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OzFox

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Everything posted by OzFox

  1. If you do try lemme know how it turns out! =3 I just decided on a traffic cone because it keeps begging to be worn as a hat every time I see one... also I may need to make a lawn flamingo weapon to go with it. I tried doing something to that extent but I think I buggered up the exported bone things, I'll have to try it again. Also, how do I get the outfit thing to have the head/skull bones, the default body I thought is kinda decapitated...
  2. So as a bit of practice in modding I tried to make an item into a hat (A super-serious traffic cone hat to be precise). Just curious if it needs to be rigged to a certain bone or such in max/blender, if I can just set it up in blender or outfit studio, or if it can just be attached to vanilla objects as an sub-attachment of some kind? I was just using this as a test before trying to play with other things like a few Automatron bits and pieces etc, but so far attempts to work on this result in an object that when opened in the preview sit on the ground while the hat I try to attach it to is in the air... I would guess its the same for the most part for making hair/hats/helmets etc but I haven't had much luck finding any information. Any hints, tips, or tutorials I can use? Cheers! :laugh:
  3. So... I'm trying to make a super serious hat for the fun of it out of the traffic cone... but for some reason when I go to the BSLightingShaderProperty and paste the "name" of the file in as the BGSM file like other files have (materials\SetDressing\Construction\TrafficCone.BGSM), if I open the file in the creation kit preview whatsit the mesh has disappeared entirely, its just an empty file. But if I just give it a name the file becomes purple in the preview window... Its a default unedited file for the post part, except of course for the new .nif file I'm editing, so it should be able to find the textures just fine because I'm not adding or changing any... I tried copying the files to new locations and copied/altered the bgsm file to look there instead but same issue. Can anyone explain where I went wrong? :ohmy:
  4. So I'm making a monstrosity out of bits from the cryolator and Gauss guns capacitors, and I wanted to find out if there's any info or tutorials or anyone who could help. I'm trying to remove the main texture mesh from the cryolator so it dosn't all have the freezey mesh, just parts of it, and I added the Gauss gun's capacitors to it and their little meshy things for the electrical effect. How do I make them talk to the niff file and the game? (Or not in the case of the removed mesh). I *think* its something to do with NiDefaultAVObjectPalette for both issues, but how do I add things to this category and make them work? Cheers! :laugh:
  5. Hi all, I've decided to dive head-on into the craziness of fallout 4 modding, and keep feeling utterly lost every time I take on a new part of the project I'm working on... So originally a friend of mine wanted to make a modification for lasers and while I figured out all the basics of changing ammo and projectile types so far, I cant figure out how the heck to change the actual colour of the lasers themselves. Not just switching to the blue laser already in the game, but adding a bunch of different colors to the game (the way he explained his mod idea sounds somewhat similar to the lasers from Eve, with each colour having different effects on the resulting beam). I'm guessing its something as stupid as a few values in nifscope need fiddling around to change the shade since the textures don't appear to change it... or I didn't look hard enough. Admittedly it is 2:24 AM while I'm writing this so its quite possible the answer is stupidly simple and my sleep-addled brain looked straight past it. Can any of you clever people help me out? Cheers! :laugh:
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