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Project Collaboration Opportunity $


uedftus

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I am need of an experienced modder who can show me how to get my stuff in game.

I have the obj 3d model files and various texture maps completed.

Ideally, show me how to make a "start to finish" weapon mod with new animations, esp creation etc.

I already have 3d models and textures in mind made up.

I have bodyslide, bae extractor, photoshop, 3d maya, 3dsmax, nifskope and FO4Edit installed

 

I have a $25 googleplay card I will give away if we can collaborate on a project.

If you want a Steam playcard instead I can arrange that as well.

And interested people should PM me or email me, [email protected]
Samples of your own mods should be available to verify to have skills in modding

Two pics I took of my playcard in case people think this is fake. It's not an a serious offer!
http://i68.tinypic.com/2chvymu.jpg

Edited by uedftus
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You know there are tutorials on the site right?

yeah but either they're not very good or I can't understand them and I ask another question about how this or that works and it goes unanswered so I'm trying to cut out the middle man

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The workflow summarized (can be done in different order once you know what you are doing):

  1. Decide what weapon you'd like to use as base, preferably something with similar animations and characteristics as the weapon you are making.
  2. Extract existing .nif file of that weapon using B.A.E.
  3. Duplicate that .nif file and rename it.
  4. Make the model and textures for it.
  5. Convert the model into .nif using 3ds max (notice that the format needs to be the one supported by FO4, older ones used by skyrim and FO3/FNV don't work) or get someone to convert it for you. This can be also done with Outfit Studio, but the results it has given to me have been far worse than those that have been converted with 3ds Max.
  6. Open the duplicated .nif in Nifskope and copy the converted model's BSTriShapes into there, and replace the old ones.
  7. Setup the materials and textures using Material Editor and Nifskope.
  8. Get FO4Edit, and make a duplicate of the base weapon into a new .esp, and replace the original model reference with the new one in it. Alternatively you can also replace the original model with override, but I recommend doing content as standalone at least after getting the idea of how things work with FO4Edit.
  9. Make the wanted changes to the weapons stats if you want to make it more different from the original weapon.
  10. Add mods and other optional features.

As there are several small details that need to be noticed, I recommend making a simple melee weapon as first mod, possibly even only as a replacement instead of standalone.

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I stopped reading at "new animations"

We don't have the GECK yet, so to my (limited, admittedly) knowledge, that part is right out.

See the post above me for a decent overview on the workflow of creating, taking note of point 1. At this point, we have to use existing anims, so the carrier, bolt, mag, have to be in the same place for example. No bullpup style weapons until we can create custom anims.

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Yeah, we can't currently make new animations, at least as far as things like, new weapon reload animations, how your hands move etc. You can do some basic static item animations, such as moving parts, by using the .nif functions from vanilla meshes, but otherwise, thats a no-go. From what I had read, it may be something that we never really have access to as well, since it uses the 64bit havok sdk, which isnt a free distribution item... That was the hold up last I read, or something along those lines. I am not sure if people will be able to work around that or not-- its above my limited knowledge.

At this stage in modding, you really aren't going to find better / easier directions than those provided quite honestly. The tools available and the methods for modding currently are time consuming, frustrating, and not optimized. Getting stuff in game will almost undoubtedly become MUCH easier with the release of the GECK, and you will find easier to follow tutorials at that point.

Junnari has succesfully implemented a few weapons already, since you specifically mentioned weapons... his quick rundown is the way to go about that.

Personally, while I am all for detailed, thorough, and easy to follow tutorials, and would love to see more created, I *THINK* a lot of people are holding off on doing that till the mod tools are not just alpha tools, and we have access to the GECK. It makes sense to write more detailed tutorials when we have all or more of the tools we will be using in the more "standard" style of modding FO4, rather than writing huge, detailed tutorials for a method that will soon be obsolete. I hope you understand what I am saying.

Also of note, previously, at least for Skyrim (Not sure on the others, I never looked), Bethesda themselves released many very detailed tutorials for using the CK / GECK, so there is a good chance that will be the case again.


Basically, at the end of this long-winded, uncoordinated post, my TL;DR point is.. if you are struggling to follow the tutorials / info currently available, I suggest you simply wait a bit longer to get access to easier to use tools, and inevitably better tutorials to use with the tools. Current modding of FO4 isnt for everyone.



PS - "... It's not an a serious offer! " Might want to fix that ;) You're currently telling everyone that your playcard offer isn't serious :P


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In the time it took me to learn that from scratch to done, even with my previous level of experience, that would be worth like 5$ a hour... to teach someone.. round 22 cents/hour

 

Hell, I probably understand half as much as you do currently, and this still applies lol.

 

 

Its also worth noting.. a llot of people, including myself, and DDP above, and many others.. learned by trial and error. Sometimes people have answers / share answers to save ya time, but sometimes its best to just try it out.

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