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South8028 last won the day on May 25 2024
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How about a mod to start your own faction?
South8028 replied to 363rdChemicalCompany's topic in Fallout 4's Discussion
I envy you. You can still play fo4. I haven't played for a long time. Once upon a time, when I was still playing, I also made large settlements and experimented, and enjoyed the game. But at some point I got to 3ds and started making models and animations, and lost interest in the game itself. As for modding, I don’t think there is anything very difficult for you. Just read articles about working in ck, including articles about ck Skyrim. The principle is the same. Upload esm and study the race and character windows. You can experiment absolutely safely. Since all your experiments are saved in a separate esp file, you can connect your esp without the threat of ruining the game. -
How about a mod to start your own faction?
South8028 replied to 363rdChemicalCompany's topic in Fallout 4's Discussion
I don't know. While I was playing through the story, I never once connected with Preston and the Minutemen. Only the Institute and once the Brotherhood. This had no effect on the settlers. I haven't actually tried making settlers in a very long time. When I need actors, I simply build a pre-prepared npc in the workshop. Accordingly, they do not address me in any way, but simply perform their role as an actor in the scene.Therefore, I may not know the specifics of playing for the Minutemen.Technically, you can use some ready-made settler creation mod. Synth Fabricator, or Cloning Device. Set up in advance the AI packages you need, voice, dialogue, all characteristics, attitude towards the player, and even animations. And your settlers will become your faithful dogs. -
How about a mod to start your own faction?
South8028 replied to 363rdChemicalCompany's topic in Fallout 4's Discussion
You have a faction. Player Faction. All NPCs belonging to the settlement and all partners have this faction. Factions hostile to the Player's factions are automatically attacked by settlements belonging to the Player's faction. If you join a story faction, you have 2 factions... the Story faction and the Player faction.If you attack a friendly story faction, your settlements automatically become hostile to that faction, they again belong exclusively to the Player faction. Integrating a new faction into the plot means creating a new plot, with new quests, and a new ending. This is dls.Dls with a feudal master, surrounded by rosy-cheeked girls and kneeling farmhands... This is something you need to look for on Lovers Lab. -
I don't know. Do you want to make skeletons of super mutants, dogs, death claws, etc.?
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According to Bethesda, the skeletons should provide clues about humanity's regression. As a result of the effects of radiation on DNA, people lost some parts of the brain responsible for ritual. The bones may be under the bed, or on the dining table, next to a plate of food. People no longer feel discomfort from corpses. Further, there are the Father’s reflections on the fact that humanity has no future. There are examples showing the self-sufficiency of synths. There is evidence that synths are produced on the basis of pre-war DNA, which is not subject to mutation. All together unobtrusively brings the player to the Institute line. This gives the player a reason to consciously, or intuitively, choose a villainous organization (the Institute is a villainous organization).
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try creating a superspray the usual way in 3ds. Superspray does not work as part of animated nif. More precisely, it works, but incorrectly. In the form of planes, as if the particles were enlarged to the size of large planes. To work properly it must be a static nif with no sequences. It can be called as animObject, or as AddOnNode. Works with bsEffectFx material. I haven't checked the rest. Material settings can be taken from vanilla nif. I tested it a long time ago, I don’t remember all the nuances. Maybe I'll check it myself one of these days. But I can definitely say that the superspray works without problems.
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yes, they do. I have an exoskeleton with effects for accelerating animation/movement speed, jump height, etc. NPCs run around in these exoskeletons, like Benny Hill characters. Some effects (such as night vision, bullet time) do not affect the npc, but affect the player even when they are equipped on the npc. This is very inconvenient. The detection radius of a friendly vertibird also works on npcs if it belongs to a settlement. They can attack targets outside of uGridsToLoad and run throughout Boston. For example, a settler guard might run from the Red Rocket to Cambridge to kill the ghouls.
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as a guess... Is it because you are using a third party app to create animations? I wasn't interested in weapons, but as far as I understand, in fo4 the animation layers are controlled through the Behavior Graph. There is a mixing of, for example, custom upperbody animation with vanilla lowerbody. Accordingly, your weapon animation is responsible for the upperbody. People don't have any problems when using 3ds.There is no difference between 1st person and 3rd person animations in 3ds. Whether your animation will work as a 1st person or 3rd person animation is determined only by the list of bones in rig.txt when exporting. Unfortunately, I can't tell you more. I animate characters, but had no interest in weapons. I don’t know all the nuances of creating weapon animation.
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Make placeable animation markers
South8028 replied to GoldenDragyn's topic in Fallout 4's Creation Kit and Modders
https://www.nexusmods.com/fallout4/mods/41209 -
It's clear. I wanted to ask someone about the possibility of using massFx in nif... No, I had no problems with character synchronization. I just won't sync the character with the 12k frame animation. Honestly, I was just too lazy to animate the character, and I didn’t know exactly how to animate him. It would be nice to make a booth and put the actor in the booth. But laziness. This crane, even without a character, tortured me. I already posted this video in a separate topic. I simply placed the actor in an arbitrary place with simple animation with animObject. I'll come back to this animation later when I'm in the mood. I’ll also make the remote control on a wire and make the actor’s animation better. The faucet also needs to be redone again. I am unable to assign a settler to this workplace for some reason. Npc stomps around and does not use furniture.This kills the mood and the desire to continue tinkering with this crane.
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There's still a lot of work to do. One wire will have to be redone. For some reason the behavior of bones is different in nif and 3ds. Even if everything looks perfect in 3ds, strange artifacts may appear in nif. On the overhead crane you can check vanilla furniture sequences: Unoccupied, Occupied, Enter, Exit. They should be in sync with the havok animations: Entry, Loop, Exit. https://disk.yandex.ru/i/oGQaPlDLCxoSgA With firewood everything is much simpler.
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Not very difficult, even together with the animation of an ax, chainsaw, or hand saw, etc. But I’m now doing a super complex animation of an overhead crane, in which the number of details and frames has already reached such a value that when I press export, I go away to smoke. It takes about a minute and a half to export. When I'm done, we can try making firewood.
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Logically, it follows that collisions that work without WorkshopStackableItem are just world collisions, which ck uses by default for worlds/interiors created in ck. The remaining collisions are materials used to make the physical interaction unique. Roughly speaking, you can create an island in the ocean in ck and immediately place a chair. Or you can create the entire island in 3ds, assign a world collision and add it to ck.
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Absolutely any collisions will do as long as they contain a WorkshopStackableItem. Even with physics and ragdoll. You can freely place the chair on anything other than furniture. You can drop a physical object on furniture. Also, absolutely all nifs containing the initial parts of PE can have physics. PE stands for Physics Enabled. 100 dollars from you.