Jump to content

ehtyeci

Premium Member
  • Posts

    177
  • Joined

  • Last visited

Everything posted by ehtyeci

  1. Chucksteel is your savior. https://www.nexusmods.com/fallout4/mods/11082/
  2. You should use what is most comfortable and familiar to you. For the purpose of modeling, max, blender, maya or any of the more known softwares are all valid options. I personally use Blender for modeling, UVs and baking, but that's just because I've already got a good workflow with it.
  3. BigAndFlabby is on the money. You will need minimum 3ds max 2013 (maximum 2015) for custom animation. It's the only software, and only editions of software, aside from Havok Animation Studio, where there exists a toolset for importing and exporting to the correct hkx format which Fallout 4 uses. If you are new to animation, add at least a couple weeks to learn the principles of it. If you're new to 3ds max, add another week. Add yet another for the absurdity involved in getting animations to and from the game. When you do get to the animation part, look for the F4AK, Fallout 4 Animation Kit by ShadeAnimator on the nexus. It's a written guide bundled with a set of tools needed to decode hkx files and max scene templates for importing and exporting animations. Also look for "fallout 4 animation setup" by The Shiny Haxorus on Youtube for a rundown on preparing the rig and your weapon for animating. When you have your animation ready, you will need to look at Skibadaa's "additive subgraph races" tutorial on Youtube to understand how you tie your animation to your weapon in the CK. In case you were wondering, there is no framework for animating for FO4 in Blender. It is possible to import FBX converted from hkx files, but Blender interprets the rigs completely wrong. And you'd still have to import it back to max just to be able to export the animation back to hkx.
  4. It would be a lot of work. You'd be doing the whole (the. whole.) pipeline from scratch. I can't think of a single creature/robot in the wasteland that even has a skeleton you could steal to piggyback this thing into animation. Barring the modeling, texturing and nif creation process, you would have to learn to create a skeleton, skin the mesh, rig the beast, (a year later) spend a millennia creating an entirely new subgraph from scratch or spend just the same amount of time scavenging the CK's subgraphs for bits and pieces, learn to animate (which is a discipline in itself), (year 3019) and then you'll need custom Havok behavior files, which noone yet knows how to completely decode without paying for Havok Animation Studio. You then tie all this together, and maybe you'll have something working as an... actor. Unless you added some rollerskates to it, then maybe you could use a sentry bot as a ticket in.
  5. Sweet. Just a heads up on two things. The new duckbill muzzle suffers from misfire. Probably needs the same adjusting treatment as the others. And, can you confirm that the suppressor omod "RangemasterRifle_Muzzle_Suppressor" is pointing to the new RMSuppressor.nif model in CK? It doesn't on my end, which I believe is why the suppressor is still misfiring. Regardless, the new update is pretty awesome. Thanks for your hard work.
  6. Got some news about the alpha issue on your reticles. You are using the third person versions of the reflex scopes. Third person versions of vanilla nifs are usually indicated by the lacking of "_1" behind their filenames. These scopes are simplified in terms of tri count, the reticles and their alpha properties. Third person base mesh has 166 triangles, while the first person one has 830 triangles. Third person lacks the far away reticles that sway and cause the 3D jiggle when aiming around and firing, and instead uses a simplified reticle inside the scope mesh. Swapping to the _1 versions fixed the issue with the water and sky making the reticles transparent. However, I believe you've edited the placement of the scope mesh to fit the Rangemaster, because they were floating above the weapon. I found the offset of yours to be exactly Z -0.7. Offsetting the root node in the new nif doesn't work (I think the nif CPT coords are independent of the root node coords), so, instead of manually offsetting the placement for each BSTriShape (which should be Z -0.7), I grouped them all inside a NiNode and offset the NiNode itself. I haven't done extensive testing, but the reticles do line up damn well with the hit locations.
  7. I can't get over how cool that leather barrel wrap looks. Best be wearing gloves though. I just finished a placeholder texture for my red dot sight in Substance and am now integrating it into a nif. I'll let you know if I find a solution for your sight's alpha issue.
  8. In your case it really appears to be a mix of both. I could've experimented some more, but I found a workaround after a day, and I thought I might as well report my findings for now. "remapNode" is a function that moves "ProjectileNode" from the receiver to the OMODs "P-Projectile". If you had a barrel and a muzzle with this keyword, it will be rerouted two times. I have no technical insight on how predefined function calls like remapNode work, and even the description of the function call in CK itself has a typo that makes it confusing (It refers to a "ProjectiveNode", good luck trying to find that). Moving the actual ProjectileNode to the muzzle and getting shots registered, was what sent me on the trail which led me to experiment with the CPA coordinates up the hierarchy. I think I read that you won't include a "No muzzle" option for the Rangemaster, which would make the fix suitable since it would be redundant having the remap on the barrels anyway, and this just worked.
  9. Projectile remapping is super wonky and hard to work with. The biggest issue is that if the routing goes below the Z plane, it will make the projectile collide randomly with everything along the way from the receiver's point of insertion (ProjectileNode) to the muzzle's P-ProjectileNode. The fact that shots do register intermittently means that a) penetration physics are applied or b) the game can't keep up with the collision check, or c) both. Shooting with the Rangemaster and .308 with sgtm 2 or 3 further reinforces (b). Why does this happen to .308 and not 5.56? Especially considering they share the same projectile, AssaultRifleProjectile? Technically they are the same round, just with different names and FormIDs. Now, for the bandaid: In CK; 1. Delete the pkKeyword "remapNode" from "RangemasterRifle_Barrel_Long" and "RangemasterRifle_Barrel_Short". 2. Add the pkKeyword "remapNode" to muzzle_base In nifskope; 1. Give the CPA P-ProjectileNode in RMBarrelExt.nif a Z value of 1.0 (from 0.000017) That should take care of the Factory Muzzle. Now, for the suppressor, the same procedure will fix for that as well (giving the P-ProjectileNode a Z of 1.0). However, since you're linking to a vanilla asset you cannot change the nif itself. And I believe you also cannot technically package the mod with a nif from vanilla assets. So, I recreated the suppressor in Blender from scratch, matching the geometry, matched the UVs and made a new nif with the new CPA coords. It's basically ready to use. You just need to point to the new suppressor nif in the "RangemasterRifle_Muzzle_Suppressor" OMOD. I'll PM the suppressor to you. Whether or not you want to use it is up to you. I just wanted to see if it worked, and spent 15 minutes finding out.
  10. This comes to mind. Thought it was brilliant when I first experienced it in GRW. It requires F4SE to work with single tap iirc.
  11. If you're using Outfit Studio to get armor or clothing into the game, it means you are conforming to the standards of CBBE, AB, JaneBod and other BodySlide frameworked bodies, then why not use the copy weights function within OS? It literally eliminates manual bone weighting, and everyone has been content with importing just OBJs.
  12. Copy Weights works by copying bone weights from a reference body (the mesh with green text) in your list of meshes. If you don't have a reference, you can load one up using File > Load Reference. Assuming you are working with a CBBE compatible outfit, load up "CBBE Body" from the template dropdown. If it's a different body like JaneBod or AB, either check the dropdown or navigate the folders within BodySlide using Browse. To copy weights; with a reference loaded to your project, select all your custom mesh parts so that they are highlighted in the meshes list. Don't include the reference in the selection. Then, go Shape > Copy Bone Weights. When you proceed to save the project, make sure to untick the "Copy reference shape into output", as it is ticked by default.
  13. The thing about archives, is that if an archive itself is actually broken, then everyone downloading the file would have the exact same error. The MD5 hash of the main file as per Jan 24th 2018 (Caliente's Beautiful Bodies Enhancer - v2.5.2-15-2-5-2.7z) is: 6edbcad0151cfb0c1790a6effe30432d You can run the same checksum by opening cmd and typing certutil -hashfile "X:\pathtoarchive.7z" md5 and compare the hash generated. If you get a different result, the problem lies on your end. It could be bad clusters on your drive, or your internet dropping the transfer before it's finished, or anything.
  14. https://www.nexusmods.com/fallout4/mods/16718 It's back!
  15. Mesh not aligned with the reference happens for non-bodyslide armor the first time. Try moving the mesh with these values to make it fit; Y +0.882 Z -120.843 As for the spaghettification, your outfit's vertices are not weighted, so it does not know how to deform properly with animation. Copy weights over from a reference using the Copy Weights function.
  16. There are a few things you can do, but they all depend on the source files, the nature of the issues and how proficient you are using audio tools and a DAW like Cubase, PT, Ableton Live or Audacity (free). Badly normalized audio with high floor-to-ceiling dynamics can be tamed using a compressor (no, not Winrar). All professionally recorded voice audio use some degree of signal compression anywhere between 1:1 to 2:1 with fast releases for volume consistency without perceivable pumps or dips. The actual values are arbitrary and depends on both the source and target genre. All mics record with a signature boost or scoop somewhere in the frequency spectrum. Laptop mics severely lack in the lows and sound very high-shelved with a boost in 5kHz to 8kHz area. You can normalize the spectrum using a parametric EQ to take out peaks that are obvious and boost low-end using a low-shelf. Always apply low-cut and high-cut filters on top of any EQ shelving. If the source audio has background noise between each line, you can use a noise gate that automatically tries to lower the noise. However it can't lower the noise while the person speaks. This is because the gate works on signal threshold, and at a certain threshold it closes the throughput, and only brings it back once the signal reaches a given value. You can also use the noise gate to take out acoustics from an audio caused by untreated rooms, but again, it only works after the person has spoken. If you are proficient with a DAW, you may use these tools and automate them to produce different values for different times to further tailor changes. This is very time consuming and requires the technical know-how. Actually, all of these tools require some degree of audio engineer's ear and fundamental understanding of the tools involved. TLDR; You can add compressors to increase loudness and tame peaks of the wavefile. You can add EQ to shape the spectrum. You can add noise gates, compressors or inverted expanders to control the noise floor or acoustics. All of these require experience and knowledge to use for profitable results.
  17. Totally forgot to ask if you actually had LooksMenu mod. I just assumed everyone does. You save using LooksMenu in-game. With this mod, when you enter the appearance menu, it presents you with a button to manage presets.
  18. You first need to create a preset in LooksMenu for it to show up. 1. Load up your save. 2. Type slm player 1 into the console. 3. Click Presets, then Save and type a name for it. The moment you save the preset, a file is created in the above-mentioned path. This is the file you should backup.
  19. You can use LooksMenu to save a preset. The presets, along with their morphs, hair, skin tints and the lot are saved in Data\F4SE\Plugins\F4EE\Presets as .json files. Once you've made a preset, backup the .json files and copy them over to the same directory in your new install. If you feel paranoid, you can open the newly created presets using any text editor and confirm that they do have the respective morph entries. It should read "Morphs", "Regions", a bunch of morph IDs like "186B4" and their coordinates. When no morphs are assigned to the preset, it will just say "null" in every section.
  20. You've been busy. Grats on your first full weapon debut. Hopefully this will motivate me to get my own ass in gear.
  21. If it's a Bodyslide compatible outfit, just tick the option to export morphs. This generates .tri files which LooksMenu uses for morphing. Otherwise the outfit needs to be converted to Bodyslide/CBBE/SomethingElse using Outfit Studio.
  22. This is possible using the BodyGen feature in LooksMenu.
  23. For animation, it depends if you're talking about game animation or rendered animation. For game animation, it depends on what game, but generally 3ds max has better support and the CAT framework is solid and intuitive if you are familiar with 3ds' layer stacking system. I haven't tried animating in Blender so I can't speak of it. In regards to UV mapping, both are valid options, but I'm pretty biased towards Blender. Manual unwrapping isn't that great out of the box, but it functions just like 3ds max does, and with an addon or two life gets easier. Otherwise it also has an automated unwrapping function called Smart UV Project that works fine for angular meshes.
  24. Try this page. Make sure mobile mode is on, otherwise the browser just tries to download the swf files instead of playing them. PerkClip_Default.swf has the thumbs up animation.
  25. Yes. You can lock geometry by using vertex groups and shape keys. It's pretty easy to set up. 1. In Edit Mode, select all vertices you want to lock down. 2. Now invert your selection. 3. In the Data tab (with the vertex icon), create a vertex group and click assign. 4. In Sculpt Mode, create two keys under Shape Keys. One Basis, and one Key 1. Key 1 will be automatically selected. 5. Tick the "Edit Mode" icon next to the pin and drag the "Value" slider to 1.0 6. Under "Blend", click the vertex box and assign "Group". You are now sculpting on Shape Key 1, using the vertex group as a mask. If you want to compare between the base mesh and your sculpt, click the eye icon next to Key 1 under Shape Keys.
×
×
  • Create New...