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atm1089

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Everything posted by atm1089

  1. will they be friendly to the institute or join with them? i feel like they could work well together
  2. instead of having that useless looking short stock on the common smg, wouldn't it be cool if there was no stock? its more realistic, looks cooler and just makes more sense to me. it seems simple but I don't know much about editing weapons in this game. someone should do this.
  3. is it possible to port the older weapon animations from the preivious fallouts or even other games into fallout 4? i hate how a lot of mods have guns floating in your hands and really bad clipping when reloading.
  4. Go for it man. There will be tutorials and the like on YouTube soon for F4. It's still hard work, but anything awesome is hard to achieve. Come up with a vision and run with it! It also helps if you can get other modders on board to lighten the load and add their creative input. All of this stuff is so cool for the future of gaming. It brings endless amounts of free high quality content thanks to the fans who chose to go that extra mile. I would focus on cool guns no one really knows about and animations for rifles. if I actually get to it.
  5. i cant wait. i thought we would have insane stuff right now. i might even attempt to get into animations and models and stuff.
  6. does the creation kit allow people to create new kinds of mods that were not available before or does it just make modding a little easier?
  7. is it possible to import all the mod and vanilla weapons from fallout 3 and nv as well as their models and animations? fallout 4 has really weird guns and the selection isn't as great as the previous games. why isn't there a proper assault rifle or a semi auto sniper or any Chinese counterparts? there arent too many good gun mods like there were in fallout 3 and nv and a lot of the ones out now have floating guns with wierd animations. can the new cration kit help with this?
  8. now that the creation kit is here, is it possible for modders to import all the models, guns and animations and other mods from the preivious fallout games into fallout 4?
  9. how do people make these mega settlements ive been seeing on the internet? i want to make a kinda big base but i dont know how to make them fit to gether nicely. are there any mods i should have that would allow me to make a huge base fairly easily?
  10. I know the geck is in beta right now, however, what's the time frame before it's realeased to the public?
  11. is there a way or a mod or a glitch? and do certain followers care if you join the institute or not?
  12. Once or if the geck is released, will we see a huge influx of mods? i was expecting this game to have a rich and well versed mod community as well as a number of mods to be released, however that is not the case. someone told me that once the geck is released, mods will get better and there will be more. when will this geck come out?
  13. im trying to port a 10mm pistol mesh mod from fallout nv to fallout 3 and have done so but I think I messed up. I wanted to make a standalone gun aswell as a replacer if I wanted it to be I did make it a replacer but i want this mod to also have to capability of being a standalone weapon and to be as one file . currently for it to work i have to have the textures put into the data launcher then i have to make and esp for the gun since i took it out of a larger weapon pack. the. I couldn't find the esp for the mesh altering mod so i used one from a similar 10mm pistol mesh mod. the mods I used were micalovs weapon pack and 10mm reforged. then i had to edit it in the geck cuz the gun had wasn't marked as playable then I was getting this id doesn't match in the geck and stuff and i couldn't alter the mod from the esp i created cuz it said something about a tes file and something else. i could only edit the 10mm pistol from the fallout 3 .esm. i want this to be under one fully functional file with no errors so i can realease it as a mod. can someone please help me. this is the first time ive ever ported something.
  14. I should have done that in the first place. thank you.
  15. can someone port the compact n-99 10mm pistol from micalovs fallout nv weapons pack to fallout 3 and make it a replacer, wmk compatible and with iron sights?
  16. that picture is from nicalovs weapon pack for fallout nv
  17. can someone make a compact 10mm pistol like the one from micalovs weapon pack for fallout nv or port that pistol model to fallout 3 and make it a replacer for the standard unnecessarily bulky n-99 10mm pistol and make it hold 14 rounds and put a safety near the grip and make it wmk compatible? I know im asking a lot but it would be a very popular mod and I lack the tech savviness to make this a reality since im a scrub at using geck and nifskope.
  18. can someone make a replacer mod for the 10mm pistol that makes it more compact, slimmer, wmk compatible, 14 round capacity, with fwe stats and a safety near the grip? I was hoping someone could make something like the n-99 10mm pistol compact model from picture below or port that from micalovs weapon pack for fallout nv to fallout 3. I know im asking a lot but this would be a very popular mod idea and I lack the tech saviness to make this a reality. all I have is geck and nifskope but im a scrub at using both.
  19. I have the same problem however I cant help you. I hope there is someone that can help us.
  20. I guess but what I want to accomplish is the correct weapon animations for this gun when its shooting full auto or a continuous laser beam.
  21. whenever I try to make the laser rifle full auto in the geck, the 2 handed energy rifle animation when fired full auto make the character hold the rifle with one hand when firing. if I do the 2 hand automatic animation the problem it eliminated but then the reload animation is the plasma rifle reload rather than the laser rifle reload animation. a full auto laser rifle with proper animations would be really nice. selective fire would be really cool. can anyone help me with how to make this a reality or can someone make this mod or fix?
  22. the ordinal 5359 could not be located in the dynamic link library c:/ program files (x86)\Bethesda Softworks\Fallout 3\Fallout.exe. can someone help me fix this?
  23. im having lots of trouble with installing mods. a lot of the cause my game to crash on start up. i have 2 weapon mods , wmk, and nmc's texture pack installed and they work fine. i tried iron sights, fwe and marts mutants in many different combinations but all crashed my game on startup. i even started messing with the foip stuff. i like to add a lot of guns too. can someone guide me as to how i can install these mods and have a functioning game? rogue hallows iron sights fwe marts mutants eve unnoficial patch wmk nmc texture pack dc interiors project beauty underground hideout craft calibr
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