Jump to content

mysticdragonmage

Premium Member
  • Posts

    15
  • Joined

  • Last visited

Nexus Mods Profile

About mysticdragonmage

mysticdragonmage's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. to make melee-only combat a more interesting playstyle, i think a very simple method in doing so would be making Ashes of War work like spells. like spells, the player would be able to select an Ash of War and place it within a memory slot. restrictions and balancing optional - finding a way to make it so that every weapon can use every AoW would be ideal and make for some interesting gameplay, but would still require some work to make it less awkward for the sake of quality. maybe just make sure that when a parry is used, prioritize the use of weapons that are designed around parrying (toggling options for this would be nice). the button layout would work exactly the same way. the skill button will still have its own dedicated input, allowing spellsword playstyles to still use weapon skill and spells fluently. whetstones will still work in the same way, except they would function to only "alter" a weapon's stats. basically, when you equip an ash of way as you do now, you a prompted to apply a whetstone. instead, you will be prompted to simply add a whetstone effect without needing to choose an AoW. noteworthy scenarios: Scenario 1: a player is wielding two greatswords and wants to use a skill. Answer: the skill will almost always prioritize the players right handed weapon as it does now. Scenario 2: if designed to be more restrictive what if the player has a non-ash weapon (weapons with their own unique skill)? Answer: lock all AoW from use except parries. prioritized the non-ash weapon unless the non-ash weapon is equipped on the left hand, then prioritized the skill the player has selected. in general, parries are prioritized over all similar to how it already functions in vanilla. Scenario 3: if designed to be more restrictive, what if the player has a shield in either hand? Answer: follow the original design formula and prioritize parrying. even over unique non-ash weapon skills. Scenario 4: if designed to be less restrictive, what if the player has a shield in either hand? Answer: generally the same as said before. just make it so that the player uses the shield to parry rather than other equipped weapons equipped. this is for the sake of quality and a toggle is to be considered. Utilizing this system and what makes it stand out: simply put, a player wont have to carry multiple weapons to use more than one ash of war in a single fight. they can either change from an aggressive approach to a more defensive one more seamlessly rather than through clunky weapon switching. it would also make gathering memory slots more worthwhile. i am willing discuss this further and answer more questions if needed if it helps in designing this mod. thank you for your time.
  2. but i dont know how. specifically, say i wanted to replace all lit lanterns within the world with lit lanterns that can be picked up by the player, but immovable by physics or via the player physically moving the object (similar to how all harvesting items work). not saying that this is the exact concept for the mod i want to create. is their something i must do beyond the creation kit. if so, i'm scrapping the project. after replacing all objects, could i possibly give it the same harvesting mechanics as plants within the game.
  3. that's good advice! thank you. now, where would i get some textures, or where would you recommend i go? i completely understand that i cant just pick just any texture from the internet.
  4. AND IT WORKS!!! 3 weeks of trying to figure it out, and it finally works!!! it was the ini files. after that, it worked flawlessly. Thank you so much!!
  5. thanks a lot, but unfortunately, the mesh will still not appear in-game. it is likely to be something wrong with my actual custom mesh in blender. again, unlike mikemoore's tutorial, once i placed the 3d object in Outfit Studio the object appeared much larger. it also had no Orange-ish tint, it was just a flat grey. i dont think the size is the issue though. his mesh was smaller in blender as well. the reason my mesh is large is because i imported an object from the game to use a reference, and that object also appeared very large. i made sure that the export settings was exactly like his from blender to an OBJ.
  6. (1:42) in the video: he uses bodyslide/outfitstudio to export the object as a nif. i tried to it differently via plugin on Blender, but all i got was errors. more information around (6:00).
  7. so let me point out one thing that appears differently when im modding compared to when MikeMoore is doing. when i insert my object into bodyslide, it appears grey and much larger than his custom model. it also appears larger in nifskope, but i simply transform the object to fit were it needs to go. could this be related to my issue?
  8. SOLVED i did not set my fallout 4 ini files to load loose files. there was also some issues with my nif file having duplicate strings, to which i fixed. thank you ehtyeci for pointing these two things out. original thread: so im new to modding and have followed all tutorials up to this point. im trying to create a melee weapon attachment mod. i know i've done everything right, because everything appears to be fine in the Creation kit. however, my custom meshes and models do not appear in-game. I've even gone as far as to creating COBJ, MISC, and the actual OMOD (all connected). once i craft and install the attachment, the effects and stats i created are all correct. the attachment itself is just not there. for reference, here are the general settings for the attachment in Creation Kit: and nifskope (updated): The tutorial i've been following is this one: though i am suspicious that he left out a few details. of course, i decided to make my mesh into an actual weapon attachment instead of a new weapon. like i said, the mesh is simply not appearing in-game. if there is anything you notice, please point it out so that i may fix it. if there is any more information you need, please ask. EDIT: so it could be something wrong with my custom mesh in blender, though i'm not sure exactly what. i imported a Super Sledge model into blender in order to fit my own custom object around it, then i just made it out of the same material as the one on the hammer. was i not supposed to do this, or does it hardly matter since its just the object being exported? the tutorial never went over the basic settings needed before exporting it into an object, such as material, texture, etc. other than that, i've made sue that all faces were triangulated, as the tutorial says. in the meantime, ill try this, but i dont want to spend so much time on figuring this out by myself. please help if you can. EDIT: ok, tried it and it did not go so well. CK crashed when i chose the new nif i created. so i dont know weather or not it means blender is the problem. Solution
  9. im trying to create my own original weapon attachment from scratch, and i believe i've done everything right until this point. i select "mod_melee_SuperSledge_SuperBlade" i made by duplicating and editing the "mod_melee_SuperSledge_Heated" which opens up "Object Mod" i select edit>edit(within the model data window)>and i select the Mod_SuperBlade.nif file containing the mesh i want to place. this nif file is located in C:\Program Files "(x86)\Steam\steamapps\common\Fallout 4\Data\Meshes\Weapons\RocketHammer\Mod_SuperBlade.nif." despite this, i get two signs of error. one is that the render within "Object Data" window has a big red exclamation point instead of the actual mesh. another is that there are no materials under "original materials." lastly, one warning appeared and they say as followed: TEXTURES: TEXTURE ERROR : Unable to load file 'Data\Textures\DarkGray.dds' this warning appears every time i open the "Object Data" window. so far, i've been following this tutorial: that is, up until two points. in the video, within nifscope, he copied the "lighting shader property" branch from the original reciever and pasted it on his custom model. i did the same, but i edited the .bgsm path to my own custom .bgsm file. i made a copy of my nif simply named "Mod_SuperBlade2.nif" and did exactly what he did with the reciever (except with the heated super sledge attachment). lo and behold, the red error symbol mentioned earlier disappeared and i had an actual model, just not with the textures i wanted. the other point was when he made a new weapon, not a new receiver. it was simple enough to figure out how editing weapon attachments worked, so i just went ahead and made it a new weapon attachment instead (note that "Mod_SuperBlade2.nif" worked here, so i dont think this is my problem) it must be something with either the textures or the bgsm. so i followed another tutorial by the same guy: and this time i did everything he did, just with mine having a few errors. this is not me saying that Gambsmosre / Mikemore is bad at tutorials. in fact, i knew nothing about mods until i found his videos, and the tutorials helped me out a lot up to this point. can anyone help me out? in the meantime, I'll test SuperBlade2 in-game and see if there is anything wrong with my custom textures. thanks!
  10. im trying to create my own original weapon attachment from scratch, and i believe i've done everything right until this point. i select "mod_melee_SuperSledge_SuperBlade" i made by duplicating and editing the "mod_melee_SuperSledge_Heated" which opens up "Object Mod" i select edit>edit(within the model data window)>and i select the Mod_SuperBlade.nif file containing the mesh i want to place. this nif file is located in C:\Program Files "(x86)\Steam\steamapps\common\Fallout 4\Data\Meshes\Weapons\RocketHammer\Mod_SuperBlade.nif." despite this, i get two signs of error. one is that the render within "Object Data" window has a big red exclamation point instead of the actual mesh. another is that there are no materials under "original materials." lastly, one warning appeared and they say as followed: TEXTURES: TEXTURE ERROR : Unable to load file 'Data\Textures\DarkGray.dds' this warning appears every time i open the "Object Data" window. so far, i've been following this tutorial: that is, up until two points. in the video, within nifscope, he copied the "lighting shader property" branch from the original reciever and pasted it on his custom model. i did the same, but i edited the .bgsm path to my own custom .bgsm file. i made a copy of my nif simply named "Mod_SuperBlade2.nif" and did exactly what he did with the reciever (except with the heated super sledge attachment). lo and behold, the red error symbol mentioned earlier disappeared and i had an actual model, just not with the textures i wanted. the other point was when he made a new weapon, not a new receiver. it was simple enough to figure out how editing weapon attachments worked, so i just went ahead and made it a new weapon attachment instead (note that "Mod_SuperBlade2.nif" worked here, so i dont think this is my problem) it must be something with either the textures or the bgsm. so i followed another tutorial by the same guy: and this time i did everything he did, just with mine having a few errors. this is not me saying that Gambsmosre / Mikemore is bad at tutorials. in fact, i knew nothing about mods until i found his videos, and the tutorials helped me out a lot up to this point. can anyone help me out? in the meantime, I'll test SuperBlade2 in-game and see if there is anything wrong with my custom textures. thanks!
  11. so im learning as i go with creating this mod. it's a weapon modification mod, but im having trouble with it's surface design and textures with blender. please note that i am fully aware of how to place a texture on my mesh, but i just dont know how much resolution or how large the texture should be without looking either too ugly or over-detailed that it would break the game. so what would a pro-modder recommend? please note that the weapon modification is fairly large in size. in fact, here is a picture of the mesh: https://magicdragonmage.deviantart.com/art/Fallout-4-Super-Sledge-Blade-Mod-Concept-Mesh-717924896 i currently have a 1024x1024 texture to place on the mesh, but if i should find a larger texture image or smaller one, please say so.
  12. nevermind. i managed to figure it out myself. i needed to extract the BA2 files with Bethesda Archive Extractor. sorry...
  13. so my data folder is a little different from what i see from mod guides. i heard that Nifscope was a good way to create objects and edit meshes and implement them into the game, but as im trying to follow a tutorial about how to do this, i get lost in the "data" folder when im trying to find my "meshes" folder. so im at Steam/steamapps/common/Fallout 4/Data (i have the navigation correct). the only problem is that most of the usual folders, including the meshes folder, is missing. they are just not there at all and i dont know why. all i see are "LSData, Scripts, Sound, and video" folders, but those are the only folders i see in "Data". meanwhile, these tutorials are easily locating editing the meshes they need. please help. what do i need to do? P.S. ive worked on meshes before in Skyrim SE. the Skyrim SE Data folder is exactly what i see in the tutorials, but Fallout 4's Data folder is completely different.
  14. This mod will require skills such as: creating and placing objects in the game as optional modifications to the super sledge weapon.create the modification to be craft-able within the game. using metal-base materials.create additional text-based lore via loading screen related to the modification (optional, but it will be creative.)allow one specific NPC to sell the modification: Proctor Teagan.allow NPCs to hold weapons with the modification attached. more so often in specific areas, such as Brotherhood knights surrounding the Prydwen (with power armor only) or some high-level supermutants. basically anyone without powerarmor and is not a supermutant would rarely be seen with the modification on their super-sledge.please refer to this design as reference: DevientArt Link: https://magicdragonmage.deviantart.com/art/Fallout-4-Super-Sledge-Modification-Concept-Blade-636012546 I can confirm that the design in my own. Mod discription: The blade modification for the super sledge is mostly used by Brotherhood of Steel knights and paladins. Made from the spare parts from the Prydwen, the Brotherhood of Steel find the weapon's modification so be especially efficient when used against beasts of the commonwealth solely for the purposes of crippling their limbs in order to stand a better chance against their strength in mass stats: the blade modification will add additional limb damage. the second option adds limb damage and bleed damage. a larger blade will add even more effects to both limb damage and bleed damage. no additional base damage is necessary, since the super sledge itself already does a lot of damage. design description: the blade, brackets, and Bolts are made out of the same material as the super sledge. the gap between the grip and the blade as well as the position of the brackets make sure there is no clipping from the player's character model. adjustments may be necessary. IMPORTANT!!!!: be sure to include a link to the original design within the mod description (DevientArt Link), giving myself some credit for the creation of the mod. MISC: feel free to create more optional features for the mod, such as paint, blade shapes, additional stats for those blade shapes, etc. make a scythe-shaped blade type, i dont care, plus it would be cool. but THIS design is first priority, of course. Thank You!
×
×
  • Create New...