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TotallyNotToastyFresh

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Everything posted by TotallyNotToastyFresh

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. I am really keen on some more information on this. If it's supported I'll be extremely happy. If not I hope it's somehow possible to port the PBR shaders from FO4 into SSE, even though that's probably completely beyond my area of knowledge and someone else would have to do it.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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:
  13. 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.
  14. 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.
  15. This is a similar topic to the one in the Fallout 3 section. I meant to post that topic in the NV forum instead of the FO3 one, so if mods need to delete one of them, please delete the one in the FO3 board. Anyway, I've more or less got animation figured. I'm using Blender and I managed to change a fire animation slightly. However, I've got one huge problem which is pretty much stopping me from doing any more work on it. If I'm modifying the 1hpattackright.kf animation, and I want to alter the way the slide moves, how do I animate both the skeleton's animations (which changes the character animation) and the gun's skeleton at the same time? Because if I change that animation it causes the slide or hammer to stop working on any gun I try and animate, making it impractical to try and work on it. Thanks a lot.
  16. Alright, well I sorted out the whole "teleporting under the map" thing, but now I've got a different problem. The animation plays fine, and it looks pretty good to me, but for some reason, the camera snaps to a perfectly horizontal position. Like, if I aim at the ground, and then fire my gun, it will instantly snap my aim straight forwards, and then when the animation finishes it will go back to where I'm aiming. Seems to be a similar kind of problem, but I'm not sure what's causing it. EDIT: Oh and also, say I'm animating 1hpattackright.kf, and I want to modify the animation of the magazine or slide or whatever. How do I import both the 1st person skeleton in addition to the weapon's skeleton so I can animate them both in conjunction? As soon as I alter the 1st person animation the moving parts like the hammer and slide stop moving completely.
  17. I've been trying to get custom animations to work for an absolute age, and I finally got somewhere, but I've run into a small setback. When the animation in question plays, the animation plays fine, but the player is momentarily teleported underneath the map. Here's some screenshots. Both of these images were taken in the exact same position on the map. No anim playing My custom anim playing Obviously this needs to be fixed before I can do anything else. If anyone could help I'd be very grateful, and would mean I'd be able to create many more animations that I could release as a mod.
  18. I'm after a mod that removes the level requirement for buying a house. It's annoying that I need to be level 20 or whatever to buy the house in Solitude when I already need to pay a large gold price and complete a quest for the Jarl. It's unimmersive and annoying. I'm thinking this should be pretty simple. Thanks if you look into this.
  19. I've been wanting to alter the animations for Fallout for ages, and I have some basic animation skills, yet there are next to no resources in the community to help people like me learn how to animate for Fallout 3 or New Vegas, and in addition to this, there aren't many people who seem to have the knowledge in this area. Joefoxx seemed to know what he was doing but if you've been following his animation mods you'd know he's vanished into thin air. I'm especially interested in altering the first person weapon animations, because nobody seems to have even attempted to improve them. And yes I know there are tutorials for Blender, but quite frankly, Blender is an incredibly unstable and overcomplicated program (at least for people wanting to focus on solely modeling and animation) and 3DS Max is far more solid in those areas. Basically, I need to know these things: 1: How do you import the skeleton, arms and the weapon if you're wanting to animate a first person weapon? And how do you set this up, as in, how do you position the camera so that you view it from approximately the angle that the game will view it from? 2. How do you move parts of weapons, eg. the slide on a pistol? 3. How do you export this animation and get it ingame? Considering the animation in both Fallout games is sorely lacking, I'm quite surprised that the community hasn't had a huge amount of attention in this area. If I could figure out these things I could really improve the quality of this game's animation.
  20. Well, what was it? It doesn't really make it easier on people like myself who are encountering the same error.
  21. We need to get something happening with this. We've already got those simple flintlock pistol mods that use the staff system, which work much better than they did in Oblivion. However I won't be happy until we've got at least some for of reload animation working and some sort of ammo system. I'm willing to model and texture some Skyrim-themed rifles or pistols for the categories in the game that make sense for firearms. I'm thinking having basic iron, steel and Dwemer level firearms that can be considered part of those sets, and if I modeled them they would aesthetically fit to those themes as well. Someone needs to sort out animations though. I don't really see this as anything more than a novelty when all we have are firing animations that look identical to staff animations. We need some sort of reload animation otherwise I won't consider working on this.
  22. Everything the author says is a legitimate argument, pretty much. All of it makes sense, however I still like the game and play it. Which is fine. Most of the arguments from the OP don't really affect my experience as a whole, except for one thing: The characters. The characters are just so boring and flat and uninteresting. The only real good characters were Ulfric and Paarthurnax, and even then the amount of dialogue was just so small. Perhaps instead of making sure that every single damn character in the game had at least two dialogue options overall they could have had some characters with generic "hello" lines when you talk to them, and instead devote resources to giving more important characters more interesting and diverse lines. It's my one big gripe with the game and it makes enjoying it very difficult. EDIT: And what the guy a couple posts above me said about it "it's a game, the characters are usually boring in games", WHAT?! Are you insane? There are plenty of games that have well-acted and interesting characters. Funnily enough, the ones that do are on a scale comparable to Skyrim. GTA 4, Red Dead Redemption, KoTOR, Deus Ex: Human Revolution, Assassin's Creed, LA Noire, Dragon Age, the list goes on. The scale of Skyrim is no excuse for poorly-written and boring characters.
  23. You can fix this in 3DS Max by just selecting the faces and pressing flip. I don't know if you have Max however and not entirely sure how to do it in other modeling programs.
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