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jumpsteadeh

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Everything posted by jumpsteadeh

  1. That is to say, how some armor has you standing with your arms at your sides, and some have you in "big mode" with your shoulders puffed out. I can't remember if it was in SSEedit or Outfit Studio (god forbid Nifscope) - but I know I've done it before. I could have sworn it was the SSEedit tags, but changing those to match an armor I knew was not big mode didn't work.
  2. So I've made a couple armors in Fallout 4, and I'm not sure if it's as simple in this - I haven't downloaded anything to extract the textures, but there's a few nifs in the mesh folder. Even with the mods I have in there, the textures don't show up in Outfit Studio.
  3. I've tried kiting her upstairs, but she eventually has to come down, and the game freezes. I was going to disable her in console, but I can't open the console with her on screen without it freezing. I've tried disabling any mods that would be affecting her, but none work.
  4. I'm having this same issue, whenever Irileth gets too close, the game freezes. What are all the mods you have? I've tried disabling anything that could relate to it, but nothing works.
  5. Yeah, I was trying to put static meshes on an outfit a while back - from what I learned, it's only possible if you make a new .obj file and import it in, then do all the s#*! that involves making a new thing.
  6. So I'm trying to merge an outfit with vanilla armors, but for whatever reason, this outfit floats above other armor when in nifskope or Outfit Studio. Any time I move one up or the other down, it results in weird stretching issues. How do I just make it normal?
  7. So with the announcement of Death Stranding, I accidentally speculated a great idea for a game. Whether or not it's what that game is, I don't know, but it would work pretty well in Fallout 4. So the main mechanic of the mod would be that when you die, you start back at Vault 111. BUT you're not the only survivor now. There is now an NPC, who is you, doing everything you did before you died. The world and quests also reset. Maybe some dialogue could be scrapped together from sound bites where you could give the other version of you commands at a certain point, maybe after building an item that would let you do it. The goal is to have "waves" of survivors doing different tasks to help fix the world as soon as possible. Maybe you have an initial wave who scavenge, craft, farm, and collect water - all necessary things for survival mode. Then later, you have some actually doing missions and stuff. I would think either you could, as a future NPC, set yourself to farm for a certain amount of time and go into a wait or sleep looking menu, and just program the future you to do that, or you could just command alternate you's, and they just drop dead after the correct amount of time. That way you could just spawn in, wait for a few days, then die, and now you have a blanks slate to give orders to, or to have as a follower. Imagine what could be accomplished if you can actually be in more than one place at a time? You have some survivors spread out across the wasteland to unlock settlements, some who team up to do quests, or even just villages full of survivors. Some custom behavior on the clones would be helpful, too, so that they could improvise a little, to react to changes in their run-through. Maybe just script them to check in to Sole Survivor Headquarters every once in a while and auto-equip themselves with the best gear. Have the crafting guild survivors put all their stuff in certain boxes, etc. Anyone's imagination captured by this who has the skills for it? My modding skills start at GIMP and end in Outfit Studio, so I'm no help, I just love this idea.
  8. It could be funny if you just had a bunch of different "disabled" moans as a replacement for the main character's voice, then change the dialogue options' text.
  9. But then it would just be Taffington, and that's a man. Presumably, a man made of taffy. That's just strange, and not habitable.
  10. Fallout 4 is made closer to Skyrim than any of the other Fallout games. It could very well be possible. If nothing else, it's important to know that it would be easier to port things from Skyrim than from other Fallouts.
  11. It'd be great if the Courier follower had a giant wound in his head, and maybe a dent, and he drooled a lot, too. Really push home the effects of being shot in the head.
  12. Since I love the Mad Max look of the apocalypse so much, I was wondering if anyone's making a mod that turns the Commonwealth into a desert. There's snowy mods and forest mods, so it seems on course.
  13. Anyone who's actually lived with a dog knows they aren't all as boring as Dogmeat is. He has no quirks. Someone should make him act more fun, in some way.
  14. I editted a texture from Far Harbor, and now any time the game loads with it in, it crashes immediately. I moved those files, and it's fine. Why is this happening? I extracted them to the right place, they open in Outfit Studio.
  15. If it makes it any easier, I'm trying to attach it to an existing armor piece. Is there a way for me to just connect it to that armor piece so it behaves the same?
  16. How do I turn a static mesh into an armor item? I've been working with Nifskope and Outfit Studio so far for Fallout 4.
  17. How do I merge a static mesh with an armor mesh? I opened the armor and imported the mesh, moved it to a good spot, and then I exported, both with and without reference, and only the armor shows in game, the static mesh does not.
  18. Since a few mods are being taken straight from Skyrim and moved over, and people are reactivating the rings option from it, would it be possible pre-GECK for someone to re-enable magic? Maybe add the magic books to trader inventories and re-skin them as new magazines.
  19. I think it'd be pretty great to lower Strong's character scale, and also highten the pitch of his voice a little.
  20. Even in the apocalypse, lead, copper, steel, saltpeter, charcoal, sulfer, and just gunpowder are plenty available for the world as a whole - not to mention specialized machines for making bullets.
  21. I tried it myself, but the base texture has a really conveluted system for finding the upper back, so you'd have to cut the patch in half for lower back area, then resize and rotate it to make get it on the upper back in the right place to match up to the lower. That's not even mentioning getting it to look like a different fabric, making it look flat (instead of the creases and seems going on top of it), and having it look like it's coming up a little.
  22. Inquisition coming out really makes me want this more.
  23. I feel like there's only one thing really keeping me from playing as a mage in Skyrim: staves. I don't like how magic comes out of your hands, and staves only get certain spells. I'd rather have staves function in a different way - the different spells your equip come out of your staff, not your hand. This could function in 2 ways: 1. You have a box of individual staves placed somewhere in the game, just with each model available (with a staves of skyrim compatability version, of course). They would basically replace your hand animation for spells. 2. All staffs are overhauled. Instead of each staff having a spell tied to it, each staff magnifies your magic in a unique way. Maybe your destruction spells become more powerful, or illusion spells cost less to cast. s*** like that. Bonus objective: Walking animations. When a staff is unequiped, you don't put it on your back, but you walk with it like a walking stick. I believe this could be done with the "sheathed" mode of torches, with a little bit of modification. In Skyrim, being a mage doesn't feel very magical. I don't feel like a wizard of old, with the pointy hat and trusty staff. Luckily, there's a mod for the pointy hat, but staves have a bit to go. Here's the wizard hat mod I found http://www.nexusmods.com/skyrim/mods/4198/? , but it's really not the best model ever.
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