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mrrrdude

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  1. you have the same lightingshader node applied to all trishapes, that's why it shows up that way, you have to add new lightingshaders node in nifskope and after that add the material files path to them.
  2. Ohh I know what you mean about the language barier, English is not my main language either. What do you think aboute overview videos? for ex Like this one: It kind of shows step by step what needs to be done without having to say anything. Also, if you want I can help to try and translate from russian to english and write any guides you would like.
  3. In general, look what I found, dear pepperman35. By itself, a single animation of any type (it does not matter, this animation with bones, with texture, with a mesh) does not need a manager, and does not need anything at all except materials, and collisions if collisions are necessary (not in the case of clothes) ... Basic animation from max is almost immediately ready for use in the game. Each animation has controllers. They can be easily expanded into nifscop in "block List" and "block Details". For example NiTransformController, or the one that I described earlier. All controllers have a flag. This flag has a total of 3 "cycle, revers, clamp" states. By switching to cycle, we can loop any animation in real time and it will play in the game.You can run any static art meshes in the same way. Animations that just need to run continuously, that don't need sequences. This is ideal for the same fountains, or clocks, fans, animated panels, lighting fixtures, and, as you can see, for animation of clothes.https://youtu.be/fdVILA9QUyA Do you have any plans on creating a small video tutorial on the how to? This is really awesome! And i think I understood the process from what you explained, but i'm not 100% sure. I definetly need to give it a go, but if you plan to do either a video on the how to do or a writen tuttorail with step by step explanation and screenshot then I'll definetly wait for that as it woul increase the chances of success.
  4. I think this is what you might be looking for. Everything should in in that tutorial video, though I haven't tried it myself.
  5. Hey, I have no idea how creating a power armors works, would be grateful if you would explain it to me. As far as cloth physics I recommend importing for example a similar model with cloth phisics from FO4 files and then use skin wrap from 3Ds max to copy the weights and everything to your cloth part of the power armor, after that export your weighted cloth model into nif and then copy the extra bsx cloth node from the model you copied your weights using nifskope, then you need to create the segments in Outfitstudio (Otherwise your model won't appear in game) then test it and see how it works in game. I know that above short guide is not really detailed and you probably have no idea what I'm talking about but I'm not home right now so I can't really show you step by step how to do it. Can you please PM me and I'll reply to you as soon as I get back home and show you the entire process (or at least what I'm doing and it works fine for me).
  6. Hi, ive send you a PM regarding the mask. (it seems there is a confusion going on) i ported that model from sketchfab -> https://sketchfab.com/models/c2f48e3f95b64be2a7a70a8871f62f43
  7. Hello Guys, So i have a complete mesh of a model posed in the default power armor stance and I want to make it into a power armor can someone explain to me step by step how to do so? Do I copy the weights from another power armor in outfit studio ? Please someone help me out here I can't find a good tutorial explaining step b step how to make a model into a power armor Thank you, M
  8. I'm glad to hear that things finally calmed down for you L0rd0fWar, I always enjoyed your work since Skyrim and still enjoying your Fallout 4 mods but it's not my place or anyone's but yours to distribute them. Good luck with your other projects and hope that we will see you soon in a modding community that apprentices what people like you give and don't ask or complain about your mods like they are paying for them.
  9. Yes, but unfourtanttly he still has Lords mods and we will probably upload them on some other sites. It's so sad that because of idiots with thinking like that are ruining a grate legacy of modding and awesome people that shared their work for us to enjoy our game! I hope that Bethesda does something about this or else they are going to ruin everything that it's grate about their games and that is MODDERS!!
  10. Hello Guys, I have searched everywhere, I want to know if any of you know of any mod that lets you equip your power armor mods from inventory like a normal armor?
  11. I have the same problem I get the following errors every time I install a script mod: Error [content0]engine\timerkeyword.ws(3): Class 'CR4TelemetryScriptProxy' was already exported. Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(10): Class 'CBTTaskMaintainSpeed' already defined.Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(74): Class 'CBTTaskMaintainSpeedDef' already defined.Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(4): Class 'CBTCondIsMan' already defined.Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(15): Class 'CBTCondIsManDef' already defined.
  12. Hello Guys, Does anyone know what's causing the duster to stay stuck to the legs? I don't have any physics to them anymore.
  13. Hello guys, I want to add an iron man model from this link ("http://tf3dm.com/download-page.php?url=puo-67895") and I started to rig it within blender with the rigify addon (it makes things much easier than adding bone by bone to the model) so it can have animations, BUT i'm not sure if I'm doing the right thing to add the model to my game. Could you guys help me out with an walktrhough of the process or point me to good tutorial that contains the process to rig and convert the model to add it into game? Thank you!
  14. lol dude! No, I haven't seen any mod out there. It looks awesome! grate work!
  15. Hello Guys, I'm in need of help on how to install the KG tools step by step, cause every time i try to run the convertpose.bat file it gives me the "PythonPortable\Python-Portable.exe' is not recognized as an internal or external command, operable program or batch file." I have installed PythonPortable 3.2.5.1 and added the Path to Environmental but still no luck :(. I'm trying to learn on how to convert armors from Fallout 3/Fallout New Vegas to Fallout 4 from this video but I can't make the KG tool convertpose.bat to work thus I can't proceed any further. Please help!
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