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turtlep

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  1. "Well, the armor would be standalone and use seperate item codes than the vanilla armor on the leveled lists. So that wouldn't be a problem." While that's a fix for the npc problem, it does mean that the armor won't be found in the normal level-lists in game, thus requiring crafting or console commands. Also, as standalone armor, what reason other than balancing is there to make invisible armor for anything but the best armorset ingame? Otherwise it seems to be an alright fix if you need invisible armor. "I wonder how many people actually downgrade to light variants? I use the Conceal Armors mod to completely hide the armor." That’s just like, your opinion, man. But in all seriousness, there are plenty of people, me included, who like and use the lighter armor variants for there visuals. Some people like to mix and match lighter sets and invisible armor together for various reasons, like a piece of cloths clips with some armor, but would like to benefit from the armor values of the heavier sets. In the end though, if all people needed was a simple invisible armor mod, then a simple standalone version makes sense. I doesn't help though that Concealed Armors, while outdated, was very popular and did more, which allows it to get a larger audience.
  2. I would guess a concealing mod has a lot more versatility since that would allow you to mix and match both concealed armor and non-concealed armor. There is also the fact that a no-graphic nif would also hide armor on npcs as well. Concealed Armors also lets you downgrade the looks of armor to one of the lighter variants. To achieve this with a simple no-nif version would require alot of extra effort from the end-user.
  3. I'm not 100% sure, but you should be able walk up to most of the settlements in the main game and either activate them, get the quest from one of the settlers already at the settlement, or at worst, kill the current settlers and then activate it.
  4. Hello, I'm still fairly new to this whole modeling and modding thing, so I wanted some feedback on this project that I'm working on to see if I should continue forward with it and to pay for Substance Painter 2 or something similar to it. I've only got so far as modeling it and testing it out in game, still need to figure out texturing and all that nonsense in nifskope/fo4edit/creationkit. It's going to be both a 10mm Carbine/Pistol as well as a shotgun using the Plasma Gun Animations. Carbine: Pistol Shotgun Any feedback on the design or certain features is welcome.
  5. I've been trying to get a bunch of meshes into game to see how to fit in the player's hand, but they keep crashing the game when they load in. I've tried the fixes I've learned last time this happened, but nothing works and I give up. Please help. Hopefully these screenshots will be enough. These are based off of the laser rifle and were merely replacing the meshes in the original files. http://i.imgur.com/NACcwYH.png http://i.imgur.com/MXQ14Ru.png
  6. How exactly do I make a weapon eject shell casings? I've looked through FO4edit, CK, and nifskope and I can seem to figure it out. Is in part of the animation or some setting somewhere? Can I control where it comes out of and it's angle? I'm using the Plasma Rifle/Pistol animations if that is important. How do I control where the projectile comes from? Looking around seems to say the ProjectileNode is how, but it seems to change nothing. Sorry if these are obvious answers, this is my first time seriously modding and some of the tutorials I've looked through were a bit confusing and didn't really give me a good answer.
  7. THANK YOU! I didn't see anything about this. Fixed everything for now. http://i.imgur.com/IxPxSFh.jpg
  8. How do I make multi mesh nifs work? I can't seem to find any info on how it works that make sense to me. I know the individual meshes work in game all by them selves, but together they always crash my game. here's a screenshot if that will help: http://i.imgur.com/4sR1Aqt.png The file contains a mesh for the stock, barrel, and lower flashlight. They are all using the same texture file for now. A small side question: I'm using the Plasma Rifle Animations for this, how do I make it eject casings?
  9. I want to make a new projectile by shrinking the cannonball mesh. I managed to figure out how, but when I try to use it ingame, the broadsider fires nothing. I don't know if it was something I did in nifskope or FO4Edit, but I can figure it out.
  10. "Add" when set on AttackDamage didn't seem to do anything, "Set" Removed damage entirely for some reason. Using an modified explosive effect (ExplosionRailwayRifleStaggerSmall [EXPL:00215E08]) fixes it but removes all impact effects, and just looks bad. Also hitting enemies at hugging distance can kill you from splashback, even when radius is set to 1. Edit: Ok, Finally got something to work. Using "Add" with "DamageTypeValues" with the FormID "dtPhysical [DMGT:00060A87]", I've managed to get to the same level of damage increase. One small thing, The value had to be higher than the damage added through the explosion, 106 to make the same increase as 75. But it works and seems to increase properly with Heavy Gunner perk. Just need to work out Nifskope and I might be able to make something presentable.
  11. The problem is with the base damage of 33, that would be fine. But I use Weapon Balance Overhaul, which raise the base to 60, and make it significant more powerful than the other attachments. If at all possible, I'd like a way that would add 75, so as to not affect the damage to drastically between it and vanilla.
  12. Well, that's where the damage went, and now I look like an idiot :tongue: If I can figure out disappearing bullet problem from editing the cannonball mesh, I think I can release something passable. Edit: Still need to find a better way to add 75 damage to weapon.
  13. Unless I'm missing something, It's not working that way at all. FO4Edit screenshot: http://imgur.com/D7OucJE And here's the Base Damage vs My Mods Damage: http://imgur.com/fLBgtve http://imgur.com/C1tX1na It's cutting the damage almost in half, and can't seem to find out why. Edit: Ok, I can edit meshes... And now the gun is shooting blanks...
  14. Ok, got something to work ingame. Decided to change the magazine slot instead of barrel. Made more sense to me. Having problems figuring out how attachments affect damage ingame. Copying effects from various other items that increase damage seems to reduce it. Adjusting them affects the values ingame weirdly. I was hoping there was a way to change an item's (like a projectiles) size with the editor. Guess I might have to jump into some .nif files... well nifskope doesn't support FO4 yet, unless there's another way to edit meshes, I guess I'll have to wait. Have a few more ideas, need to see if I can make it consume more then one round per shot.
  15. Thanks again for the reply. I'll put some information down here, both to aid me in understanding this, and to aid anyone else new to this who wish to take a crack at modding weapons. Using Moraelin's Silver Submachine Gun Receiver mod as an example as it adds a bit of everything towards a singular item: http://www.nexusmods.com/fallout4/mods/6557/? Starting from top to bottom as it showed up in FO4Edit: Constructable Objectcontains info on required materials/perks needed to construct object. Object EffectBasically Legendary/Hidden effects info. Misc. ItemItem info when not attached to a weapon. Object ModificationContains most of the info for the attachment. All modifiers to the base weapon are stored here it seems. Don't quite get all of it, but I think I understand the important bits in here. Hope I didn't miss anything, and though super simplified, hope it helps someone understand it a little better.
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