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zealotlee

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Everything posted by zealotlee

  1. Assuming you aren't having issues with the NIFs, you need to create an object template under the weapon object. It's towards the top. It eluded me for the longest time too.
  2. I have that all set up with the object templates. Again, copying the structure of the assault rifle. It is loading the receiver mesh were it is supposed to be but it just crashes when it all tries to come together. What information do you need?
  3. Ok, so a bit of progress. I can load the receiver mesh into the GECK if it's assigned to a mod part or misc item. However if I try to open up the weapon file or anything that would need to load the mesh as a part of the weapon the CK crashes. It crashes in game the second I hover over it in the pip boy, indicating there is some error when it tries to load the mesh. I'm kind of confused at the extra data stuff still. Here is what it looks like for me: http://i.imgur.com/CMJCJ0e.png
  4. Ironic, isn't it? Then again the communtiy has been doing this for years so it's no surprise. When I get home I'll try some of these tactics out and see what works. Thank you guys for all your help so far and keep an eye on the thread!
  5. I used the unofficial program to make the material files opposed to the one that Bethesda provided under the 'Tools' folder. I could try it with the other way and see if it makes a difference. I used the vanilla Assault Rifle material as a base yet again.
  6. No I'm using the 3DS NIF exporter. Not the Bethesda one though, the one that's had Fallout 4 support for a while. I'll try some of these things when I get the chance and see if they make a difference. As for the invalid material path, that shouldn't be the case since I can see the barrel mesh textured properly in the CK. It's just in game where it doesn't show up.
  7. http://i.imgur.com/JoQOVOK.png Here is the expanded tree nodes. They all have unique names, the nodes are valid, and even though the screenshot doesn't show it the BSShaderLightingProperty has the valid filepaths to the material files. I don't know exactly what you mean by the Extra Data but it appears to be there.
  8. /thread. If you don't want to pay a dime in subscriptions or a massive cost then that's what you will use. If you look up 3d tutorials and it happens to be in another program don't hesitate to check it out as 3d modeling principles are cross platform.
  9. I've been frustratingly trying to get this to work but I just don't know what to do. I used nifskope to overwrite the trishapes on the vanilla assault rifle receiver mesh and it keeps crashing every time I try to import it or view it in the Creation Kit. Alternatively, I DID get the barrel mesh imported and viewable in the CK but in game it is invisible. I haven't found any tutorial that could help me with this as they aren't available yet. I'm not as concerned with collision working properly yet but I just want the actual mesh to import correctly and be visible in game! I'm pleading for any help with this at all. If you need screenshots or more info I'll provide as much as I can.
  10. Seems likely. I just need to know which nodes I can get rid of and which ones are necessary. There's quite a few especially on the receiver since it acts as the base of the gun.
  11. Right, but how do I go about fixing it? It seems like some of them are necessary, no?
  12. I'm having trouble with importing a NIF for a receiver mod for the gun I'm working on. Every time I try to change the mesh for the modification out it crashes. This did not happen with the barrel of the gun and only did when the material slots were missing. The receiver has all the material slots for any trishapes filled with the correct path. What else could I be doing wrong? There are a lot of extra nodes on the receiver so perhaps there is something wrong with one of those?
  13. I can't wait until the GECK is out to start adding my railgun into FO4 especially seeing the talented work of other modders and what they are able to accomplish. That being said I want to get my railgun mesh and texture in game. I already downloaded the 3DS plugin, nifskope, etc. However out of all these FO4 edit I am the most unfamiliar with. Firstly, it is a side loading weapon much like the vanilla assault rifle. However I wanted to have two different receiver types. I wanted a minigun based fully automatic version (where you charge the barrel up first and then begin firing) and one that functions like the standard gauss rifle. Is this even possible right now? I see a ton of entries in FO4 edit that aren't yet able to be identified as to what they actually do. Maybe the minigun and gauss rifle have special scripts or animations attached to them that allow this. Either way, when it comes to this ihavenoideawhatimdoing.jpg Any help would be appreciated!
  14. The spec map is reliant on color channels now. Green channel is blank, Red Channel is Gloss and Blue Channel is Specular. I may have the other two switched around but that's what's happening. If someone could correct me on which is which that would be helpful.
  15. Update time! http://imgur.com/gefiL4y Added some new handguards and a full stock. Of course you'll be able to swap these like any other normal mod. And to the purists, I'm not making the solid carry handle for the A1/A2 variants. Just view this as a customization platform than a 100% accurate replica of a particular model.
  16. http://imgur.com/gallery/MLSw5/ People have been asking for it and here it is! First time modeling this gun too. Here's what I plan to add to it: Barrels: Short M4 version (stubbier than what it is now) Long M16A1 (old school barrel) Long M16A2 M4 Rail Attachment System (frankly I'm not sold on this yet as I feel it doesn't fit the aesthetic of the game too much tbh but if people want it I'll make it) Stocks: Short (Current) Pistol Full Stock Magazines: Standard Large Drum Optics will come later. I'll probably use some of the vanilla assets until I dissect how they make the reflex sights and such. Let me know what you think or if you have any suggestions. (yes I know the trigger is still missing... derp)
  17. Top show of 2015 hands down. Just watched F is for Family on Netflix. Really funny adult cartoon. I feel like I relate to the main character too much though.
  18. Panopticon - The Echoes of a Disharmonic Evensong Awesome atmospheric black metal music off the album The Roads to the North. https://thetruepanopticon.bandcamp.com/
  19. I'm working on a moddable AR15 so that should satiate your desires there. As for the pipe weapon debate, one of the magazines refers to "Street Weapons of Detroit" featuring a pipe pistol. It would seem the original design and concept is actually pre-war and simply became popular because everything went to hell.
  20. Perhaps the nif for a full bullet doesn't exist. Casings must, but that's just a case. You would need a new mesh and texture for this to work the way you intend I believe.
  21. I know for me at the very least I can step away from the game and do some modeling. All the time I would have spent in game the past few days I've used instead to model an AR-15 for the game. If the game has lost it's magic, find ways to make it magical again.
  22. IRL silencers/suppressors do not work for revolvers because some of the gas escapes around the cylinder. It annoyed me that they added a silencer to the .45 revolver. That being said, maybe? I know there's a mod that unlocks the hidden weapon mods but I don't know about adding new entries.
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