipment which Increase/Switch Ice & Fire Status, Double Damage if hit with the Opposite ElementWeb Alloy: Fiberglass/Crystal + Glass-MalachiteUsed for Lighter & offence Equipment, weak vs Dam, strong vs Ene/Magic/Rad/Poison, Boost STR/Dam/Agility/SneakAtkThe Equipter also moves faster & Strike fasterClay Alloy: Concrete/Fertiziler/Asbestos + Orcish/Bonemold/FalmerUsed for Heavy Defence equipment, weak vs Ene/Magic/Agility, strong vs Rad/Poison/Str/DamLow offense vs Ene/MagicVolta Alloy: Circuitry/FiberOptics/Oil + Ebony/Arcane/BoundUsed for causing Drain Buffs Str/Def/Spd/Regen vs Debuffs Str/Def/Spd/Regen, Status Disarm/legMore like to effect Magic/Ene UsersRift Alloy: NuclearWaste/Bone/ + DragonBone/StalhrimUsed to combine all Alloy's Traits together, Splash Melee & Range Hitbox, sometimes send yourself behind the Foe on Hit (Some foes can do 360 Hits), cause Airbrake Death (Freeze in Mid-air upon being blown away like Neo's Park fight against Smith Virus & they all jump on him)Crafting Script Rules (Based on Weighted Breakdown & PAR from Skyrim's Smelt Mods)Equipment have a Main, Sub or Finish Alloy (What its mostly made from, if it was Skyrim, it would be Steel Sword has Steel as its main even though it has Iron & Leather, also Steel Weapons needed Steel to upgrade...that should have been scripted)Limit 10 Upgrades: 1 Main Brick is required, Same alloy counts as 1 Upgrade, Greater Alloy counts as 2, if 1 Greater is used then 2 Lesser Alloys are allowed (Better Skill allows more Upgrades)When Breakdown: A. 1 Brick rewards 1 Raw, B. 2 Bricks rewards 1 Brick, C. 5 Bricks rewards 3 Brick, D. 10 Bricks rewards 5 Brick; Anything Higher than 10 like [11 = D+A], [27 = (Dx2) +C +B], etcInstead of Fragments as Remainders you have a Chance to Gain or Not Gain a Raw based on Crafting Skill (Another words Rounding)Higher Crafting Skills allows Breakdown D. & +20 Bricks to reward more than 10Based on Bench used to Breakdown you can gain a Higher Yield at the cost of another Alloy (Tanning/ArmorStation for Poly/Sand Alloy, Smelter/WeaponStation for Double/Grip/Clay, Enchant/Chemlab for Tube/Aztec/Volta, Ability-Bound/Spell/Holotape for Rift, Pot/Cooking to Yield Sub & Finish)All that would have to be done so everything can be broken down is give everything a Recipe or Recipe Group/Keyword (Saying all this yield the Same thing), if you want it to Upgrade then Tag it as Upgradeable and ES5's Enchanting = FO4's Upgrading also Upgrading = Linear Echanting/UpgradingAlso you can base the amount of Alloy used off the Equipment (2H Sword =6 Bricks, 1H Sword =4Bricks, Dagger =2 Bricks) ARMOR- Armor only goes on the Outside allowing Clothing to be Worn with ArmorBetter Modular Main Armor: Front/Back Torso, NeckCape/WaistCape/Backpack/WaistpackSub Armor: Elbow/Shoulder/Arm, Knee/Leg=Thigh/Shin, Upgrade for Left/Right (Allows you to switch Left with Right Parts)Finish Armor: Full/Half/Top Head, Eyes/Forehead, Mouth/Nose/Neck Power Armor (Now called Suits & has 4 Sizes; Norse Suit, Obese Suit, Power Suit, Quick Suit) = Norse (Liberty's Size (40Ft) can be used by 2-4 People using/not using O, P, Q Suits) = Obese (Optimus Prime's Size (~20Ft) can be used by 1 People using/not using P or Q Aztec Suits) = Power (Veronica/T60's Size (~7Ft)) = Quick (Thinner Suit than Power Suit) + If Bethseda made them all the same size in Design, then in-Game made them bigger, have certain Recipes reflect their size & different in/out Suits...they can easily make multi-size Suits (Basically give Suit to Looksmenu/Bones) CLOTHING- Clothing has 2 Layers: Inner, Middle or Outer and change be changed between each (PAR Idea) = Full/Top Head, Eyes/Forehead, Mouth/Nose= Torso/Waist, HandsA/B/Handpack, FeetA/B- Wear more Jewellery= Jewellery: NeckA/B, FingerA/B, WristA, FaceA/B/C (Eye/Ear/Lips), Upgrade for Left/Right Side WEAPONS- Wields: 2H (2-Hand), 1H/DH (Dual-able), 2P (Companion Required), 4H (4Hands), AH (Armor Slot), NoHand (Floats) (This wield + Melee/Range/Element Types = Different Weapons)- Melee: Cut: Sword-ish/Axe, Bash: Hammer-ish/Staff/Whip(Hold), Stab: Rapier/Lance(Throwable)/Bow-ishIsh = Other Variants like Tiny vs 2H Sword = Dagger vs 2H, More Hammer vs Handle = Club/Bat, Bow = Crossbow/Gatling Bow/etcCut/Bash/Stab Hand: Claw/Knuckle/Spike, Shield: Edged/Thick/Horned- Range: Pistol/SMG/LMG, Magnum/Shotgun/HMG, Rifle/Sniper/Chaingun- Element: Launcher/Hand/Wrist, Rocket/Bomb/Sprayer, Fire-EXPLODE/Lightning-NUKE/Ice-CRYO- Moves: ...I don't want to mention cause of PAR, but switch Animation out in-game DESIGNSPoly AlloyLooks like multi-patterned Patched Quilt as Alloy Brick or Raw, mostly everything is made from Poly, but based on its form does different jobs Poly Tree can Produce Fruit, Poly Skin from Animals can be made into Clothing, Poly Bricks/Ore can be burntMost Used in Clothing & some Modular Armor, but can be processed so The Patterns follow similar Color Schemes like Black & White, Polka Dots/Stripes/ZigZags vs Orange/White Stripes, Blue Dots, Green ZigZagCan be used in environment as Containers, Furniture, Buildings, etcTube AlloyWhen Blocking with Tube Weapons they can turn More Ene/Magic into Regen MP/AP/STAMINA so they Glow & sparks run throughout the EquipmentAlso used to Help with Water Tubes & transporting energy throughout Volta/Aztec wiring/techThey have deep dent tubes on the sides of anything made, but not on the Face (Think of cutting through a Bundle of Straws on an angle with a hot knife)To turn Tube Alloy the dents are digged out & the Alloy is rolled (Lore purposes)Double & Clay AlloyDouble (The Nordic Carvings is More ZigZag than Curvy, with 2 Lines vs 1, 1 being Shiny Peacock Silver in the Carvings and the other has deep/darker carving with no Shiny Peacock Silver) Clay (Multi-Plates Circular Dusted Brass/Bronze with Stone-ish Pores)Equipment looks Heavy, Thick, less curvy & more Cubic (Clay) or Octogonal (Double) formThicker than ME3 Cat7 Armor, FO4's 10MM Handgun, FO4's Combat Assault Rifle, FO4's Combat Shotgun, Nordic Steel Equipment, Thicker 2H Hand Weapons, but slimmer than Monster Hunter Jewel AlloyUsed to make things different colored Gold, Silver, Rustproof & Shiny can also be recolored & heated to a point of Transparency making them into Jems, Minerals & DiamondsThere used for attaching Higher Buffs to equipmentRandom spots on Equipment are heated more than others making a Gold, Platinum or Chrome Body with diverse jemstone shards scattered throughout the designUsed for expensive Tinkerware & JeweleryAztec AlloyAztec Equipment are in Pieces, Moving-Part, Smoking Weapons with 2 Colors Blue & Red some Split down the middle, Top/Bottom, Transparent Ice & Fire Crystal (When Enchanted)Common Tools: ChainSaw Axe (An Axe with Chainsaw Edge for Chopping), Drill SledgeHammer (Homer's Auto-Hammer + FO4's JetHammer), Turbine Shovel (A Pogo Stick with a Spinning Shovel Head for Mining & Digging), Hook Net (A Fishing Rifle with a Spiked Net used for Land, Air & Sea), Tinkerware (1 Handle that can change from Knife, Spoon, Fork, Cup, Pot, Frying Pan, Bottle, etc)Used for Electronics & Magictronics like Crystal balls/TVs, Radio/BoardBanshee, Light/Lamp, etcWeb AlloyIt looks like Cracked glass used in Equipment, Windows, Expensive Tinkerware/Jewelery and also be processed into Ale/Beer and always has a grayish wired perimeterIf the Crack is buffed out for Windows or better transparency the Web Alloy looks its hardness purposes and needs multi-layering, but the Cracks offer Defensive purposes while losing its Clarity (For Lore Purposes of Windows are easily Breakable & Not weapons)The Quality is based on Form/Design can be Smooth/Clear for LoDef Windows/Jewelery/Tinkerware, Jagged/StarBreak for LoQuality Equipment, Spiky/Spiderweb for HiQuality Equipment and Bullseye when DamagedIt has a physical gripping Quality that allows users to move faster & lighter weight to hit/shoot faster (Bullets travel faster)Volta Alloy: Anything design with is a Black Matter with some parts having Moderate Spiked white Bound shielding, when it moves/shaked around quickly it leaves a stream of white-bordered Black light similar to Waving SparkersUsed to Cause Debuffs, Reflect Debuffs, Boost Buffs, Reward Buffs on Condition or RandomlyGood for Floating/handless Weapons Can be used for Light, but it attracts Foes Rift Alloy:Made up of many small pieces of Bone (Wrist/Ankle) with few large glowing walls of light in between them, Skulls/etc take part in significant parts of the EquipmentThe Parts are alive & move themselves (a Limb will stretch out) for Range (Like Reloading, Shooting Multiple Arrows, Marking), Melee (Chance of a Hand/Limb Stretching out to Auto-Block, Auto-Counter or Auto-Disarm) & Armor (Keeping/Putting Limbs back together, Allowing more Wields or allow dualling 2HWeapons in each Hand, Auto-Use MP/AP for Resist Death/Critical, Strengthen by Debuffs, Turn Buffs into Healing/Recharging/Regen)This Alloy is Overpowered cause it can SuperCharge Equipment if used an Upgrading AlloyIf used as Tinkerware the User gains Buffs from eating, cooking Food or wearing with it 2xEffects ABILITY SYSTEM- Rock/Wood/Ice/Patch-Surface Climbing, Walking on Water Top/Under Surface, etc ES5 & FO4's PerksKeep the SPECIAL Stats & add the Skyrim Skills throughout the Perks as Upgrades for Perks (Compress some Perks like Leadbelly + Aquaboy/Girl = Atanlean...from a Mod idea called PerkyPerks3D)Allow Weapons to require an Upgrade or a Spell Users can case to use Range Weapons in Water, and Allow Melee Weapons do less damage in water Shouts, Magic, etc from SkyrimControl the Dead & Repair Aztec CompanionsWeapon or Tool to Amp, Record & Broadcast Magic/Shouts(I'm done)
  15. I think this link should help. After seeing all the glitches, content and awesome gameplay with plenty of Guns, Choices, Vehicles, Design, the Detailed Graphics & the glitches, I almost said no. Then I watched these videos. https://www.youtube.com/watch?v=2MzfiZBgaQY https://www.youtube.com/watch?v=MtXFbrgW6JA
  16. I'm trying to make my own Standalone PowerArmor Mod (Based on Azrael_wtf), but I run into problems. The ESP might be the problem (PA shows up when using PowerBench), the Mesh shows up in-Game, NifSkope & Bodyslide properly. 1. When I enter the Frame with Power Armor Helm/Body/Legs/Arms equipped a part disappears (Before it was the Torso & Helm and now its the Helm), it doesn't matter if I have 6 of 6, 4 of 6, 1 of 6 or 2 of 6 parts, etc the helm disappears 2. When I browse through the PA Parts in the PowerBench for upgrading or unequipped them from the PowerFrame they don't disappear until after I enter the Frame (I get a lot of overlapping until I enter the Frame) 3. Certain Parts within the same type will disappear while others don't even though they are similar parts 4. It doesn't really matter what tools I used cause all the Model/Misc went each Tool, I think the problem is in how much detail is put into the Part...the Helm is smaller than vanilla Helm and disappears when entering 100% despite the Mk or Misc vs Torso which on entering only disappears if its the Complex Example Size My Torso Standard Model: 69kb (Simpler, shows Before & After entering PowerArmor) My Torso Mk3: 166kb (Complex, shows Before, but disappears after entering PowerArmor) Vanilla T60 Torso Model: 80kb My Helm Standard Model w/Headlamp: 24kb Vanilla T60 Helm Model: 99kb Other Issues - 1 PA Part shows 2 parts as one when on Ground, but will show as its own Part when Equipped - All the PA Parts don't have custom GO Icons - 7 out of 8 PA Part show up when dropped on the ground (The original GO Icon combines with the Standard Model of each PA Part), but my Helm GO Icon only shows the original GO Icon and not the my Helm Standard Model Concerns - Is it cause my File Names are too long or cause I put [ ] & Spaces in it - Should I replace the PowerArmor Parts in 3DSMax and keep the other nodes
  17. Maybe you need to put it in higher Resolution or its due to the UV Map cause of a low polygon Mesh. Or it could be the resolution NifSkope is rendering at...did you what the Difference is when you load it in game.
  18. I'm using your scripts for Fallout 4 to make standalone PowerArmor and thank you & zilav for your Scripts that 290 Records are easily editable. Replace FormIDs - Toggle Fallout4.esm to not load or even provide a List to not Load the next time the Script.pas is runned - Instead of choosing which esp/esm to Find and another to replace could you offer an alternative to just checkmark/toggle which esm/esp to Find & Replace in (From there the 1st suggestion isn't needed) - Allow 1-3 more Find & Replace Slots so users can change multiple FormID at the same time (Its cause FO4Edit window is disabled and when I'm replacing 2 or more FormIDs in the same Records or simply Highlighted a large amount and know that changing the records will only effect certain records) Example - of 2 FormIDs that need to change in 1 Record A = Same Record 00188171 > 01000800, but different FormID in the same record 0018DFC5 > 01000801 B = Different Record 00188172 > 01000808, but this FormID is with this Record 0018DFC8 > 01000809 C = 0018816A > 01000810, 0018DFC9 > 01000811 D = 00188173 > 01000818, 0018DFCA > 01000819 with only 1 Find/Replace Slots I would have to do this 8 times, excluding the unique ones that need offsetting and require FormID renumbering.
  19. When you go from Right-Click on Object > Transform > Edit > Ok Then Re-Right-Click on Object > Transform > Apply
  20. I'm hearing PS4 has the most limitations and I can't find an official list of the limitations, but this is what I gather from a 10min google search - Max File Size of 900MB - No New Assets like Scripts, Custom DDS Textures, Custom BSGM Materials and Custom NIF Mesh, In-Game Assets Only 1. What about Custom Plugins that allow a PowerArmor to be Standalone then uses Vanilla Mesh & Vanilla Textures/Materials? 2. What about NIF Mesh that are repositioned (Polys unedited), does that count as a Custom NIF Mesh? 3. Is there a possible way to rotate a NIF using the Plugin? 3. On XB1, does it have the same limitations as PS4?
  21. I seriously want to know how to make a custom race AND FOR ANY REPLIERS I DON'T CARE ABOUT COMPATIBILITY CAUSE THIS RACE WILL HAVE ITS OWN ARMOR.
  22. Flame Thrower Torch - Hold Torch to Flame Throw, Optional Active or Temporary Spell Requirement Dual Bound Tools - Like Bound Woodcutter's Axe & Pick Axe, but 1 Spell to summon both as Dual Wield Quick Exchange - Similar to QuickTrade by registrator2000 mod for Fallout 4, but for Barters & Companions too Hair Slider & Add-On Spots - To Adjust Wig & Shave Hair Complexion, Add-on Spots for Ponytails, Bangs, Braids, Accessories, etc
  23. For Replace FormID Could you allow offseting cause I made it so the Fo4Edit OMODs line up with the MISC and wish I can change 1 LNAM and the offset each OMOD going from Top to Bottom by 1+ = +1, +2, +3, +4, +5, +6, etc
  24. I would ask Onunius, but I can't tell if their busy, lazy (I'm lazy too, but if Onunius doesn't want to do it fine) or not really good at coding specific-use cases. Well before I was asking for Copy Properties Feature for Bodyslide (Which I attempted to Delete 2 threads over and got locked), but now its needed more than ever. I just figured out how to Convert a NIF from Fallout 4 Meshes without using 3DSMax, 3DSMax NIF Plugin and Blender NIF Plugin. All that needed to be done is Import Converted.OBJ/.FBX > Right-click on Shape /> Properties > Geometry Tab > Uncheck "Skinned" > Okay then Export as NIF (If not done then NIF causes Game to Crash) also if you see no changes its cause you also need Add Material or Texture Paths in Shader Tab If your like me and trying to use Multiple Meshes that need a single Texture or Material file or 1 thing changed in Properties, but don't want to do everything 1 by 1 then you need this feature. I would put it in Mod Request, but I need help understanding why it isn't needed, and if someone can code either in the spare time or code like Onunius (Not trying to upset Onunius). Suggesting & Wishing for - Copy Properties from Referenced Shape to Selected Shapes - If .NIF is associated with Bodyslide then instead of giving an Error, Bodyslide opens the NIF with Outfit Studio quickly like NifSkope - Copy Properties from Referenced File to Selected Shapes (This allows you to copy Properties with Importing Shapes into Outfit List, keeping it clean and avoiding you from deleting shapes you don't want to reference) - Keep Hierarchy if this can allow things like the Pipboy to be edited
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