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If you ever happen to need to make hipoly models yourself again, check out this tutorial on polycount. Details a faster method than the usual turbosmooth method. May save you quite a lot of time, I know it has for my work. http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial May also help you in general for modeling attachments etc.
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I'm no gun nut but whether it's fired with a firing pin or electrically the same amount of energy is exploding out of the front of the barrel, which means the same amount of energy is being forced back towards the user, so that doesn't sound accurate to me. Miniguns are pretty commonly known to have such an amount of recoil that it would be harmful to the user if he tried to fire it from the hip.
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That'd be nice. Maybe a WW2 era bolt action to replace the pipe bolt action? It's funny, I was just talking to Hitman about this. The thing is I like the idea of the pipe weapons - I think it makes sense for them to be there - I just think that the way they were implemented in FO4 is a little silly in places. I've mentioned this before somewhere, but prior to FO4's announcement I was actually considering adding "zip guns" to the game myself. Probably sort of along the lines of the Zip guns in earlier Fallout games. So while I think something like a Sten gun would make more sense than the semi/auto pipe guns, the revolver/bolt-action pipe guns aren't as bad. I don't know if I'll replace those. (Even the Sten is a "maybe later on" thing for now.) Yeah, I really hate the pipe guns but not the idea of them, I've always wanted to replace them somehow. The vanilla ones look pretty cartoony. I'd like to see them replaced with crappier, improvised weapons like you mentioned. Not even the animations or anything; the actual meshes just look ridiculous to me, as though they're purposely designed as opposed to being made to look like improvised weapons. In addition, the fact that every second raider seems to have an automatic one is a bit absurd to me as well. Even in today's world, it's extremely rare that individuals building homemade guns manage to build a gun that is high quality enough to shoot fully automatically and not explode immediately. The fact that these supposedly ramshackle pipe guns are able to fire automatically without any repairs needed always completely ruined the immersion for me. Like you said, the revolver and bolt action ones are pretty much fine (although I've always wanted to remodel the receiver) but if one were to address this problem, the automatic ones should ideally be ditched and replaced with low-quality, commonplace weapons like the Sten, or something like the Borz SMG Millenia did for New Vegas.
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Mod that removes any trace of MM.
TotallyNotToastyFresh replied to Arneercool's topic in Fallout 4's Discussion
I believe you can actually go to Concord, talk to Preston Garvey, grab the perception bobblehead, then leave without helping them. This will then trigger the "I went to Concord" flag, then when you talk to Codsworth he'll act like you went to Concord and he'll join you. Then the only thing you're missing out on is Sturges, Mama Murphy and the Longs going to Sanctuary (God knows why you'd miss them), and Preston will be perpetually stuck on the top floor of the Museum. I'm pretty sure you can play the remainder of the game without him, I don't think there's any MQ occasions where you can't use a different faction instead of the Minutemen for certain plot points (eg. building the teleporter, assaulting the Institute etc.). That is, unless you kill every other faction, and you'll be forced to go with the Minutemen. -
No, apparently they have just added specularity to landscape textures, in other words the alpha channel of the normal map. And so people who made modded landscape textures didn't include an alpha because there was no point, therefore it just defaults to 100% white and when ported to SSE it results in it being extremely shiny. In other words mods that replace landscape textures just need specular maps made for them.
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Yes there are: Just use the default TW2 heavy plate. That's pretty much what you're after. http://skyrim.nexusmods.com/mods/22602 Basic bare metal version.
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LE Quite a simple request: Dialogue FOV change
TotallyNotToastyFresh posted a topic in Skyrim's Mod Ideas
Skyrim's real time dialogue system always annoyed me, because you rarely see the features of someone's face because the camera doesn't zoom in. I think a perfect solution to this problem would be to automatically reduce the FOV, to around 40, when you enter dialogue, and then back to normal when you exit dialogue. This would enable you to actually see a person's face and expression rather than barely being able to make out their features. I think this would really change the game. -
Actus do you have any restrictions on releasing these? I wouldn't mind making some sort of mod from them and getting them to a playable state.
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I feel for you buddy, finding work sucks. But it sure is generous of you to leave all your resources behind, thanks very much for this and all your prior work into it! I hope you get your stuff sorted out and one day back to this project. Best of luck.
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I want a mesh of the Blades armor with no sleeves, with skin modifiers still working. I want to use the cuirass mesh and retexture it, for a new kind of Roman-style armor. The armor is very similar to Roman Lorica Segmentata, and so a simple retexture would make a very cool looking Roman armor. If anyone does, I appreciate it.
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I'm really looking forward to it. I'm really excited to see some non-faction stuff, I'm particularly interested in seeing what you're going to do to the steel plate armor. Also, I'd be really happy to see some sort of sallet and bevor combination helmet. Where there's like, a bevor placed on the chest piece, and a sallet covering the rest of the face, like so: http://therionarms.com/reenact/therionarms_c1090k.jpg No pressure of course, just throwing ideas out there :thumbsup:
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I've been really hyped for this mod ever since I learned of its existence. I actually think that the more European styles of armor make more sense than the original designs. I mean, in Oblivion, the Imperial Legion had a sort of Roman style to its armor, but it wasn't like Roman plate armor. It was more like a European/Roman hybrid. Now 200 years later in Skyrim, you have them dressed in Lorica Segmentata, which is supposedly inferior to the plate armor that is also in use in the same time period. You mentioned a modification to weapons. I'm working on a sort of European-style weapons package right now. It's in very early stages, but I'm hoping to replace the iron and steel lines of weapons with simple medieval weaponry rather than every steel sword in the game looking identical and far too ornamental. If you ever want to maybe use my meshes and textures in this, I'd love to contribute to it.
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I've been working on this revolver for a while now, and upon porting it into the game, there's a wierd animation glitch that happens when I reload. Before I reload the gun looks fine. But after I reload, the gun glitches and stays this way until I unequip it. Before reloading: http://i.imgur.com/avRnL.jpg After reloading: http://i.imgur.com/7afNC.jpg http://i.imgur.com/ljsTz.jpg I'm completely stumped. All the nodes seem to be in the right place but it always resets to this pose after I reload. I really want to get this released and I need help before I can. PS: Apologies for the huge images. I'm in a hurry and had to get these posted so I couldn't really resize them.