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SnakeSlippers

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Everything posted by SnakeSlippers

  1. Just deleted part of the mesh and made the meatcap visible I don't know anything about animations. Haven't gotten that far with my mod yet. All I'm going on is what mods I used and what they did. From what I read in the description it just says they become incapacitated when under 10% health. If they have the animations they can make any missing limbs seem realistic. find out what mods they are and I can check on the animations, permissions etc. I'm working on a sort of undead-ish revamp of ghouls that have blades (knives, swords etc, even a shovel) and other weapons sticking out of them (from previous encounters) as well as gunshot wounds, missing chunks of flesh and parts of limbs etc. I can change the ghoul meshs for the mod, but I can't change their attack animations without new ones (animations). It's the same thing, for attacks with say one arm missing you need new animations. Re: the fallout 4 mods, they have additional options for non-lethal dismemberment chance (made for ghouls) in the creation kit, that FO3/FONV doesn't have.....so that method can't be applied. Hope that helps to clarify things I think the mod I looked through is this one https://www.nexusmods.com/newvegas/mods/60594/?tab=files Not sure what animations they got, but I guess you could just remove 2 hand attacks so they only use 1. I haven't used those models yet so idk how they act. That ghoul mod sounds cool as hell tho. What happen to your Western type mod you were working on?
  2. It's the same issue. It started out that way in the thread (dismember opponent) and then later addressed the issue with the player loosing a limb. The problem is the same, the animations. I can create the models for a missing limb (on the player or opponents), but the illusion is destroyed without the appropriate animations. For example; https://www.youtube.com/watch?v=ehUyKVR3-aI&feature=youtu.be But with the correct animations they could be forced via script for hopping, crawling etc to reflect a missing limb on the player. The method might be problematic for aiming in combat but it's a kludge that would probably hold together. I would imagine something could be done with NPCs and CIOS that would play an animation like holding a arm, trying to crawl or drag themselves away without a leg (or legs), trying to fire a rifle with one hand etc, etc. You could also make similar animations without the appearance of dismemberment, like being shot in the foot and the opponent hopping on one leg and holding his/her foot for a few seconds. But without the animations it's all for naught. I'm not gonna lie I laughed my ass off watching that. Looks funny. Did you remove the limb or just use a transparant texture? I might have to use something like that for my mod. I don't know anything about animations. Haven't gotten that far with my mod yet. All I'm going on is what mods I used and what they did. There's that one mod, Near death or something like that. Not sure if they have crawling animations tho. Now that I think about it, I gathered a s*** ton of mods from FNV and FO3 for my Western mod, and have some ghoul nifs (Dont know who from, will have to track down later) but they have no arms. Not sure if they still attack with 2 hands or 1. Thought there were some with no legs, but I don't see any right now.
  3. Alright thank you. Well the way all the meshes/textures I have collected over the years I don't know what belongs to who. So I'm going through weeding out ones I know and getting permission just to be safe. I do not want to be all the way done and someone says I can't use their stuff. Rather be safe than sorry. What kind of resources you planning? Anything I could use for a Western? It's slim pickings for Western stuff.
  4. My search on nexus's fallout 4 site revealed plenty of dismemberment mods, none dismembering the player. Which exact mod are you referring to? Oh didn't know OP was looking for a mod that works on player. The first post said on enemies so I was just throwing my 2 cents in. The closest thing that works on player for FNV is that strip mod. When you get shot your hat/helmet flies off.
  5. I will be posting to this when I run across another idea I need a model for. At the moment can anyone create or know where a mod is that has an Ice Hook, Ice claw?, and A hook on a pole. The tools they used for Ice Harvesting back in the day. https://ibb.co/kg3yBS https://ibb.co/jBVL87 https://ibb.co/kKpmgS Any help with Western models would be great too.
  6. Lesson learned. I was only 4 minutes in to a new mod so scrapping wasn't too bad. And while I got you here can I use some of your resources for my mod? With credits of course.
  7. Did anyone hit up the guy that made this exact mod for Fallout 4 and ask how he did it? Might not work cause of animations and stuff but it might be a head start.
  8. Hmm maybe its a good thing I'm not touching heightmap then. Just using what's there makes it a little easier. Until I placed a static water, oooh boy don't place static water lol. Even after deleting the water is still there. It could of worked but then I'd have to play with the ground around it and I wasn't feeling it. I keep a couple backups but I didn't name them/store them properly so I have no idea what I did in each one. I'll have to work on that better. I'm not sure if FNVEdit would load it or not, mine wasn't bricked so of course it loaded. But I figured I might as well share what I did just incase. If there was a easier method of removing in Edit it would be alot easier. But there's way too many sub menus to delete from, so I'm just starting over.
  9. I have heard about the 16mb limit breaking the mod. I read that somewhere. Never paid attention to it while making my mod tho. I'm going to start my mod from scratch anyways so I'll keep a eye on it. I might just do it in parts tho. Maybe all landscape and building placement in one, clutter, NPCs, etc in another, I'll see when I do it. You could try using FNVEdit to remove items, I used it to change my Western mod into a Winter one by removing any changes made that wasn't landscape. The mod loaded up fine and I seen no issues. It's not fun tho and it's time consuming but it's better then being screwed. Maybe go in remove a couple items till it's 15mb and see if it loads up in GECK.
  10. The way I understand it at this moment, Skyrim SE nifs would be pretty much pointless as almost every single one of those nifs are already in Skyrim. Oblivion is low quality, so if I can find the same nif from Oblivion on Skyrim, I might as well just use the Skyrim version. Now do you know how many new items I would be able to add into Fallout without major problems? I haven't seen a limit on that. I know the mod limit. But adding custom items I never heard of a limit on that before. My mod would be deleting 80% of the original games assests and replacing or adding in my own. I'm working on a Western mod so there's no cars, laser weapons, robots, etc. Example of new items I'm talking about just so there's no confusion. Say original game has 40 different kinds of food. Then my mod would have 80 different kinds. It'll be like that for everything, almost. I have to flesh out a Western somehow. Does anyone know if there is a limit for stuff like that? But remember say that 80 is really 40 replacing in game food, and adding 40 new ones.
  11. Yea I know all about the legal mumbo jumbo about assets and this and that, I'm only talking about custom mods and I have been messaging authors for permission. I'll only be porting over static items, food, tools, misc items. Anything that would fit into a Western game. Skyrim models have been ported to Fallout, I actually seen them. I also have a cannon model that I got from Skyrim with the author's permission. Just have to convert it down the road. I won't be using any bodies, armors, wings, or anything like that from those games. Will be using animal meshes tho. Didn't think about how crappy the Fallout engine is, how many crashes happen. And what would happen if you filled it with high quality models. But you see how many modded games with ENB and high def textures and it seems to run fine. I'll have to find a easy medium between the 2. Thanks for the help.
  12. Needing some answers from people who converted models from other games and such. Looking around Fallout Nexus there isn't much resources I could use for what I need, now other games have everything. I'm talking about custom made meshes from people. Which game is it better to get a mesh from? Quality wise, and which game is easiest to convert said mesh to FNV? Oblivion, Skyrim, or Skyrim Special Edition So if someone made a custom mesh model and posted it for each game, which would be the higher quality, better suited for FNV?
  13. I made a topic about the mods I'm running that turned FNV into a random fun game. I have a crappy Geforce GT 610 video card at the moment and these mods all run, I can run it at around 25 FPS. It's now winter time, with random zombies everywhere, build your own bases, more people, random traveling people, random attacks and cars. [X] SolidProject.esm [X] STUN.esm [X] Endless Warfare.esm [X] rePopulated Wasteland.esm [X] AWorldOfPain(Preview).esm [X] Active Wasteland.esm [X] oHUD.esm [X] Brahmin Bess.esm [X] MeleeHotkey.esm [X] XRE - CARS!.esm [X] NVR - Extra Actions Lib.esm [X] Project Nevada - Core.esm [X] Project Nevada - Extra Options.esm [X] NevadaSkies.esm [X] NVInteriors_Core.esm [X] NVInteriors_ComboEdition_AWOP.esm [X] Interior Lighting Overhaul - Core.esm [X] Interior Lighting Overhaul - L38PS.esm [X] Stimpak Hotkey.esp [X] Immersive Minigames.esp [X] NoPipboy.esp [X] Pushabilitator.esp [X] PMT - Responsive Kill Reactions.esp [X] JIP Companions Command & Control.esp [X] UsefulMedicalBraces.esp [X] Zombie Serenade.esp [X] After War Nevada.esp [X] FO4Crafting.esp [X] AWOP Revs - Extra Gear.esp [X] FlashlightNVSE.esp [X] After War Nevada - DLCs.esp [X] AWN-AWOP CP.esp [X] AWOP Revs - LD Nothing.esp [X] Active Wasteland - Vanilla Replacements.esp [X] Loot Vehicles.esp [X] XRE - CARS!.esp [X] HireAndRecruit-V1.1.esp [X] AWN - Project Nevada Core CP.esp [X] Ragdolls.esp [X] MoreContainers.esp [X] All Weapon Sounds Overhaul .esp [X] Active Wasteland - Coffee Maker.esp [X] Throwing Rock.esp [X] Rustyhwys.esp [X] GoodspringsFarmhouse_v1.2.esp [X] Camp Grills.esp [X] LFox Five Finger Discount.esp [X] STUN.esp [X] Light My Flare.esp [X] FarmingSomebodyNotBob.esp [X] AWOP Interim Fixes.esp [X] FNV NPCs Travel.esp [X] Base building.esp [X] Near Death.esp [X] Reactive People - Ultimatum.esp [X] AWOP Revs - Help In Goodsprings.esp [X] After War Nevada - Vanilla Minigames.esp [X] After War Nevada - Realistic Combat.esp [X] aaaJNFCamp.esp [X] Item_NV_GhoulBait.esp [X] Active Wasteland - Goggle Tints.esp [X] Throwable Money.esp [X] ThrowableFixes.esp [X] ThrowAndRetrieveDLC.esp [X] NewCollectibleItems.esp - My mod to pick up more random stuff [X] Assassins v1 The Organ Harvesters.esp [X] Assassins v2 Greetings from New Reno.esp [X] Wasteland Assassin.esp [X] EnchancedHighway.esp [X] ManualReload.esp [X] ManualReload-OldWorldBlues.esp [X] Grave_Digger_v021.esp [X] Frozen World.esp [X] FPSWeaponWheel.esp [X] Solar's Bottled Water.esp [X] Solar's Bottled Water - Bottlecaps NH.esp [X] The Weapon Mod Menu.esp [X] The Mod Configuration Menu.esp [X] NVR - Lock Bombing.esp [X] B42 RWMS.esp [X] SnowBallFight.esp - My mod I made to collect snowballs and throw them [X] Interior Lighting Overhaul - Ultimate Edition.esp [X] ILO - A World of Pain.esp [X] ILO - NVInteriors Project - AWOP.esp [X] NevadaSkies - Ultimate DLC Edition.esp [X] ILO - Nevada Skies Patch.esp [ ] Wasteland Defense.esp
  14. Yea I can go with that. I read the Wild West wasn't really as "Wild" as movies and stuff make it seem. I'll have to do my own thing.
  15. Can anyone port over the Burn The Body by gh0stwizard from FO3 to FNV? Author gives permission. https://www.nexusmods.com/fallout3/mods/22314/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D22314%26preview%3D&pUp=1
  16. So far not a certain period. Since I can't 3d model and have to use resources from the Nexus it's pretty much that looks Western let me put that in. All the weapons will be changed. The more I do and the more tweaking gets done, maybe it will come down to a certain period to cut out stuff. But l like I said I don't want a true to life Western mod I want a Western mod x100. More action wild west type.
  17. Ok so I might of finally got the perfect line up of mods after years and years of modding,breaking,deleting,reinstalling this dam game. And I am talking about me, might not be perfect for everyone. And since my good video card died, and I'm swimming in a pool of debt, I have a $20 video card at the moment. So no texture mods at all, or ENB or none of that. So far it is a little laggy because I didn't add mods the clean way like I usually do, or started a new game. I threw mods in, add, removed on the same game save. So it's a little worn down but still works and hasn't crashed on me at all in awhile. I removed the mods that crashed. My HUD mods are not quite right but that's cause I didn't feel like messing with it again. So far the main mods that changed this game was adding snow, for the winter time. Zombies and cars. Breath of fresh air for this old ass game. I was trapped behind newly added cars at the entrance to Primm, getting shot at by way more convicts, now have slow walking zombies making their way behind me. Trapped. I kill the zombies and run out towards Mojave Outpost. Get to the police station and watch those guys fight it out with zombies while I pick off the enemies. There were people on the roof shooting, it was crazy. Make it past there and get to that gas station. Flooded with zombies and watching the radscorpion kill them all and haul ass towards me when I'm encumbered is not cool. Finally get to MO and hear a war going on. NCR, Mercenaries, regular folk vs zombies. Then a car blows up, it's pitch black nighttime when I get there and see the nice mushroom cloud go up. I finally get there to watch another car go. This play through I don't care about quests failing. Alot of them fail cause zombies start indoors and settlements. Get to MO and pick the bodies of hundreds of dead people. My lucky day. Go inside the main building, eat, drink take a nap, and wake up to 3 DIFFERENT assassins trying to kill me but get caught up in a fight with NCR. This game is now a random, survival horror game and it's crazy for me right now. Here's my list of mods, if anyone knows of anything they think I'm missing to make this better then by all means. No texture mods, can't run them yet. Quest mods won't really work since zombies are killing everyone. Don't really need armors and weapons cause AWN adds stuff. Some misc, fun mods. Any ideas? Or if anything on this list is conflicting with others let me know. [X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] CaravanPack.esm[X] SolidProject.esm[X] STUN.esm[X] Endless Warfare.esm[X] rePopulated Wasteland.esm - Might remove[X] AWorldOfPain(Preview).esm[X] Active Wasteland.esm[X] oHUD.esm[X] Brahmin Bess.esm[X] MeleeHotkey.esm - Might remove, have to check if it comes with PN[X] XRE - CARS!.esm[X] NVR - Extra Actions Lib.esm[X] Project Nevada - Core.esm[X] Project Nevada - Extra Options.esm[X] NevadaSkies.esm[X] NVInteriors_Core.esm[X] NVInteriors_ComboEdition_AWOP.esm[ ] NVInteriors_ComboEdition.esm[X] Interior Lighting Overhaul - Core.esm[X] Interior Lighting Overhaul - L38PS.esm[X] Stimpak Hotkey.esp - Might remove and add to my Blended file or just set to hotkey[X] Immersive Minigames.esp[ ] WildWorld.esp - My Western mod I'm working on. On back burner for now[X] NoPipboy.esp[X] Pushabilitator.esp[X] PMT - Responsive Kill Reactions.esp[X] JIP Companions Command & Control.esp[X] UsefulMedicalBraces.esp[X] Zombie Serenade.esp[X] After War Nevada.esp - Made edits to carry weight, I'm a hoarder don't lower my carryweight.[X] DustRemoval.esp - Mod I made to remove all types of dust and litter[X] FO4Crafting.esp[X] AWOP Revs - Extra Gear.esp[X] FlashlightNVSE.esp[X] After War Nevada - DLCs.esp[X] AWN-AWOP CP.esp[X] AWOP Revs - LD Nothing.esp[X] Active Wasteland - Vanilla Replacements.esp[X] Loot Vehicles.esp[ ] RoadRepairs.esp - Another mod of mine to test out fixing the roads[X] XRE - CARS!.esp[X] HireAndRecruit-V1.1.esp[ ] TestingArea.esp - Test mod for my western mod[ ] LFox Animals Have Meat.esp - Might remove[X] AWN - Project Nevada Core CP.esp[ ] Realistic Wildlife.esp - Might remove[X] Ragdolls.esp[X] MoreContainers.esp[X] All Weapon Sounds Overhaul .esp - Might remove[X] Active Wasteland - Coffee Maker.esp[X] Throwing Rock.esp[X] Rustyhwys.esp[X] GoodspringsFarmhouse_v1.2.esp - Love this player house but might remove to use RTS and such.[X] Camp Grills.esp[X] FalloutNVCheatTerminal.esp - Used incase I get stuck or to try out new mods[X] LFox Five Finger Discount.esp[X] STUN.esp[X] Light My Flare.esp[X] FarmingSomebodyNotBob.esp[X] AWOP Interim Fixes.esp[X] FNV NPCs Travel.esp[X] Base building.esp[X] Near Death.esp[X] Reactive People - Ultimatum.esp[X] AWOP Revs - Help In Goodsprings.esp[X] After War Nevada - Vanilla Minigames.esp[X] After War Nevada - Realistic Combat.esp[X] aaaJNFCamp.esp[X] Item_NV_GhoulBait.esp - Might remove, haven't used it yet, might not work with Endless Warfare zombies anyway[X] Active Wasteland - Goggle Tints.esp[X] Throwable Money.esp - Might remove, don't use it[X] ThrowableFixes.esp[X] ThrowAndRetrieveDLC.esp[X] NewCollectibleItems.esp - My mod to pick up more random stuff[X] Assassins v1 The Organ Harvesters.esp[X] Assassins v2 Greetings from New Reno.esp[X] Wasteland Assassin.esp - Made edits to lower the guys stats[X] EnchancedHighway.esp[X] ManualReload.esp[X] ManualReload-OldWorldBlues.esp[X] Grave_Digger_v021.esp[X] Frozen World.esp[X] FPSWeaponWheel.esp[X] Solar's Bottled Water.esp[X] Solar's Bottled Water - Bottlecaps NH.esp[X] The Weapon Mod Menu.esp[X] The Mod Configuration Menu.esp[X] NVR - Lock Bombing.esp[X] BlendedMods.esp - My mod I used to blend some smaller files[X] B42 RWMS.esp[X] SnowBallFight.esp - My mod I made to collect snowballs and throw them[ ] ColdWorld.esp - Winter overhaul I'm working on[X] Interior Lighting Overhaul - Ultimate Edition.esp[X] ILO - A World of Pain.esp[X] ILO - NVInteriors Project - AWOP.esp[X] NevadaSkies - Ultimate DLC Edition.esp[ ] Nevada Skies - Winter Edition.esp[X] ILO - Nevada Skies Patch.esp[ ] Wasteland Defense.esp - Dont mind this at the bottom, didn't move it yet
  18. I figured it was probably something to do with the spec map or along those lines. Just didn't get into it yet. Just dove into actually modding so I'm still working on things. But those textures not matching the same texture of the ground always bugged the crap out of me.
  19. Well didn't this thread explode since I last checked lol You guys went into deep water here out of my reach for now. But I would like to post a pic and the steps I take on how I edit the texture on the tracks. I call it my temp texture change, since I don't use Gimp to change textures, I change around whats in the game already. And the vanilla game I dont think you would find a seamless texture anywhere. Each spot is a mix of anywhere between 1-7 or 8 textures. But then I delete all the ground texture and replace it with a seamless one and use the same for the tracks and it does this. I see you guys are already figuring it out but just want to post anyway. And its not only rail road tracks. It does the same thing for tree stumps and you change the dirt texture, pile of trash. Etc. https://imgur.com/5Cdzsvx Top 2 pics are Vanilla in GECK, with lighting on/off Bottom 2 pics are the snow texture I used on the ground and rails, with lighting on/off And the steps I take to do it incase anyone was wondering is Double click on objectEdit baseEdit modelModel data window pops upDouble click on one of the parts listed in the windowChange texture from texture set And I didn't even think about removing the sand part from the rails, that might actually be very helpful. Damn and I was sitting here removing parts from models like crazy to fit my needs but I don't think to do the same to the rails.
  20. Is there a way in GECK or FNVEdit to replace deleted objects? Let me explain. I'm working on a Western mod, so I done a craaaap ton of Landscape work. Deleted all textures and placed down 1 texture, covers about 75% on the ground from what I can tell. But I also deleted all modern day stuff and pretty much all of Novac. Now I want to work on a Winter mod real quick for the....winter time. Since my Western mod replaced almost all of the landscape already I would love to use that file just change the sand to snow. But all cars and Novac is deleted. Is there a way to bring the stuff back to Vanilla? Besides the landscape work of course. *Edit* Ok nevermind I deleted all things in FNVEdit that isn't landscape and it seems to be working. Only things untouched are Cells and Worldspaces.
  21. I'm working on my own custom mod and I replaced the whole landscape with 1 seamless sand texture, (In photo) and it's seamless everywhere. Untill you take like say rail road tracks in the GECK, edit, where you choose the nif model you can also change textures there too. But the texture is always darker then the ground. I've tried with snow, sand, everything. It might be something with the model itself.
  22. When you change the texture of an item with the GECK it always ends up darker then the ground texture even if it's using the same texture Anyone know why? https://imgur.com/WnBmDM8
  23. I only just started modding. I used the idea of another mod and they did the campfire way so that's the way I went. I might look into it more down the road.
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