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thelaurent

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Posts posted by thelaurent

  1. Aye friend, add an ap keyword something like ap_whatevergun_NewMod

     

    Make sure the TNAM - Type is set to Attach Point

     

    Thats all you need for the keyword.

     

    Now you need to actually create OMODs for the weapon, in the DATA section, make sure form type is set to weapon, attach point should be your new keywork.

     

    MNAM target keyword should be the gun your trying to mod.

     

    Next is the COBJ, CNAM should be your OMOD and INTV - Data, created object count set to 1.

     

    If you're mod has recipe costs youll also want to add a misc mod that will show up in your inv if you take the mod off, assigned in the LNAM slot in the OMOD.

     

    Ive got a tutorial on creating new mods here, theory is the same just create your own attach point keyword.

  2.  

     

    Actually, you wouldn't need to recolor hundreds or thousands of textures to accomplish this. There are what, four, robots you can build? There are only four textures, total, for all the robots. I've looked into this already and found out that each robot has one diffuse texture for all of it's possible parts. It is also in grayscale so that other colors my be applied to them without actually recoloring the textures yourself. If anyone knew how to alter the grayscale to include more colors then I think it would be fairly easy.

    Not exactly true. Im not sure about the robots in vanilla, this may be the case, but for the dlc there are about 80 texture files for the build-a-bot- robots. and all the material swaps are doing is remap the color. So to make custom textures could take a bit, i wont do too many, but im thinking faction themes, the trick will be getting the textures to be seamless accross all the different types of robots.

     

    maybe a paintjob to represent each shop type, and maybe a few racing stripe type ones? idk let me know.

     

    Some of the files just to name a few, but yeah, there are four robots you can build but tons of different armor upgrades, arm types, melee weapons, gun attachements, etc

     

    P.S looking into the rust question.

     

    hW8VBcw.png

     

    Yeah, that's kinda what I was afraid of. I knew the single texture thing was too good to be true. You've got some good ideas, but more to the original point, how hard do you think it would be to make rust-less versions of the existing in-game paint jobs for custom Automatrons? I figure each armor piece would have to be individually colored. (Or recolored, as it were) I simply don't know if that entails painfully repainting each texture, or filling a texture with color and calling it a day. A modder I am not.

     

    Cleaning rusty textures is long and annoying and tedious, but possible

  3. Ok, I may well be mistaken about how many textures there are total, it is not unheard of, however, I do seem to recall coming across a texture called DLC01WastelandRobotKit_d.dds that I believe has all the textures for the Wasteland Armor pieces, at least for the Assaultron, anyway. Not sure if it works for the others or not. And that's why I said there should only be four or five textures total, not thinking about the other "Robot Kits" there might be. So while, yes, I see you found a lot of textures for Robots, and indeed I have quite a few of them as well after I went looking, Most of them seem to be for the different weapons and parts you can add to the base robot, not the armor that you add to said robot.

    So basically for each robot (there are 5) has a handful of textures which affect the arms, legs, torso head, extra parts, armor, etc, the wasteland kit and construction kit are used as atlas maps for certain parts of the rust devil/primal robot parts and for the cleaner robot parts like the actuated armor, etc.

     

    The trick is creating clean textures, the diffuse textures in the vanilla game are set up for color remapping which basically means the textures are unusable for detailed, so a clean robot can take a while to texture, but its definitely possible. I've made a tutorial on how to clean up the vanilla textures and bake new ambient occlusion maps you can watch here.

     

    https://www.youtube.com/watch?v=Dy84Nyp2FVE&feature=youtu.be

     

    as for the mod, uploading to bethesda and nexus right now, heres a lil sneak peak (its called "Laurent's Robot Skins" btw )

    Pl56jyz.jpg

  4. Actually, you wouldn't need to recolor hundreds or thousands of textures to accomplish this. There are what, four, robots you can build? There are only four textures, total, for all the robots. I've looked into this already and found out that each robot has one diffuse texture for all of it's possible parts. It is also in grayscale so that other colors my be applied to them without actually recoloring the textures yourself. If anyone knew how to alter the grayscale to include more colors then I think it would be fairly easy.

    Ehh, material swaps are an unnecessary pain in the ass, I can definetly do it, but itll take about a week, make sure to leave your skin suggestions

  5. So we've established at this point that the texture files are far fewer than expected, and therefore far easier to edit. I have seen a mod on the nexus recently that sharpens up and brightens up the colors a bit, but did nothing for the rust which is my main concern. Can anyone confirm whether the rust patterns are their own separate texture, or are they a part of the main color texture? I'd check myself, but I have literally no idea how.

     

    Eh, when it comes to material swaps, there is always alot of long boring work. But, a really rewarding result. Yes it will be possible to remove the rust, but just like with the weapons, the colors on robots are defined by really f*#@ing annoying pallete maps, so basically its going to be a few days of trial and error and hopefully i can get you guys a couple of nice robot skins soon.

  6. Actually, you wouldn't need to recolor hundreds or thousands of textures to accomplish this. There are what, four, robots you can build? There are only four textures, total, for all the robots. I've looked into this already and found out that each robot has one diffuse texture for all of it's possible parts. It is also in grayscale so that other colors my be applied to them without actually recoloring the textures yourself. If anyone knew how to alter the grayscale to include more colors then I think it would be fairly easy.

    Not exactly true. Im not sure about the robots in vanilla, this may be the case, but for the dlc there are about 80 texture files for the build-a-bot- robots. and all the material swaps are doing is remap the color. So to make custom textures could take a bit, i wont do too many, but im thinking faction themes, the trick will be getting the textures to be seamless accross all the different types of robots.

     

    maybe a paintjob to represent each shop type, and maybe a few racing stripe type ones? idk let me know.

     

    Some of the files just to name a few, but yeah, there are four robots you can build but tons of different armor upgrades, arm types, melee weapons, gun attachements, etc

     

    P.S looking into the rust question.

     

    hW8VBcw.png

  7. I can material swap melee weapons, and armor, but I cant seem to get it to work with guns... Ive added COBJ's, MSWPS, OMODS, and keywords appropriately and Ive edited the 10mm to be able to recieve material mods. and it shows up in the weapon workbench like in the screenshot, but if i click the materials tab, the game crashes. Any ideas? I can post the .esm if needed

  8. Im pretty new to modding and am a pleb with the creation kit, but I made this website and petition to help put an end to mod theft. The idea is if the consequences for stealing mods are more severe, than people will be less inclined to steal them... right? If you want to take a few seconds to help do your part in protecting original content. than head over to...

     

    http://www.protestmodtheft.com/

  9. Hey there, I'm trying to make a weapon skin mod, the idea is there will be a new weapon workbench type that allows you to change the texture your weapon is using, I'm using the creation kit to try and make this new workbench, and to give weapons new mods, can anyone give me any advice? I'm new to modding, but I have experience in game-development so like.. I'm not a total pleb. Thanks in advanced!

     

    I'm also not too sure how to actually have the creation kit reference my new textures, they are dds files and are in the proper locations. Like I can see them on their own but id like the player to be able to choose between all of the skins, ya feel?

     

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