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Everything posted by Deleted477949User
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I'm having a bit of an issue creating the world objects for my armor. I'm exporting them from blender as objs bringing them into outfit studio and applying materials exporting to fallout 4 opening my exported file and an _GO (In this case combat armor) nif in nifskope copying my mesh into the vanilla and deleting the skin partition. Resetting the material and deleting the vanilla mesh Saving And it's either invisible or it just crashes the CS. Any ideas what I'm missing? I'm pretty sure this is what I did last time though it has been a while.
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Hey guys I'm hoping this is pretty straight forward. I'm creating a new armor based on the combat armor. Now in the armor addon section I've created a new instance with unique id that points to my mesh. Now I'm just wondering, in the armor dialog the combat armor is all set up and ready to go with lots of workbench modifications. If I just leave everyrhing else as it is and change the id, name and armor addon to my new one will this give my variation access to all workbench combat armor mods without conflict and without having to create unique entries for them? I could probably just test this out at home but i'm at work right now.
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What makes combat armor swelling phenomenon occurs
Deleted477949User replied to natf2000's topic in Fallout 4's Discussion
No it's a nifskop, outfit studio, 3dsmax/blender kind of thing. Assuming you can fix it all without making noticable deformation to either the outfit or the combat armour. -
wow talk about hitting the nail on the head. This channel was exactly the kind of thing I was hoping to find.
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Okay so I'm (amongst other things) in the process of concepting my first custom weapon which is based on the theme of a sci fi hand cannon. So we're talking an oversized handgun with a cyclinder loading system and a sci fi feel to it. I've already started looking for images on this theme and stumbed across a lot of destiny concept art which is pretty cool and fits the theme (I've never played this though.) However if you have any images of this kind of weapon you'd like to share that would be great. Please remember this is a suggestions thread not a request thread. I am looking for inspiration and the final product will be the result of mashing various things I like together and working on it until it really fits my liking. I do plan on making stocks and scopes for this weapon as well as different cyclnders where capacity can be swapped out for stoppoing power. So I'm interested in images of that sort of thing too. So yeah, if you have a moment shoot me an image. And thanks in advance.
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[LE] Animation Questions
Deleted477949User replied to Deleted477949User's topic in Skyrim's Creation Kit and Modders
oh of course not. I get it, they paid to use something so there's no way they'd just hand that over to modders for free. Like I said I don't wanna come off as entitled but that doesn't stop it being a little frustrating and really it's just too bad. Both morrowind and Oblivion had some great creature mods with custom assets and animations made for them but we simply can't produce the same content in Skyrim even after all this time. -
[LE] Animation Questions
Deleted477949User replied to Deleted477949User's topic in Skyrim's Creation Kit and Modders
Well I'm glad I put this question out there before I opened zbrush on this idea. It doesn't look look like I'll be able to create what I've got in mind. I certainly couldn't do it by just reskinning an existing creature and using their animations. I don't want to come off as entitled here but you'd think, given that nodded gameplay is a major selling point of these games, that Bethesda would be a little more helpful with these issues. No doubt they have their reasons for not producing any kind of official tool to tackle this but it's still frustrating. -
[LE] Animation Questions
Deleted477949User replied to Deleted477949User's topic in Skyrim's Creation Kit and Modders
Okay thanks for the input. I'll take a look at those links. It might be I can create what I want by giving an existing armature custom animations. But it's a long term project so plenty of time to mull it over. -
Hi guys I'm making some long (Very long) term plans for future mods and I'm just making some enquiries about making custom animations for Skyrim using blender. I'm interested in making a custom creature with a custom armature and animations. Now I have plenty of experience making animations in blender and while I never released it I actually managed to make a custom creature armature with animations for a rideable dragon for Oblivion. That mod sadly died when I had to format my computer and I didn't have backups. So I'm just wondering what is possible and if there are any comprehensive tutorials on this subject somewhere I can use.
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Wow what a question. I mean I'm really not sure where to begin. To troll or ignore you would be inappropriate as you have at least taken the 1st step on the road to becoming a modder but you absolutely will not get your hand held through this. Sorry pal but the question is way too big. Here is a brief summary of my process. Maybe it will help maybe not. 1st learn to use whatever program you have downloaded. Learn to make it sing and dance. This should take at least 6 months. When you've got that come back for step 2. Ok step 2 Conception. What the hell do i want to make? The process for weapons, armour, static meshes creatures are all very different and you'll need to search for tutorials for each one. Take this time to find pictures to inspire you. For example if you're making armour then image search sci fi armour and build a big portfolio of reference images. Find shapes that you like and think about how it will all fit together. Step 3 make it. Using all the skills you acquired in step 1 model and texture your idea. You will need vanilla meshes if only for size reference to work around. After that you need to rig and export your mesh in the appropriate file format. Again how you do this really depends on what you want to make and what software you're using to make it. Step 4 the CS spend another month or so getting familiar with the CS and how to set up your custom whatever in it. Expect it to fail. Again and again and again until you finally get it. There will be a lot of little jobs here that you didn't plan for either but just take it on the chin and keep going. Step 5 release. Release your 1st substandard mod and be proud. I'm not joking your work probably won't be great but that's fine. Welcome to the world of digital art and video game modding. You are going to bust your ass and pull out your hair again and again and again and you will never be satisfied with anything you create. But guess what... Stick at it and you're gonna get good and you're gonna see things in your mind and realise them in the game. You'll get the occasional YouTube review and some nice comments along with a bunch of requests and suggestions you didn't ask for from people who cant even be bothered to try this. So come in, come all the way in. You are on the edge of a rabbit hole that drops down into infinity.
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I just want a simple answer.
Deleted477949User replied to Acalon12's topic in Fallout 4's Discussion
Hold up a second guys. *Rolls a d20 against his detect troll ability.* -
So I'm in the early concept stages of a new fallout 4 mod. Work won't begin in earnest for a few weeks yet. But I'm thinking mainly about rigging here. So I'm a blender user and I'd rather not go through the trouble of getting access to max for file conversion. In my last mod i used outfit studio to rig my mesh and it did a good enough job. But i may need some of the precision i can only get in blender for my future mod. I'd also like to make a custom animation for couple of things. So I'm wondering if... Someone would be willing to convert a few files for me after i export them from blender And if i were to create an animation in blender would i be able to export it and get it converted in max (again via a 3rd party). Just to be clear I am aware of all my options concerning acquiring max I just don't want to learn a new interface and system at this time. That's why I'm looking for someone who could simply do a little file conversion.
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Animated lights on armour.
Deleted477949User replied to Deleted477949User's topic in Fallout 4's Creation Kit and Modders
Well that's quite the helpful response. Forgive my modesty but I have 1 fallout 4 mod and 1 oldrim mod on release. I haven't exactly broken any new ground with either, just did my thing my way. But thanks anyway. I'm a little surprised to see someone so clued up on the mod scene with no actual released mods though. If you're so in to it why not take a shot a producing some content. Ithink you'll really enjoy it. -
Sup guys. I'm in the early concept stages of my next fallout project which i will begin in earnest once my two skyrim projects are tied up. I'm just curious about what, if any, options I have for animated lights on the armour. Like could i maybe use a giff as a glow map or would it need to be more complicated and handled through the material?
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SSE Vampire/Werewolf transformation
Deleted477949User replied to Deleted477949User's topic in Skyrim's Creation Kit and Modders
I'll bookmark the topic for reference when I finally get around to properly exploring this idea. Thanks for the info and stick at it bro. Maybe try shining the bat signal in the mod authors discord channel. -
SSE Vampire/Werewolf transformation
Deleted477949User replied to Deleted477949User's topic in Skyrim's Creation Kit and Modders
Well your scripting skills are vastly superior to my none existing ones. Basically I'm considering the option of giving the player a transformation rather than an NPC. I would (I'm guessing here) need to simply change the target creature of the existing werewolf\vampire lord script and come up with some way to apply it to the player (eg: a perk received from a tomb or item.) But I'm wandering if such a thing is possible at all. -
mod idea question
Deleted477949User replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
Nobody wants to steal your idea dude. There's a forum full of requests and ideas that most mod authors never look at because we have our own ideas. And we think our ideas are just as awesome as you think yours is. So you may as well just come out and ask about it. And given that I and several other mod authors have put batman and other copyrighted characters into the game already I doubt there will be an issue. -
SSE Vampire/Werewolf transformation
Deleted477949User posted a topic in Skyrim's Creation Kit and Modders
Hi guys. Far be it for me to get in waaaayyyyy over my head very very quickly but I'm interested in learning how the transformations for vampire lords and werewolves work in Skyrim. I'm playing with the idea of creating my own creature transformation at some point in the future. As far as modelling, texturing and even animation goes I think I'm ok but it's the mechanics of the transformation that I'm completely clueless on. So where does one begin? Is this even a possible goal? -
Hey guys this is an odd one but here me out. I'm a blender user so I do most of my rigging in outfit studio. It's basically fine but I've noticed a few issues which a bit of extra knowledge might help me clear up easier. Namely that there are several new vertex groups on the fallout 4 skeleton than the skyrim skeleton (Skyrim being the last game I made a mod for.) These groups end in the word skin. Eg spine1_skin. So basically I want to see how these groups (I assume there are bones) work in different animations and see how they relate to other bones. I can't do this in blender (to the best of my knowledge) as I can't import the armature or any animations without max (which I don't have.) So if someone could post a video just demonstrating how these bones work (highlight the bones, play a few animations) it might help me better understand how to use them and avoid any strange deformation in the process. Maybe a long shot but any help would be nice.
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Falling Damage Mod
Deleted477949User replied to Deleted477949User's topic in Fallout 4's Creation Kit and Modders
thanks it's working fine now. Well at least I've learnt a little about making perks now. -
Falling Damage Mod
Deleted477949User replied to Deleted477949User's topic in Fallout 4's Creation Kit and Modders
Could you please elaborate on this part as I have never made any kind of quest mod before. I attempted to follow a tutorial on the subject today and was bombarded with a lot of information that I didn't need. When I attempted to use the script you wrote here in a quest stage it wouldn't compile even when I defined the property. -
this also worked for me. Was able to play for around 10 mins at a time before. Now no problem. Why in the hell wasn't this spotted in playtesting? And what could be causing it?
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Falling Damage Mod
Deleted477949User replied to Deleted477949User's topic in Fallout 4's Creation Kit and Modders
thanks man I'll probably use that all things considered. Basically the reason I'd like to figure out the issue is it may come up again later on down the line with a different mod. I don't understand why the Sirius armour simply has a no fall damage enchantment but when i set up mine in exactly the same way it doesn't work. Figuring it out could save me trouble with other mods later down the line. Thanks for this though. -
Falling Damage Mod
Deleted477949User replied to Deleted477949User's topic in Fallout 4's Creation Kit and Modders
Well that's one workaround for sure but as my scripting knowledge is zero and all of the information to create a no falling damage mod is already in the CS I'd much rather figure out how that works.