StuykGaming Posted July 23, 2016 Share Posted July 23, 2016 (edited) Hi, I've been working on writing articles over on my website. Here's a few you can add to the main page. Texture Exporting / Compression for Fallout 4 Repeatable Textures Made Easy 3DS Max to Fallout 4 Export .nif Format List of Tools Edited July 25, 2016 by StuykGaming Link to comment Share on other sites More sharing options...
michael396 Posted July 26, 2016 Share Posted July 26, 2016 Might I ask why I should not be using Blender V2.49b? If you are just exporting to Wavefront, does it really make a difference? And if so, what is said difference? I ask, because none of the plugins I use on a regular (almost daily for some) basis work with 2.5 forward, because of the drastic overwrite of the scripting engine in 2.5X. Also wanted to point out that older versions of Photoshop can use the Intel Photoshop Plugin (I own CS3, it IS possible that CS2 could work), and that 3DS Max 9 (not 2009) will still work with the latest .nif plugins. (Can provide screenshots, if necessary.) Link to comment Share on other sites More sharing options...
radiumskull Posted July 28, 2016 Share Posted July 28, 2016 (edited) 3DS Max to Fallout 4 Export .nif Format Bless you, Sir. Bless you and all your kin. Edited July 28, 2016 by radiumskull Link to comment Share on other sites More sharing options...
APS247 Posted July 31, 2016 Share Posted July 31, 2016 Hey, I'm making a mod for the first time and I can't seem to find an answer to a question of mine. The mod in question is changing the syringe gun ammo's status effects to scale with the levels of the chemistry perk, and I want to make this noticeable in the description of the ammo itself. How would I go about referencing things like duration in the description, so I can change it from 'has a chance to make the target be paralyzed for 30 seconds', to 'has a chance to make the target be paralyzed for [duration] seconds'? Would it involve scripting, or is it already a feature in the creation kit itself? Link to comment Share on other sites More sharing options...
radiumskull Posted July 31, 2016 Share Posted July 31, 2016 (edited) I've been Seddon4494's NPC and Dialogue tutorials on YouTube. They're invaluable. https://www.youtube.com/playlist?list=PLElczpoUwHC4jZXDF_3mp_iXgALiLHw-k @APS247 : Since the level of the Chemistry perk is going to be a variable depending on the individual player, then yes, it would have to be scripted in order to add that information onto the description. Edited July 31, 2016 by radiumskull Link to comment Share on other sites More sharing options...
dazzerfong Posted August 1, 2016 Share Posted August 1, 2016 Might I ask why I should not be using Blender V2.49b? If you are just exporting to Wavefront, does it really make a difference? And if so, what is said difference? I ask, because none of the plugins I use on a regular (almost daily for some) basis work with 2.5 forward, because of the drastic overwrite of the scripting engine in 2.5X. Also wanted to point out that older versions of Photoshop can use the Intel Photoshop Plugin (I own CS3, it IS possible that CS2 could work), and that 3DS Max 9 (not 2009) will still work with the latest .nif plugins. (Can provide screenshots, if necessary.)Because 2.49b sucks. If you're exporting as .OBJ (Wavefront) or FBX, it doesn't matter which Blender you're exporting from. However, if you're intending to export to .NIF, I'd rather just export as FBX and import into Outfit Studio, or even Max to export. Link to comment Share on other sites More sharing options...
xgamer468 Posted August 12, 2016 Share Posted August 12, 2016 (edited) Not really that big of a tutorial but if you want to make the pipboy hide parts of your armors left arm to avoid clipping as it does with vanilla armors, just give the subpartition of the part you want to have hidden the number 60, that should do it Edited August 12, 2016 by xgamer468 Link to comment Share on other sites More sharing options...
TummaSuklaa Posted August 17, 2016 Share Posted August 17, 2016 Might I ask why I should not be using Blender V2.49b? If you are just exporting to Wavefront, does it really make a difference? And if so, what is said difference? I ask, because none of the plugins I use on a regular (almost daily for some) basis work with 2.5 forward, because of the drastic overwrite of the scripting engine in 2.5X. Also wanted to point out that older versions of Photoshop can use the Intel Photoshop Plugin (I own CS3, it IS possible that CS2 could work), and that 3DS Max 9 (not 2009) will still work with the latest .nif plugins. (Can provide screenshots, if necessary.)2.49b is old.. and its exporter isn't perfect either, but the importer is worse(skeleton can get corrupt). You can still model in it.. you can model in any old program, but there is always extra stuff you gotta do in a different, newer one. Link to comment Share on other sites More sharing options...
StuykGaming Posted August 31, 2016 Share Posted August 31, 2016 (edited) Recently re-wrote a handful of tutorials. You can check them out here: Snapping Nodes aka BSConnect Points (CPA) http://stuyk.com/forum/viewtopic.php?f=14&t=10&p=11#p11Exporting 3DS Max to Fallout 4 .NIF http://stuyk.com/forum/viewtopic.php?f=14&t=6Using Keywords for Special Triggers http://stuyk.com/forum/viewtopic.php?f=7&t=9Opening a Door Using Only Papyrus http://stuyk.com/forum/viewtopic.php?f=7&t=8Spawn Enemy / Actor Function http://stuyk.com/forum/viewtopic.php?f=7&t=2Repeatable Textures Made Easy http://stuyk.com/forum/viewtopic.php?f=16&t=4Texturing Exporting for Fallout 4 http://stuyk.com/forum/viewtopic.php?f=16&t=3Navmesh for Settlement Objects | Stairs | Ramps | Floors http://stuyk.com/forum/viewtopic.php?f=11&t=26&p=27#p27 Edited August 31, 2016 by StuykGaming Link to comment Share on other sites More sharing options...
damanding Posted September 1, 2016 Share Posted September 1, 2016 Navmesh for Settlement Objects | Stairs | Ramps | Floors http://stuyk.com/forum/viewtopic.php?f=11&t=26&p=27#p27As someone else said, bless you and all your kin. I need this for my next project! Link to comment Share on other sites More sharing options...
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