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RRArchive

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  1. How this will work: - You'll get an early access to my mod. - Play around with my mod, give feedback on the balance e.g., if it need to be nerfed or buffed. - Investigate the location of the weapon, as well as merchants that sell it, and identify possible conflict with other mods that modified what vendors sold. - Report any bugs you encountered during your play. - Provide any other feedback you have about my mod. - Take a screenshot of my mod, whether posing or in action, you may edit the photo as this is for presentation. Your pictures will be featured and you'll be credited once I uploaded my mod. The spot is limited, I'll select the tester based on images you uploaded on Nexus. If you're selected, I'll PM you my Discord for the next step. All spots filled (mostly from Discord), thanks to all play testers!
  2. Update: I just realize that custom animation is not necessary. Someone said that you can rig individual parts for vanilla animation in NifSkope. I manage to get the slide to work, but I encountered a new problem, the mesh translation is in the wrong place (although the translation value remains the same as it was). The slide was hovering above the lower receiver and was several units to the front, as in my case. Trying to correct it is a guessing game and required me to load the games multiple time, which is tedious. Are there any mathematical formulas to correct this offset? Update: I figured it out, don't worry about it anymore.
  3. Hi, My original weapon mod is practically completed, except for one thing: animation. Currently I'm using the vanilla 10mm pistol animation, which fits perfectly like a glove, but my 3D model wasn't rigged for Fallout 4, so when the user "rake" the slide, the slide didn't move. The "magazine" is invisible in the reloading animation too, it's basically just a pistol-shaped brick that can spit out bullets. Do anyone here have an experience in rigging the gun animation? Anyone to refer to? Thanks - RayRory
  4. Hi, sorry for the weird title, I'm pretty much exhausted at the moment. NOTE: I have both FO4Edit and Creation Kit, though I'm more familiar with FO4Edit. I got a new original weapon mod, and I'm currently implementing my mod into the game after the test with a "dummy gun" prove successful. But there's one problem: My mods have 3 barrels length (short, default, long), and each of them is modeled differently, so iron sights, which was made for the default barrel, doesn't fit in the attachment rail nicely. So I made a total of 3 different meshes for the iron sights, each of them will fit its respective barrel (the barrel and sights/optics are separated to make it as modular as possible). However, is there's a way to make the iron sights applied automatically to the respective barrel? For example, if I take my default gun to the weapons workbench to replace the default barrel with a long barrel, the iron sights for the long barrel will automatically be applied to the change in barrel. This way, I don't have to add separate iron sights to the crafting option - if the player changed the barrel, the sights must be manually changed too, which will cause inconvenience to anyone playing with my mod. Thanks - RayRory
  5. Thank you, it might be tedious to re-apply the texture due to the number of parts, but it can be done. By the way, do I have to rig the animation first? Or that part can be done later?
  6. Hi, I got a 3D model of the weapon ready, including the texture and modification parts. However, the conversion from .3ds/.obj file to .nif prove too troublesome. I tried older Blender and importing it into NifSkope, and even that doesn't yield anything I can work with. Importing .obj file into the Outfit Studio seems to work, though I've to link textures and materials together again, which is cumbersome. I believe there's a better way to do this, but this is my first time trying to implement a 3D model into Fallout 4, so I don't know the way. For your record, I don't have 3ds Max, this was made with Blender. Can you or do you know someone that can help me implementing my mod? Got any reference? We'll arrange the meeting online, and I'll share the file, it's a pretty big one though but not unreasonable for a 2k gun. If you have any question, ask away, I will provide you with any details that help you understand the situation better. Thanks in advance - RayRory
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