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Everything posted by Callighan
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That guy really put thought into his armour... little technical details and all.
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Rockets would be great. If this were my mod, I'd put rockets on it. Looking forward to the finished job. :)
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It's a bit too big for that kind of structure to support ain't it? But since it looks like you've done quite an amount of work, I'm giving it a thumbs up. Some parts look really creative.
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Perhaps you could draw a rough layout and post it so we can have a look?
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How does one get up there?
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I'd love that. Hope to see it work on your project.
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Well, if the weapon is intended to be used only by the player, here goes: Here's a result: I've used the pushbrahmin idle anims, combined with a nif-less projectile to create the illusion of something similar to a force push. It works, and a picture of the result can be seen in this thread. There can be a problem with timing, as the projectile can fire much earlier than the animation. So it can look like as if the animation and projectile is "racing" against each other.
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That's much better! A wee bit off in timing though, but that's normal. Most video editors could let you slow down or speed up animation frames. And with that, you could time the frame where a raider's head gets blown off right at the same time a cymbal crash is heard in the music. Now something like that will create the perfect timed climax. When there's a slowdown in the music, you could also slow down the action so the viewer won't feel off. The same also work for building tension. And bytheway, your last effort had its great tension building moments. Especially in the opening moments before the gunfights. Well done.
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Okay, back to the discussion. :) I've managed to animate weapon discharge differently from the attack animation by invoking an idle animation and using the FireWeapon function everytime a shot is made. But I'm sure this technique has been widely known or used. I'm crossing my fingers there's a way to do it from FO3Edit.
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What I meant by attack animations were the weapon attack animations bethesda made (1hpattack4.kf, 1hpattack4is.kf, 1hpattack3.kf, etc). I was asking whether it is possible to add new attack animations without replacing those ready made ones. Can you add for instance; attack7, a totally new .kf file for 1 handed pistols and make it so everytime you fire a specific 1 handed pistol, the animation will be attack7? If there is a way to add new attack animations without replacing existing ones, that'll be grand. Anyhow, I look forward to your hand-to-hand animations. EDIT: Oops, I didn't see your post there. We must've posted at the same time. :P
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junin, can I assume that the game engine won't recognize a new attack animation? If so, that's a bummer.
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Adding custom clothes and hairstyles to NPC?
Callighan replied to masterulukai's topic in Fallout 3's Discussion
Or, you could merge eyes_hairpack_en.esp, kikaiEquipment.esp and the .esp which has the "Type3 Vault Utility suit" using FO3 Plugin Utility. Merge those .esp files and save the result as a new .esp file (for instance; merged_esp.esp). Then open that new .esp in GECK and edit Moira's looks. -
Downloaded the latest bugfix, haven't tested it from before the stranded quest. However, the travel to the High Seas Caravansery still cause crashes. Addendum: I am happy to say that your mod is a-okay. The crashes were caused by MERC-Combat Currency. It's all good now. :)
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Okay. Let's take some pieces of your zombies vid. After "we had to get out of there", you can place a close up shot of a character's face showing fear or clenched teeth. This could be done by zooming in on a companion npc when he is firing his weapon. A note about the soundtrack at that point, is that the music crescendos at a point of anticlimax. That's not good. Usually the music crescendos at peaking moment in a scene. Another scene which could be improved is the scene about the house. It took too long for the camera to go up to the house and face the front door. You could improve that with two captions and two jump-cuts; after "I have heard about an old house", cut to the shot of the house being approached then as soon as the house is quite visible, cut to the caption saying "safe", then fade to the shot of the front door. Let the shot of the front door stay for a second or two to build some suspense, then cut to the words "or not...". Don't show "or not" and "RUN!" at once, you should display the words in two sections; the words "or not" first for a second, then fade to the word "RUN!" while at the same time, the music should move to a climax. Editing takes some work. But if you've got a sense of cinematic style, it's a labour of love. :)
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Perhaps I've found a bug. I got the fission batteries, wrench, and conductor. Talked to Artu, got the usual reply Then clicked on the boat to repair, the only choice was "leave it alone". So I leaded a prior save and found out that the stranded quest got completed right after I get it by talking to Artu. Am I doing something wrong, or is this really a bug? Edit: Got round it by jacking up my repair skill over 95, but now the game crashes everytime I click on the repaired nuclear powered boat. I loaded the .esm after fallout.esm
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Oh, do tell us if you manage to invoke the animation. It's sure to be a neat trick if you do. :)
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I've been trying to find and muck with it but met no success. It turns out that those aim and firing animations are hardcoded.
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That hover chair is swingin'. :)
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Keep your alans on, good sir. Am just trying this out. :)
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What about a slow moving blimp or platform?
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Ah, I've just seen Drakortha's work. The camera work is impressive. He knows just what to shoot and what angle is best. He even used a shaky cam for one of his videos! :D But what I like best about his videos, is his editing. He knows exactly how to put scenes in the right sequence. Neither Drakhortha nor mans1y3r is impeccable in terms of timings, but perfecting time takes considerable effort. Anyhow, if your footage isn't satisfactory or is just so-so, editing makes a great deal of difference. Even windows movie maker can produce excellent results if you're keen enough. Keep making vids lads. Hope to see a masterpiece or two. :)
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Looks like you've done half of the job yourself. Why not fill the other half of the cup?
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Your videos are alright. I understand that Fallout 3 camera work isn't easy, but I suggest you guys Check out mans1ay3r's videos. His camera work, editing, pacing, and soundtrack are quite spot on. His best work so far: Wasteland Survival 2: Dunwich
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[WIP] Friendly New Neighbors a quest mod
Callighan replied to sesom's topic in Fallout 3's Discussion
Spell check eh? Good to know a modder is concerned with such stuff. -
WIP: British/European Commonwealth Mod
Callighan replied to Freols's topic in Fallout 3's Discussion
Two things I'd like ask: First, how important is that European bloke? Why is he in the Capital Wasteland when he could be rebuilding his lawn instead? Second, what do you plan to give as rewards to the player? I understand that this undertaking will definitely need modellers to create game assets. But I do hope you'll keep on working on the readily-doable portions of this mod. And uh, hooray for the Brits.