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mkborgelt13

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Posts posted by mkborgelt13

  1. One way to implement this is to add a new settlement item called "Power Substation" or something that you can build after you clear the Mass Fusion building, find the schematics in there, or complete a new quest to power Mass Fusion up. Have it provide 999 power, and cost lots of steel and copper, maybe some other things. I may just look into this, might be what I need to learn modeling and textures.

     

    EDIT: Better Idea! Have it so that you have to build a power plant in one of your settlements, then that unlocks the substations for the rest of them!

    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. I want to add additional mod slots to a weapon, but no matter what I do, it doesn't show up at the workbench. Does anyone have a clue how this works?

    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.  

     

    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.

     

    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.  

    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.

     

    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?

  6. Some people use the .obj/.fbx import/export functionality in Bodyslide's Outfit Studio to go between Blender and FO4. But from everything I've seen, almost everyone doing something more complex is using MAX. Same with Skyrim modding too.

     

    I've used the obj output from Blender into Outfit Studio to create a nif. It works sometimes and others not .. so somewhat of a crap shoot here in terms of what get. Have also used 3D Builder to make some corrections to obj files before feed them into OS .. same proviso in terms of works sometimes other times not.

     

    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.

  7.  

    Sorry to bring this up, I'm trying to use Blender to Edit meshes in Fallout 4, but I'm having a problem -dead/old links, no links, not recognize- get the Plug-ins -NIF Import, PyFFi- and necessary tools -Python, Nifscope- for Blender 2.77 or for Blender 2.49b.

     

     

    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

    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.

  8. Blender cannot handle FO4 nif imports and exports, just FO3 nifs, so you will need another problem to do that conversion. It doesn't matter which Blender you use, there aren't plugins for FO4 yet.

     

     

    :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?

  9. Sorry to bring this up, I'm trying to use Blender to Edit meshes in Fallout 4, but I'm having a problem -dead/old links, no links, not recognize- get the Plug-ins -NIF Import, PyFFi- and necessary tools -Python, Nifscope- for Blender 2.77 or for Blender 2.49b.

    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

  10. 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. IP
    • technical upgrade descriptions... instead of "better damage," something like "Longer barrel increases grouping of shots," "new return spring," "gas vent," etc. IP
    • Redo receiver options apart from damage and critical multiplier. (various recoils, grouping, different rates of fire, etc)... IP
    • Some upgrades cannot be crafted by player and must be looted or purchased and then installed.
    • Increased ROF for automatic weapons (1.25x to 2x+).IP
    • Remove "armor piercing" receiver, this is ridiculous.IP
    • Remove suppressor on revolver-type weapons, also ridiculous.Done
    • Gun 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). Done
    • Should 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?Done
    • How can I add mod categories? (E.g. Bolt, operating rod, ejector, appliedLubricantToParts, CleanedParts)Done
    • Pre-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 guns

    Various:

    • Redo of plasma rifle to more resemble the classic plasma thrower
    • Redo 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.Done
    • Remove ability to craft pre-war chems.Done
    • Player can only craft "post-war" drugs and items.Done
    • Player cannot craft pre-war explosives, mines, etc. (This is done in Contraptions anyway).
    • Intermediary stages (ex: hubflower --> "alkaloid" --> varoious recipes
    • Player 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.Done
    • Change "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.Done
    • Should 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).Done
    • Redo 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 environment
    • With your leg(s) are crippled, you sit down, as it shows your character when she injects herself.

     

    Patches for mods by other authors

     

     

    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.
  11. 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.

  12. 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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