RESURECTIONOFRAGE Posted March 17, 2016 Share Posted March 17, 2016 when i see this mod only thing that comes to mind is millenias Link to comment Share on other sites More sharing options...
devinpatterson Posted March 17, 2016 Author Share Posted March 17, 2016 when i see this mod only thing that comes to mind is millenias Unlikely, permissions on Millenia's stuff is fairly restrictive. I doubt he would make an exception for this mod. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 21, 2016 Author Share Posted March 21, 2016 yes, just amr, and katana w/ weapon mods. I can wait. Finished up the AMR, just have to tweak the placement a bit and I'll package it up. If Discord94 doesn't get back to me re: the question below (so I'm sure we are both on the same page); No problem, I'll add you back to the queue. If I remember right it was the two shotguns across the back? then I'll probably start messing around with the modded katana. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 28, 2016 Author Share Posted March 28, 2016 Odachi (sometimes referred to as Nodachi, dai-katana, daikatana, etc), japanese great sword. http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/OdachiAA_zpsf3d30ohi.jpg There are two versions, the first is for compatibility (for those who won't use NVSE) the second requires NVSE. In both versions the sword can be removed by unselecting it in the armor tab. The NVSE version will also automatically remove the sword when any other two handed weapon is equipped. Odachi with armor addon-standard version Odachi with armor addon-NVSE version This extra feature only displays the base weapon, not the modded versions. I need JIP's weapon mod functions to detect what mods the weapon has and I have to make three new models. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 29, 2016 Author Share Posted March 29, 2016 Odachi, 2nd beta of NVSE version. The same features as the beta above, with the addition of modded weapons displaying correctly and a couple of bug fixes. Note after the weapon is modded it needs to be equipped and then dropped. This give the script a chance to hook the mod flags. From there on out, once picked up, it should perform normally. Link to comment Share on other sites More sharing options...
LostDinosaur Posted May 24, 2016 Share Posted May 24, 2016 Honestly, this work you've been doing is pretty amazing. I was curious, it seems like you take requests - are those request compiled into the newest request or are they all separate files (sorry if I worded that poorly). I mean if I download the Odachi will it have the gas mask, knives, etc? Also I've been reading through the forum but haven't seen if you added the Anti-Material rifle or the Sniper rifle. I've started dabbling in scripting and such and was curious about two things:1) Could I set this up to only show up if hot keyed?2) I know it's not scripting but how are you putting the models on the player? What program are you using? Is there a tutorial up for the basics? I'd feel bad asking every time I'd like new gear on and would like to learn to do it myself. Link to comment Share on other sites More sharing options...
devinpatterson Posted May 24, 2016 Author Share Posted May 24, 2016 are those request compiled into the newest request or are they all separate filesEach is separate I mean if I download the OdachiThe Odachi is now a one and two handed weapon (switch back and forth in combat) with the newest revision. I'll try to find it and UL when I get home. I've been reading through the forum but haven't seen if you added the Anti-Material rifle or the Sniper rifle.There might have been a sniper rifle (I don't think it was uploaded to the thread though, I'll check), I don't think I did the AMR. Although I can put either/both on my to do list if you'd like them. I've started dabbling in scripting and such and was curious about two things:1) Could I set this up to only show up if hot keyed?I'll just reference you to a previous post of the same topic to save time, but long story short, yes the functions are there for full implementation of hotkeys, and I hope to set it up sometime in the near future. 2) I know it's not scripting but how are you putting the models on the player? What program are you using? Is there a tutorial up for the basics? I'd feel bad asking every time I'd like new gear on and would like to learn to do it myself. Blender and nifskope and there are a ton of tutorials (two of the three most commonly used fallout programs for working with models/nifs) on nexus and across the internet. Link to comment Share on other sites More sharing options...
devinpatterson Posted May 26, 2016 Author Share Posted May 26, 2016 Yeah, guess I didn't do a sniper rifle, so if you need either or both let me know. Link to comment Share on other sites More sharing options...
LostDinosaur Posted May 29, 2016 Share Posted May 29, 2016 I would absolutely appreciate if you did an AMR, I use sniper rifles fairly frequently as well. If I'm not mistaken you said you don't do things from the DLC right? If I was mistaken, my main endgame combo is the AMR with the Survivalist rifle, if it's not too much to ask it'd be amazing if you could have the AMR on the left shoulder and the survivalist over the right. Link to comment Share on other sites More sharing options...
devinpatterson Posted May 30, 2016 Author Share Posted May 30, 2016 I would absolutely appreciate if you did an AMR, I use sniper rifles fairly frequently as well. Sure, no worries. Give me a few days or a week on the outside. Right now I'm spending any fallout free time messing around in far harbor, but I'll get back to modding soon. If I'm not mistaken you said you don't do things from the DLC right? No DLC items are fine, there's no restriction on them. If I was mistaken, my main endgame combo is the AMR with the Survivalist rifle, if it's not too much to ask it'd be amazing if you could have the AMR on the left shoulder and the survivalist over the right. So how it would probably work best is your active (equipped) weapon (of the two weapons in question, AMR & survivialists) will be over the right shoulder and your inactive (unequipped) weapon will be over the left shoulder. That keeps the equipping/drawing animation in sync. I also have a script fragment to check if a two handed melee is equipped to bump the model so you don't end up with a bumper sword and your second rifle over the left shoulder (unless that's something you actually want) clipping through each other. Link to comment Share on other sites More sharing options...
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