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mkborgelt13

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Everything posted by mkborgelt13

  1. I'm not quite sure what you mean by substations. The other day I did a quick mesh swap of the fusion generator from Wasteland Workshop. It now looks like the generator attached to the top of those "plutonium well" things, you know, the beige turbine looking things. But it is janky as hell and doesn't fit right, have to use Place Everywhere to get it flush with the ground.
  2. Hi all, I am wondering what kind of workflow you all use.. For example, I have CK open, make an edit, save it, and launch FO4 without closing the CK. Then I go into my test cell with a dummy character, inspect the changes I just made, quit. Then right back to the CK. Is that all right to do? Does the CK still have "hooks"(read/write) into the .esp while CK is open, that interfere with FO4 loading the esp? Same with editing meshes and textures. I have had issues where a mesh using an edited vanilla texture sometimes crashes the CK when I try to assign it to a game object. I recall from the Oblivion modding days the path to texture in NifSkope was finnicky and didn't always work as expected. I normally un-archive meshes into a temp folder, work on them, then paste them into Fallout4/Data/, with the mesh's path to its texture set to something like: "textures/Props/wonderglue_d.dds" instead of a hard link specific to my PC. Discuss please!
  3. Same problem here. I am trying to add 3-4 new mod slots apart from receiver/barrel/grip/sight/..etc. Mainly for parts inside the receiver, but also things like cleaning the barrel and applying machine oil. I have given keyword a name. (display name?) I can't get the new categories to show up in the base menu, frustrated. Gonna keep at it. Edit: Figured it out. Need to add "ma_" keyword AND the attachpoint keyword to the weapon.
  4. You'll need to clear the pose on the armature, so go into pose mode and press "Alt-G", "Alt-S" and then "Alt-R". Or you could do "Clear Pose Transforms", but there's no hotkey for that. The armature will still be broken, but the mesh and weighting will be fine. UVs might be flipped vertically though. Thanks. It seems I can edit simple meshes without a problem (rifle magazines) but more complex things (power generator) get all bent out of shape. I will try this. Edit: Do you know if "nif->Outfit studio -> Blender -> outfit studio->nif" method preserves the UV mapping of the mesh? OK, thanks. Update: I just figured out it is possible to export .obj using NifSkope, too. I am not sure yet if there is any difference to the Outfit Studio export.
  5. I just learned about that approach today, it is working pretty well so far.
  6. You'll need to clear the pose on the armature, so go into pose mode and press "Alt-G", "Alt-S" and then "Alt-R". Or you could do "Clear Pose Transforms", but there's no hotkey for that. The armature will still be broken, but the mesh and weighting will be fine. UVs might be flipped vertically though. Thanks. It seems I can edit simple meshes without a problem (rifle magazines) but more complex things (power generator) get all bent out of shape. I will try this. Edit: Do you know if "nif->Outfit studio -> Blender -> outfit studio->nif" method preserves the UV mapping of the mesh?
  7. Thanks guys for the quick response. I heard somewhere the Bodyslide obj/fbx conversion only worked with clothing items... What if I was trying to edit, say, a syringe nif I extracted from vanilla ba2. I am looking to grab verts and do basic geometry editing on meshes. Edit: OK, I was able to successfully convert a NIF to FBX (and OBJ) using ObjectStudio. Then, I imported the FBX (and OBJ) using blender. Definitely see what you mean by "sometimes and others not." Mesh is there but distorted. Something to do with bones, maybe. I'll keep trying.
  8. They don't exist, NifTools's Blender plugin has all but ceased development. One of the only two devs jumped ship over some kind of disagreement, and the other one seemingly doesn't have time anymore. Thanks for filling me in... depressing news though.
  9. :sad: Is it possible to edit meshes using free software? Or is everyone using 3ds Max...? I was really banking on using Blender. Edit: It looks like the NifTools team was working on a Blender plug-in for Fallout 4 some time ago. I don't know what the current state of things is. http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=6295 Here is stacktrace from failure of importing a nif. Using plugin "blender_nif_plugin-2.6.0a0.dev4.zip" have also tried plugin "blender_nif_plugin-2.6.0a0.dev4-20-jun-16.zip" http://imgur.com/x6Q0KXr Look familar to anyone?
  10. I am having the same problem. In particular I cannot find Blender plug-ins for nif import/export. It looks like the NifTools team was working on a Blender plug-in, here is a link to the discussion: http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=6295
  11. Hi all, This is a laundry list of concepts I am working on. I appreciate feedback. Mod: "Gun Nut" Gun Workbench Upgrades Rechambering is a complex modification which also requires a rechambered barrel. IPtechnical upgrade descriptions... instead of "better damage," something like "Longer barrel increases grouping of shots," "new return spring," "gas vent," etc. IPRedo receiver options apart from damage and critical multiplier. (various recoils, grouping, different rates of fire, etc)... IPSome upgrades cannot be crafted by player and must be looted or purchased and then installed.Increased ROF for automatic weapons (1.25x to 2x+).IPRemove "armor piercing" receiver, this is ridiculous.IPRemove suppressor on revolver-type weapons, also ridiculous.DoneGun mods use the part of the gun it modifies as preview transform and dropped object. Exception is for mods where I cannot get the suitable component. Bullets Gun damage based on the bullet, not receiver. (All .45 guns should have very similar per-shot damage). DoneShould guns have different base damage independant of bullet damage?What should damage value of different calibres be? Is it safe to remove vanilla gun mods from crafting menu(but not delete)?Should mesh of gun mod be replaced from generic box to the part of the weapon it mods? Increased weight?What about mods such as applying machine oil to moving parts of receiver, requiring a new junk item?DoneHow can I add mod categories? (E.g. Bolt, operating rod, ejector, appliedLubricantToParts, CleanedParts)DonePre-war and post-war bullets.Rename of ammunition ("Mini Nuke" to "M42 shell") Done This is now styled as "Gun Nut" and a test version is posted at http://www.nexusmods.com/fallout4/mods/16510/? Guns More emphasis on pre- and post-war guns: Pre-war ("Assault Rifle", combat rifle, combat shotgun, 10mm, .44, laser, etc): Rare, pristine condition.Refurbished pre-war guns(vanilla turns into this): I can do an easy retexture to make the components appear worn and rusted/juryrigged.Post-war guns: All the pipe gunsVarious: Redo of plasma rifle to more resemble the classic plasma throwerRedo of flamer to resemble the classic flame thrower.Retexture of laser weapons to look old and greasy.Levelled List: Addition of un-modified "radium rifle" into levelled lists as pre-war gun.Addition of ordinary PPK handgun into levelled lists as pre-war gun.Mod: "Recipes" Chemistry Remove ability to craft antibiotics.DoneRemove ability to craft pre-war chems.DonePlayer can only craft "post-war" drugs and items.DonePlayer cannot craft pre-war explosives, mines, etc. (This is done in Contraptions anyway).Intermediary stages (ex: hubflower --> "alkaloid" --> varoious recipesPlayer can "crush" Buffout, Mentats, and Daytripper into respective "crushed" drugs, which may be combined. E.G. Crush Mentats, Buffout, get the powders, combine into "Bufftats" powder.DoneChange "Fern Flower" to "Fiddlehead" (Flowers do not come from ferns).Created 2 junk items: Inhaler head, and Inhaler Bulb. Both are required to make jet and may be purchased from doctors.DoneShould using Jet return an Inhaler head to the player? Should the player retain pill bottles, IV bags, syringes, etc? Food Place soup into tin can, require tin can as ingredient.Remove bonus effects from all food (that is what drugs are for).DoneRedo meat meshes to appear more realistic and appetizing Wish List Things I am not working on but want to see: Expired drugs: Random chance on using prewar drug for it to be a dud.Iguana and Squirrel animals added to environmentWith your leg(s) are crippled, you sit down, as it shows your character when she injects herself. Patches for mods by other authors Integration of standalone weapon mods with Visual Reload (http://www.nexusmods.com/fallout4/mods/15118/?).Almost done with a patch for Modular Kalash (http://www.nexusmods.com/fallout4/mods/11525/?) Misc Addition of smoke grenade. Basically this would behave like a signal flare but without the signal, and amplified smoke effect.Redistrubution of artillery and vertibird flare. These should be called something like "red smoke flare" and available from vendors outside of that faction.Addition of Binoculars. The simple idea: an invisible weapon with a scope attached. You can draw and zoom but there is no ability to shoot.Enemy NPCs can fall to the ground when wounded , attempt to flee when wounded, etc. Not all would fight to the death.
  12. Very cool, I had a similar idea... with all the reactors in the game, it would be fun and feasible to repair and manage a pre-war reactor,.
  13. I also think IGUANAS and SQUIRRELS are sorely absent from the game. Where does this meat come from?? It would be fun to hunt them like in Metal Gear Solid 3! In regards to other animals, many of them could not survive a nuclear apocalypse... due to the changed ecosystem... that is why there are mole rats and roaches.
  14. Hi guys, I was wondering if there is currently a mod that removes the sickly green light source near each harvestable glowing fungus / brain fungus plant (especially in settlements). If not, how feasible is this? Would one have to locate every instance of these plants and delete a static light source placed there? Or is the light source attached somehow to the plant scenery object itself? Thanks.
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