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Everything posted by 0AndyVan0
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So I am setting up a Tesla Coil defense tower and am wondering if you can set up Meshes to work as TiggerOnEnter objects, like if an entity walks into the box the script will check to see if they are enemies or allies, and attack it if it is an enemy. So the Tesla Coil tower won't be killing everything that gets near it. I was wondering if you can use Raycasts as you would in Unity ?
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- papyrus
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or just re-textures of the same model, lol oh Bethesda, is there any corners your not willing to cut
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Ok, Here is the Nexus mods site version http://www.nexusmods.com/fallout4/mods/17136/?
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Alright, I'll upload it here, I mean, I have been visiting this site since morrowind, and even published my first mods ( simple custom houses and small custom town for morrowind) on this site. Years and years ago, so why not right. Plus don't want to alienate people anywhere, that's it I guess. I am caving, I will post the current build here.
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Sorry, it's hard enough already supporting a bunch of different version of the mod when they are all on one website, as archaic as bethesda.net is I am not relishing the idea of having to visit yet another site to check for bug reports errors and to combat the comments of trolls. Let alone another site to send updates too. Why you no Beth.net ? isn't it built into the games main menu. I am a student of Game Development and trying to build a reputation in the industry so I am trying to use the industry placed tools for distribution and their rules / code of content. Lame and restrictive as it may be. : P Hope you don't hate me for it.
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So with the Mod Deathclaws will drop hides specific to their Type, Alpha hides glowing hides, matriarch hides, etc. Each hide is worth 5 Deathclaw leathers of that type , Glowing hide is 5 Glowing Deathclaw leathers and so on. The heavy armor all uses up 3 leathers for each piece - with the chest requiring 4 leathers The medium armor all uses up 2 leathers for each piece - with the chest requiring 3 leathers The light armor all uses up 1 leathers for each piece - with the chest requiring 2 leathers There are also Deathclaw Masks for each of the Deathclaw types, I am right now working making them fit the type of Deathclaw they were built from What Ii mean is they all use the same mesh right now, but I am working on creating more so that they match the Deathclaw they are from like having the Savage Deathclaw mask have one broken horn and so on. I am also working on releasing a variant of the Mask that is well.... maskless, a helmet version that will have the face section removed and just have a little metal trim around, like a knights helm without a faceplate. But I work weird shifting hours so it's been slower progress than I would like.
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Took well over 100 hours to create the Deathclaw armor and get it set up to work right in game, worked on the Deathclaw armor for about 3 weeks before releasing it. i know there are issues with teh mesh but it seems the weight painting process deformed one or two of the teeth on the shoulder pads of the Heavy armor but it only did so slightly, barely noticeable until you really start to pick it apart. The bullets on the waist have a bit of a skew to them sometimes because of the same process, I swear the meshes are clean and neat, in Maya and 3Ds max, but weight painting in Bodysliders seems to leave a slight irregularity and I am not good enough at the weight painting process to fix it properly, everything I try manually just makes the issue worse instead of better so i left it as is for now, Till I learn more or just get better with practice.
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I don't know if you guys noticed or not already but I uploaded a Deathclaw armor mod about 2 weeks ago, well it's real title is Skinning in the Commonwealth, But Deathclaw armor was the first set of armor released https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2344549 The deathclaw armor has a Heavy medium and Light variant all with different crafting requirements and stat bonuses There is some Mirelurk wear and a moleskin suit and a RadStag helm included as well right now, working on more to add If you have the Wasteland Workshop DLC there is another version of the mod that is compatible with it so you can harvest skin from captured deathclaws, https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2458094
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My Mod Author name on Bethesda.net is Andy-Van , check out my work. it's not the most advanced stuff ever but I just bought the game and started modding around june 20th so like a month and a week ago :)
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So about a month ago I uploaded the deathclaw gauntlet from New Vegas, and people complained that it didn't fit the style of the deathclaws in fallout 4 so made a second mod that is a remodeling of the hand portion to use the deathclaw hand model from the game The old one is called Deathclaw Classic and the new mod is called Deathclaw Gauntlet Redux, and get this, both mods were uploaded before you posted this lol. I am planning to remake the deathclaw gauntlet one last time for the Skinning in the Commonwealth Mod, this time I am going to set up the UV's to use the deathclaw textures so it can be upgraded to the different types. Standard, alpha, glowing, matriarch, savage, albino, mythic. It is still in the works, because I just finished the first huge update yesterday : )
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Check out my mod, Deathclaw Armor / Skinning in the commonwealth. well over 100 hours of work to get it all up and running, first update was anotehr 30+ hours of work. Also I uploaded two deathclaw gauntlet mods like a month ago : ) Still available , they are all on Bethesda.net :)
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You are a great help man, i just tried it out and it works like a charm, The camera goes into a first person view and my character ends up standing on the workbench but at least that avoids players seeing anything weird while in the menus, though i know people are going to criticize the fact they have to walk down from on top of the workbench after using it each time so I will look into trying to move the position of that marker next, maybe I can edit the transforms in the Nif file without crashing Creation Kit. Either way, you have been a great help and a much needed sherpa, helping keep my forward momentum. I thank you Steve40. Now I just have to spend a couple days making sure the first few armor pieces fit snugly without clipping into either the male or female forms. Wish me luck : )
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Oh ok, I deleted that keyword from the list because it looked like it would be placing the player directly in the middle of the mesh, I didn't realize it affected the functionality. I thought it was purely visible and deleting it would just make the pop up menu activate without any background animations. I will do some experimenting and see if I can get the guard animation to act as a filler as you suggest. Thank you so much for the response and the assistance understanding what has so far eluded me. : )
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Hello guys, you might be able to help, or point me towards someone who can. I am expanding my Deathclaw Masks mod https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/2225796 By including deathclaw armor pieces, I want these items all to be crafted at a customized crafting station. As you can see by the picture I've gotten the custom bench into the Creation Kit, then into the game, with collision detection and I believe I have the recipes associated with the crafting station. But in game it won't let me activate the bench, just get the message you cannot use this at this time. I have to head to work in about 30 minutes for the next 8 hours, but I was wondering if any of you had any idea what might be causing this issue. Or how you would set a perk requirement for the workbench. Or if you might know of a tutorial I can't find or haven't found yet, that might help me. I would really appreciate some help if possible.
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Well the Console players on Bethesda.net had mixed reviews, some people liked it despite the flaws, but then there was a group of people calling me a thief, saying my mod is illegal because i took files from a copy of one bethesda game i bought and put those files into another bethesda game I bought... a thief, can you believe it. I am not profiting off this, people asked me to port the Gauss Rifle so I did... I didn't charge people for the mod, I am not asking people for donations, and I didn't take the models and release my own game with them... all I did was bring in a gun from a previous bethesda game... such is life on the internet I suppose. I mean back in the days of Quake Arena or the Sims one people would rejoice in seeing mods that represent or use models from their favorite IP's. I took the mod down because i don't want to build a reputation as a hated modder for simply porting in an older games weapon... I won't be making anymore weapon ports I guess. But still, if any of you know of a decent tutorial for custom animations I would love to know about it, all my mods from now on will either be custom meshes/textures or stuff from fallout 4 directly.
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i did my best to make the gun fit the cryolator reload animation and uploaded it anyways.
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Hello, I have been modding for a couple weeks now and am having trouble finding any information on how to control hand placement and reload animations for custom weapons. All i can do so far is try to use nif skope to maneuver the model to fit the hand placement of one of the vanilla guns. but this leaves the reload animations looking retarded... could anyone point me in the direction of a tutorial. CreationKit.com is empty and i can't find anything through google... I know people have figured this out, there are a bunch of new gun mods for the game. So this is what I have working so far, the gun is the gauss rifle from New Vegas and i put it in the game using a copy of the cryolator in CK because the animation for reloading fits the model nicely. Litterally shows him grabbing the Microfusioin cell and tossing it then plugging a new one in, But the gun sits off aligned in first person and the microfusion cell disappears in first person.
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it was all an issue with the string order, I had messed up my BSX
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- settlement resources
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OMG IT WORKS FLAWLESSLY!!!!!!!!!!!!!!!!! YAY, First mod that isn't a basic re-texture. I am stoked, publishing it to bethesda.net now
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Ok so the missing root material error was stemming from the fact it was looking for a wetness material in the CPA slot, I fixed that and the error went away. but in game it still won't function as it did before adding the collision mesh, it will not alow me to recycle it or add a wire to the P-WS-Snap CPA
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So I've got a collision mesh attached to the object in Nif Skope and it is place-able in the game now, snaps to walls like it should but it is no longer interactive. Cannot attach wires to it anymore or recycle it for parts... checked in the CK and it says the Nif is missing root material: CPA . but in Nif Skope it looks as if the CPA information is unchanged, it looks like it should all be exactly the same, Tried my back up of the Nif file without the collision mesh at it's CPA information is recognized and in game it functions like all other power generators. the frustrating thing is their is no difference in the hierarchy for the CPA in Nif Skope. so I am at a loss as to why the file with a collision mesh no longer recognizes it's CPA data...
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- settlement resources
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So.. I've been trying to add collision to the model but it seems I can not get it right, |It always results in a Nif file that crashes the creation kit.... any one have a tip on a reliable tutorial?
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- settlement resources
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Thanks for that, I am pretty stupid sometimes. I appreciate the offer but I'd like to learn how and do it myself, I will look into how to add collision. I have to go to work in about 20 minutes but I should have this mod fixed and published later this evening.
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Hello everyone, I created a custom constructible resource object for settlements. and it mostly works but when I try to place it in game it won't highlight red or green, it won't snap to the enviroment. I have CPA nodes set up in Nifskope and when I can randomly get it to place it supplies power to the settlement and allows me to connect cables to it at the appropriate spot on the model. I just can't seem to get it to highlight red when not place-able and green when it is place-able. I can't get it to snap to anything. here are pics of it in game http://www.nexusmods.com/fallout4/Images/39482/? and in NifSkope
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- settlement resources
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