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DarkWolfModding

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Everything posted by DarkWolfModding

  1. You would first need permission from the author to port over the armor. Another issue I see which isnt a issue more of a time thing is I think fallout 4 armor is in a different pose than new vegas so not only would you have to refit the outfit to the new pose you would have to re-skin it to the new fallout 4 bones
  2. I am not 100% sure how skin works on Bethesda games because normal textures use texture_d.dds for the texture and a texture_n.dds for normal map, texture_g.dds for glow maps and texture_n.dds is for environment maps. Skin is an exception to these general texture naming convention and I'm not really sure how skin works but from what I've seen it looks like a sort of normal map or world space normal map. My guess would be the skin colors are defined somewhere in the race menu inside creation kit in fact I think they are I did a skin color change years ago and it was either in the actor window or race window
  3. External assets are not allowed on PS4, nude mods are not allowed either on Bethesda net
  4. I would like to make it when im not helping friends in Dark souls III or Destiny 2 LUL. PM me if you want me to stay in contact
  5. if you need anymore help just PM me I have years of modding/making mods myself (Since Elder Scrolls IV Oblivion)
  6. I do not see the need to edit the INI for that mod, I use this mod https://www.nexusmods.com/fallout4/mods/11829 The only INI edit you really need to do is if the mod requests it in the description and the INI edit to enable modding here: Some other essential mods I think for your game would be these:MCM Menu: https://www.nexusmods.com/fallout4/mods/21497 Looks Menu: https://www.nexusmods.com/fallout4/mods/12631 Looks Menu Customization Compendium: https://www.nexusmods.com/fallout4/mods/24830 Unofficial Patch: https://www.nexusmods.com/fallout4/mods/4598 AWKCR: https://www.nexusmods.com/fallout4/mods/6091 Armorsmith Extended: https://www.nexusmods.com/fallout4/mods/2228 EDIT: This one too Alternate Start: https://www.nexusmods.com/fallout4/mods/18946
  7. depends on the follower overhaul, does the mod description say what you should edit
  8. This would actually be fairly easy for me to do. I would add script that add the items to the leveled lists and maybe optional plugin to delete the creation of said mods
  9. I would like a reply from a admin would it be legal for me to download a model online for conversion into the game if the model is under the creative Commons license The license it has is this https://creativecommons.org/licenses/by/4.0/ The model is here https://sketchfab.com/models/451c6472c5794d9f95c7847a6b02a3c3 I would clean up the model and make new textures for it and would credit the original person even though it's under creative Commons license just to cover my grounds. I really hope it's allowed cuz it's one gun I have yet to see in fallout 4
  10. Funny cuz I wanted to make the gun myself for a while but problem is finding good references
  11. You would have to model the pipboy from scratch
  12. You would have to model the pipboy from scratch
  13. Unncapped FPS in fallout 4 is not recommended it messes up the menus (ex: lockpicking menu is way to fast), only a 60 fps cap would be sensible. and i'm not even sure if its possible to uncap the framerate via ini for consoles
  14. It should be in BSEfffectShaderProperty under a NINode or BSTriShape. I know fallout 4 has a different file structure a little bit than skyrim but they are relatively the same
  15. You have to use Nifskope (2.0 Dev 7) which supports both Skyrim Special Edition and Fallout 4. Download it here: https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev7 you also would have to find the Nif File the smoke points to in Creation Kit and edit that one in nifskope Heres a example of the skyrim Nif for my Atronach mod im working on but it should work the same for fallout 4 (haven't really messed with that type of stuff in Fallout 4 yet)' You have to use Nifskope (2.0 Dev 7) which supports both Skyrim Special Edition and Fallout 4. Download it here: https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev7 you also would have to find the Nif File the smoke points to in Creation Kit and edit that one in nifskope Heres a example of the skyrim Nif for my Atronach mod im working on but it should work the similar for fallout 4 (haven't really messed with that type of stuff in Fallout 4 yet) Also save it as a new file in a meshes folder for your mod like for example mine for my atronach Mod is "Meshes\modMulticolorFlameAtronach\Atronach\Blue\FireAtronach_Trail_Blue.nif" same sorta thing for textures as well mine is "Textures\modMulticolorFlameAtronach\Atronach"
  16. check the smokes Nif file if its anything like skyrim change the color of the texture in the BSEffectShaderProperty (if it is still that in Fallout 4) and point it to the new texture Kinda like how I did in this mod
  17. Shouldn't be too hard, Should be almost the same as this mod of mine for the method, Unfortunately I am working on a complete remake of that mod right now https://www.nexusmods.com/skyrimspecialedition/mods/4202
  18. I found a very old mod on a portable drive I never finished its a main menu replacer of the last few seconds of the Far Harbor Trailer looped with a song from the DLC to fit. Would it be ok to upload this as a mod? Heres a little youtube demo of what it would look like and sound like if you need it https://www.youtube.com/watch?v=ilZuRG4yFV8 I have the mod page ready I just didn't publish it yet I would be giving proper credit to bethesda/bethesda game studios
  19. Thought it would be cool to put the newer Desert eagle L5 into the game (its basically a .357 magnum version and lighter than the normal Desert Eagle). Idk if I would do it or not but if I did i would use this mod that has a deagle as a base mesh and make some edits to make it look like the L5 https://www.nexusmods.com/fallout4/mods/30886 if you don't know what the Deagle L5 looks like heres some screenshots of it http://www.austriaarms.com/new_weapons/desert_eagle/3149/desert_eagle_l5_lightweight_.357_magnum/ Here's a video of the real life magnum from DemolitonRanch https://www.youtube.com/watch?v=EOc5sMSsZu4
  20. Modding dark souls III will most likely get you banned from playing the game online ever again. They did it in the ds2 remaster so I would assume they would do it in ds3
  21. heres my new credit section on the unpublished mod page that I wont publish until I got permission from you guys or the author Change Log: [3.0 SE Alpha] Same as TK Dodge 3.0 Known Issues: *[3.0 SSE ALPHA] - 3rd person animations do not physically move the player to the new position Developers: tktk1 - Original Mod Credits: tktk1 - Original Mod Me - Conversion of animations and ESP to Special Edition Thanks To: tktk1 - for the original mod
  22. I have converted TK Dodge over to Special Edition for myself but I was wondering from an admin can I have permission to upload it and credit TK as the original author (he has personal messages disabled so I cant ask him) I would do a credits like this [Credits] tktk1 - For Original TK Dodge Mod Me - Conversion of animations and ESP to Special I could also add a nexus staff in there for giving permission to upload
  23. Will be hard to make this mod soon cuz I'm addicted to Destiny 2 lol
  24. Work in progress of a idea I had. Crafting: -3 fletching per arrow -1 firewood = 5 arrow shafts -1 ore or ingot = 10 arrow heads -2 ore or ingot for 5 arrowhead upgrade per temper level increase Mechanics: -smelt arrowheads -Talk/trade with Fletcher's to buy/trade for arrow shafts. -Talk/trade with Fletcher's to buy fletching -Talk to Fletcher's to apply fletching (If player doesn't have fletching charge player price of fletching and labor cost, labor cost 5 gold per arrow pack) *Possibly add enchanted arrows and crafting too. *Possibly entire new higher poly arrow/quiver models *crossbow bolt support
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