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th1nk

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  1. IMO you should scrap everything and move to the best forum/mod site software, Jive. For real though, it looks good, though I'm not sure how well people will take to news being more prominent when they're rushing to get to the mods.
  2. Bumping this - having an issue where the EyeBots in my mod aren't lootable and as Vertibirds are the same I think there might be some clue there, so if anyone knows anything about it it'd be useful info for me. EDIT: After some experimentation, it appears to be part of the collision data for the COM node. Using that of a different robot in the Skeleton (required in my case to prevent eyebots falling through the floor on loop) causes them to a) freeze mid air on death and b) become unlootable. I suspect I'll need to find a workaround instead, seeing as the physics data can't be edited AFAIK.
  3. In response to post #39803635. The 64 bit part would be the executable, and Pete Hines said existing mods would be compatible (they'd be mad not to do whatever they can to make that the case). Keep in mind most users were using unofficial 64-Bit patches when most of these mods were made, too. Though obviously there is discussion above about mesh/light formats. At a guess, I'd say external tools like SKSE would need to be updated, so mods using that would have to wait until an updated version with relevant functionality is out (if they need to redo large amounts of work to get that working again then I guess it could take a while). I've got 0 idea what would be involved in that though, so take it with a pinch of salt.
  4. Maybe this has already been done and I just can't find it, but I could reaaallly use a few of the emblems of various factions from other games. Personally I only need silhouettes (for use as decals like the BoS emblem). I can't draw worth squat, though. I'm sure it'd be a useful resource for others too, if anyone feels like whipping them up.
  5. Update (hopefully this is okay): I've made a model of addons to the FO4 eyebot mesh myself, it's passable, marginally more detailed than the NV ingame mesh. The UV map is laid out, albeit a bit shoddily. The FO4 texture would need to be altered a bit as well, I think, to look a bit more beat up. If anyone thinks they can (and are willing to) work with that, I'd really appreciate it, because I'm awful with textures.
  6. Hi all, I uploaded my Automatron EyeBot Companions mod yesterday and since then I've been inundated with requests to include an actual ED-E mesh. I'd love to, but I don't have the skill to do so and I'm not allowed to use a modified NV model and textures for copyright etc reasons, so at the suggestion of a staff member I'm asking here: Is anyone willing and able to make a nice ED-E model and textures for Fallout 4? I'm sure a lot of people would love it and obviously major credit would be given. I know it's a long shot, but I figure I might as well try asking.
  7. There's an extra variable or two in how weapon randomization is handled this time around, because of 'mod collections' (generally entries prefixed 'modcol_' in the Object Modification category in FO4Edit - omods that use an Includes list). For straight up new weapons though, they can just be added to whatever levelled lists and a merged patch made by the user and it should, in theory, work. May depend if the game mods are doing anything funky themselves tho. When the GECK comes out, we'll be able to use scripts to add items without conflicts, but in the past no one has really bothered with that anyway (in my experience it was annoying to update/change things if you did it that way anyway). Basically the same as it was in FO3/NV - it's just adding custom weapon mods where things might be different (though I imagine FO4edit will (maybe already has, I dunno) merge include lists in modcol_ OMOD entries once they've sorted out other stuff).
  8. My problem was down to using a different race and some other stuff, basically, rather than just a generic thing with a weapon. If you haven't already, try moving the ProjectileNode in the .nif in NifSkope. In my case, it was trying to equip the weapon to the Left Hand slot, probably due to how automatron handles race changes and default stuff for constructed robots (or maybe I'm just dumb). While the mesh was going to the right node (due to nif stuff I'm pretty sure), as Eyebots don't have a left hand, the projectile origin stuck on the floor (not sure if that's because that's where eyebots sit if done like I did without raising the skeleton nif, or if it's just a default position (I'd assume it's model origin or something like that but really, I've got no idea). ... Don't know if any of that helps you at all. Hopefully so.
  9. Solved it - Equip Type shenanigans in the weapon and race records rather than a .nif thing. Duh. Changed equip type to 'OTHER', added an OTHER entry to the race equip slots and added the name of the node I wanted it to sit at as the ZNAM. Not sure all of it is necessary, but it works.
  10. Could be a bad mesh. Disable all of your mods and then move your Data\Meshes\ folder somewhere else or rename it and see if that works. If so, there are probably scope meshes or something that are bad.
  11. One was a .950 JDJ rifle - definitely ludicrous (not quite Hotchkiss level, but still, it was specifically designed as a range rifle, don't even think it has proper grips for shoulder fire), back in NV I had placed a range of scripts and effects on it to cause damage to the player on use if certain checks weren't met, but I could've done with more info on the actual effects, as well as whatever other info really, I wanted to try to make it as accurate as I could for something that ridiculous. The other was the Thunder .50BMG handgun. I saw it while doing some reading for the above and thought it looked fantastic, really well suited to New Vegas. Was kinda curious about the general workings of it, recoil, etc. Sadly, I lost both models and everything else associated with them in a HDD crash. Sorry it's vague - you can probably tell I'm not a gun guy, really I just wanted any information I could get, and there's not much out there for either.
  12. I've posted this elsewhere so I hope it's okay to repost here in the hope more people might see it, anyway: Can anyone tell me if there's some trick with projectile origins in fallout 4? Moving the projectile node isn't working (it moves the muzzle flash but not the projectile origin). I'm working on a mod to add buildable eyebots to automatron, and I've got most of it sorted, but I can't get the projectile origin to move from the floor. I had to move the skeleton up in the nif to get the eyebot itself off the floor (I've used both the regular skeleton and a modified mesh with the skeleton and skin combined), and the skeleton includes a projectile node that isn't on the floor. I've used weapons based on the original without the dummyweapon.nif (which adds another projectile node), ones with dummyweapon, and ones with the projectile node in the eyebot skeleton removed. No dice. Anyone have any idea what's going on? This is the last major stumbling block for this mod and I'd love to get it sorted asap.
  13. Bookmarking this in case I decide to remake some mods I was working on back in NV, though they were mostly obscure very high caliber weapons. Really good idea.
  14. Can anyone tell me if there's some trick with projectile origins in fallout 4? Moving the projectile node isn't working (it moves the muzzle flash but not the projectile origin). I'm working on a mod to add buildable eyebots to automatron, and I've got most of it sorted, but I can't get the projectile origin to move from the floor. I had to move the skeleton up in the nif to get the eyebot itself off the floor (I've used both the regular skeleton and a modified mesh with the skeleton and skin combined), and the skeleton includes a projectile node that isn't on the floor. I've used weapons based on the original without the dummyweapon.nif (which adds another projectile node), ones with dummyweapon, and ones with the projectile node in the eyebot skeleton removed. No dice. Anyone have any idea what's going on? This is the last major stumbling block for this mod and I'd love to get it sorted asap. EDIT: Solved it - Equip Type shenanigans in the weapon and race records rather than a .nif thing. Duh. Changed equip type to 'OTHER', added an OTHER entry to the race equip slots and added the name of the node I wanted it to sit at as the ZNAM. Not sure all of it is necessary, but it works.
  15. Just fiddled with modav'ing this and I'm pretty sure it just controls drawspeed anyway. Handy for its own things if you could get it working, but it ain't what you'd hope. And yeah after looking through various actor values it looks like animations are the only way to do it - probably why there are no "increase speed" melee mods in the game (which is something you'd think would be an obvious and useful sort of mod to include but oh well). Thing that gets me is that I'm pretty sure previous fallout games had this, and skyrim, which the game files still have a lot of junk left over from, made modding melee speed really simple. Don't see a way to insert new animations into the game using FO4edit either and somehow I doubt the GECK will offer that either. Bah!
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