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AdayDr1en

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Everything posted by AdayDr1en

  1. disabling link in meantime. anyone interested can message me for it.
  2. https://www.nexusmods.com/fallout4/mods/47013?tab=posts this mod. i sent the author high poly hair meshes from the game, converted from deus ex mankind divided tools. but he is busy, obviously. graphics prostitute, so i really want the high poly hair mesh for the mod. would anyone be interested ? i can send the models via mediafire. or here is attached file. probably have to message author for permission to make this add on, or he may not care since it would only be a matter of replacing meshes. screenshot just to show it's the real deal. these are the "pure hair" meshes from the game. https://images2.imgbox.com/17/16/JtQMFLsf_o.png
  3. http://www.thefirearmblog.com/blog/wp-content/uploads/2014/01/2013-08-24_MG3KWS-660x439.jpg the rail and scope. want to add them as a mod, but how would I have them move with the shroud(the lifting cover) without them being in the same nif ? possible at all ?
  4. Are these still a thing ? I can't find any files if so, and I've seen one mod replaces the reticles by editing .swf files. Is there a tutorial on this ?
  5. I was probably harsh there. Sorry about that. :/ That was the trick, and it worked. http://i.imgbox.com/B54s1299.png Gate right where it should be. Thanks a bunch for helping me with this. :D Definitely need to remember the nodes.
  6. The gate is not supposed to fall off/out. That's what happening with my model. It's not supposed to be happening. Look at the vid. The gate does not fall off the 44 revolver, but it is on the model I'm using. I've said this like 3 or 4 times already in this thread. http://i.imgbox.com/5cPb3xk3.png
  7. It's about the model fitting the anims. Positions don't need to be the same. The parts just have to be the same kind of parts that are modeled to move the same way, which is the case with my model used. I did compare. - the gate isn't supposed to be falling off my model; it follows the shells and loader, unlike in that video. - the cylinder does not rotate/spin when the gun is fired.
  8. My eject is pushed. It does get pushed. The problem is the gate. http://i.imgbox.com/mcQ5DQk2.png Look to the right window. The highlighted TriShape. That's what I'm talking about. It keeps falling off the receiver, like the shells and loader, which it shouldn't be. And what do you mean model positions not exact for animations can't be animated ? That's not true. That's never been a case for porting onto vanilla anims even since Fallout 3. So long as you have a model with similar parts(gate, eject, cylinder, shells, shell caps, hammer, trigger) that appear(or are edited) to function like your vanilla weapon, those said parts will animate fine.
  9. I used that video making my nif. The gate isn't supposed to follow the shells and loader like it does on my nif. Look at the vid where the eject is pushed. Unlike my nif, the gate doesn't stay.
  10. - Gate being removed with the shells and loader - Cylinder not spinning when firing http://i.imgbox.com/g3mwyk9T.png That pic. Gate rotates outward left http://i.imgbox.com/kzf092AD.png Gate falls off with the shells and loader. http://i.imgbox.com/mcQ5DQk2.png Here are my nifs. I've compared with the 44 revolver's. Not sure what could be the matter.
  11. Is there a small guide or showing of how I should do this exactly ? Say I want slide&body&barrel(on receiver) 1 with silencer 2 and mag 2 for instance. I need to create templates for all this or other combinations ? EDIT: Well, that helped for making a default variant. My problem now is the remaining issue with invisible muzzles and crashing when one of my mag meshes is loaded in the game.
  12. Visible and fine in nifskope and in geck, but not in-game when I go to apply them. After workbench, nothing but more distance on the muzzleflash. Not using any barrels, as my pistol's frame mesh is attached to barrel. Set up the attach point on receiver. Pasted under the 10mm suppressor's nodes. Anything look wrong here ? http://i.imgbox.com/lnhcijEu.png http://i.imgbox.com/KxDJohcs.png http://i.imgbox.com/AeXNVbiA.png The multiple entries seen in the mod_col are because i have many nifs for the same two silencers 'cause I have 3 variants of 1 firearm, and each variant has different sizes/pos' for their barrels. Yes, I've checked the pathing data for all the meshes. All in the right places, so no idea how I could fix this. :(
  13. PLEASE DELETE FOV is much too narrow in this game. DS2 got treatment for this, but there is nothing for DS1 to remedy the narrow FOV in it. Can anyone make a mod enabling as much as a 90 degree FOV to be used for the game ?
  14. In response to post #12380210. #12384660, #12396105, #12398095, #12403230 are all replies on the same post. FALCON PUNCH.
  15. As we've seen previously with Fallout 3 and NV, Bethesda's left quite a lot off the plate, in terms of in-game content. But what I'm talking about here is cut, broken, unfinished, or disabled in-game content for Skyrim. Such as.. - In game character dialogue - (Like the originally disabled dialogue as used by Guards, which has been turned over by this mod, http://skyrim.nexusmods.com/mods/23390) - In game event conditions or factors, [unused scripts and data for the Civil War campaign, http://www.gameskyri...t-t218575.html] [An unused script that showed(but not limited to) for Hrongar to originally replace Yarl Balgruf for the Whispering Door quest, and that either of his other children would/could commit patricide.] [For the Dark Brotherhood quest, an alternative start, and an alternative victim that could have optionally been taken over Grelod the Kind.] - Quests, [Hauntings] [boethia's Bidding] [Trius's Trinket] [Collecting the Edda] [Animal Pelt Collection] [Winterhold's Rogue Wizard] -Locations*Interior/Exterior, [The Windhelm Pit Arena, as well as associated NPCs, Dialogue, and Scripts - http://tcrf.net/The_...he_Windhelm_Pit)] [The Lost Man's Reprieve In] [Hoarfrost Grotto] [Cidhna Mine's Obscured Passage] -Unused or non-existent keys/houses, [iron Tree Mill, Trallius's House, Longhouse, Wintersand Manor, and Argi's Hut.] (For more info on the above as mentioned, see to this page - http://tcrf.net/The_...olls_V:_Skyrim, as well as http://www.uesp.net/...finished_Quests) And it's not just Skyrim itself that has a butt load of content missing, but it's DLCs as well. Check out this page about the Dawnguard DLC, [http://tcrf.net/The_...rim/Dawnguard]. And speaking of cut content, a FNV modder actually did something similar from the New Vegas section of Nexus. Check out his work, http://newvegas.nexu.../users/3010984. I would personally love to see the above as mentioned re-implemented into the game. I just think it would make for a much fuller and immersive experience. I mean, I'd do it if I could, but I can't. So, the real purpose of this post was to see if the idea had been taken into consideration by others.
  16. I thought it would be cool to have a modified HUD in the form of the Splinter Cell DA style HUD, where you're health, stealth meter, notifications and objective messages are displayed in one box. Instead of having you're health, RADs, compass, weapon and ammo status, and notifications(such as quest messages on screen)on screen from left to right and so forth, they could either be removed, or relocated to the bottom left corner of the screen as part of a single box, maybe even remove the HIDDEN/DETECTED notification at the top and replace it with a green/red dot in the box(glows green when you are concealed and glows red when you are unconcealed/visible). Maybe even have an option for regenerative health, where if enabled-it would remove the health bar from the box(maybe even make a version that uses the vanilla health system but removes the box anyway, and beefs up stimpak effectiveness) and health would regenerate for a short time after exiting combat, maybe even apply this function to NPCs as well(or not). I use a lot of HUD mods that remove the hud, IHUD, etc, but I am looking for something that minimizes the hud to the point where it is compact, inobtrusive, and just visible enough that I don't feel the need to make it visible/invisible when I am/am not using it. I am talking about the HUD used in the PC/X360 exclusive versions of the game. Here are some pics, http://www.abload.de/img/splintercell42011-10-37umu.png http://pcmedia.gamespy.com/pc/image/article/751/751217/tom-clancys-splinter-cell-double-agent-20061215030932470.jpg
  17. I've seen many mods that make Splinter Cell inspired clothing for New Vegas and wanted to request the Opsat from Splinter Cell Double Agent as a Pip Boy replacer. Not so much the Opsat layout from the previous games or Conviction, but from Double Agent, the Opsat worn in the style of a watch, on the wrist. I thought this would be a great idea for a Pip Boy skin, which I would've loved to do myself, just have very little experience with modding at the moment.
  18. NMC's Texture Pack, it's been downloaded 351,543 times, but only has 1,409 endorsements, that to me is underrated and pretty ungrateful by the 351,543 that have actually downloaded it.
  19. Hello, I'd be interested. Is there someway I can demonstrate my voice, an audio file, etc ?
  20. All you need, -HD DLC(Official High Res Texture Pack) -Skyrim HD -Purewaters -ULTRA REALISTIC WORLD LIGHTING FOR SKYRIM -DYNAVISION Dynamic Depth Of Field -Horses For Followers -Same WalkRun Speeds and Dynamically Increased Walk Speeds. -SkyUI -Housecarls and Followers can wear zazz -Breezehome Light Fix and Breezehome Ladder Fix -Enhanced Blood Textures -Bag Of Holding Graphics mods, interface mods, bug fixes and mods used to dampen the immersion. Don't go downloading those stupid difficulty mods, pointless in my opinion, the game is fine how it is, level up, get stronger, things become substantially easier, that's the way the game was built.
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