Suran329 Posted June 6, 2016 Share Posted June 6, 2016 Heya guys!Ive made a rifle model months ago. Originally it was just for training purposes but now I'd love to make it a mod.It's the quite rare HK51, a large caliber version of the MP5 or maybe a short version of the G3, who knows :DI just got super attired by all the wood parts. Wood is love. Wood is life. Whatever, the base version is fully modelled and textured. Id do some mods as soon as I know how to get ingame. But I really dont have the motivation to explore the creation kit all myself, weapons seem to have like dozens of files.Is somebody willingly to help me with the implementation? Are there any good Tutorials?Which plugins do I need to export nifs and textures compatible with FO4? I heard the old ones for Skyrim dont work anymore.Aaaand last but lot least, which animations does the weapon need? Id at least love to have a moving lever while shooting.:DGuess I could spend hours and hours of researching the internet for answers but maybe somebody wants to help a poor old arts guy with this :-3 Here's a render.http://img12.deviantart.net/34da/i/2016/011/1/f/sub_machine_gun_____retrostyled_by_suran329-d9njtja.jpg -Suran Link to comment Share on other sites More sharing options...
KataPUMB Posted June 6, 2016 Share Posted June 6, 2016 Awesome work! Yea there's a lot of guides out there but you dont need hours to find it just searching in google with the right words like "how to make a new weapon fallout 4 mod" 4example, that would lead you to videos of FO4Edit or add Creation kit to the search and there you got it for the CK Link to comment Share on other sites More sharing options...
WhiskeyRiver2 Posted June 6, 2016 Share Posted June 6, 2016 First off, GODDAMN that's a good job on the model/textures :3 Second - You can never go wrong with a Google search or three. Third: For animations, the combat rifle anim set should be "good enough" unless/until someone figures out how to do custom animations. Link to comment Share on other sites More sharing options...
pndr Posted June 7, 2016 Share Posted June 7, 2016 https://www.youtube.com/channel/UCqpsPQez-087WLASWk1Ai-w/videos might be a good place to start Link to comment Share on other sites More sharing options...
SamFisher338 Posted June 7, 2016 Share Posted June 7, 2016 (edited) Some things to consider with weapon mods for FO4:- If it has a pistol grip, it needs to use the submachine gun (thompson) animations.- Because of that, the hand can only grip the handguard horizontally (no vertical foregrip), and it's usually positioned too low for most weapons, causing floating. Most mod authors resort to adding something under the handguard to allow for the hand to have something to grip.- It's a good idea to have, if possible, different variations (long/short barrel, different stocks/grips, etc) in order to integrate the weapon in the vanilla weapon modding system.- Preferably have a good amount of weathering in the textures. In your case, you would probably have to use the smg anims. The foregrip would have to be just cosmetic. I think it might also suffer from a bit of floatiness. The reload will also look wrong.What program do you use? I think there's a 3ds export plugin, if I remember correctly there's an official one from bethesda, but I'm not sure (I don't use 3ds max). You can also export to obj and use Outfit Studio to convert it to nif. This is a pretty good tutorial: There's a fair amount of Nifskope tweaking that needs to be done as well. And with textures afaik you'll want either DXT1 or BC7 for the diffuse/color/albedo (the _d file), BC5 for the normal map (_n) and the specular/gloss/roughness/whatever (_s). It's a good idea to look at other weapon mods and the vanilla weapons to see how they've done stuff. With the ingame implementation you'll want either the Creation Kit or FO4Edit. Usually you'll start by copying a similar vanilla weapon and its OMODs, MISCs and COBJs and changing things and references accordingly. I've got a few projects already, but if you don't want to go through the process of doing all this I could help aside from creating 3d models. Edited June 7, 2016 by Sam Fisher Link to comment Share on other sites More sharing options...
covadonga Posted June 7, 2016 Share Posted June 7, 2016 Hi, There is a nifskope plugin for 3ds max here : https://github.com/jonwd7/nifskope/releases and you will need this also: http://www.nexusmods.com/fallout4/mods/78/ Look , ehm, this is my workflow on adding weapons to fallout 4 from 3ds max,First, choose a weapon from the game that fit with the animations or has the animation that you´re interested for you weapon. After that, extract the nif files of the game weapon, scale your mesh to match the game weapon position, later, detach your weapon model in the same objects that the game weapon has f.e barrel, stock . It has to match the same parts that the nif file of that weapon part has. Once you have your weapons in nif files, its time to do nifskope magic.https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev4 This is the link to nifskope program. And here is a tutorial from mikemoore that teach how to do that nifskope magic: https://www.youtube.com/watch?v=ppTXCJ0SZ88&list=PLL3Oz5mRcoTQK5vr3_vkqUXXkmwLFYIJa&index=1. Its the same video that sam fisher post before. When you have your nifs in correct order, create the same carpets with the same name that the game weapon had, and put in there the corresponding items (textures. meshes, materials). Forgot to say that you´ll have to create a material file (bgsm) for your weapon , you can do it with this http://www.nexusmods.com/fallout4/mods/3635/? , a nice and easy to hadle tool made by ousnius. Now with all the files ready, you can choose between FO4 edit :http://www.nexusmods.com/fallout4/mods/2737/? or the CreationKit , to use the creation kit, you´ll have to register in bethesda.net and download the bethesda.net launcher and start the CK from there. Personally , I use the CK, there are not much tutorial for making weapons, and which are, don´t inform well, I tell you from experience. Well, once in the CK go to File- Data and mark the Fallout 4 esm and load it, Its very intuitive so you won´t have any problem loading it. Type in the object window the weapon Id of the weapon you´ve chosen before to fit your weapon and change first the OMODs wich are the ones relationated with the object or mesh, change the name of the weapon in the id, no more than that. After that do the same with the COBJ wich are the "recipes" to craft the objects in the workbech, just change the name as before and match the obj that the recipe creates. At last change the MiscMods, that are wich "save" your older modifications of the game so you can attach them without do the mods again. Once done that, go to your weapon (WEAP) and there you can change the values you want(ammo, damage...) you´ll see a window that says obj template, click there, and in the new window click on the top-left window forms and change the obj modifiers for the OMOD you previously created. If wanto know more tell me and tell you all the leveled lists, place the weapon in the world, custom sounds and all that stuff. Link to comment Share on other sites More sharing options...
Suran329 Posted June 7, 2016 Author Share Posted June 7, 2016 Awesome!!! Thank you all very much for your fast and helpful anwesers. I think that's all I need to get started!Ill go through all tutorials and instructions, one after another. Might take some time though since Im still busy working on several Skyrim mods xD The front grip would be purely cosmetic, als Sam Fisher said, but that's okay. Its not that prominent anyways. Maybe Ill even make it a mod.Damn, if the Submachinegun is really the best animation-template for this, then Im screwed. Cause hell it doenst fit at all. Whoever designed FO4s weapons doesnt seem to like pistol grips and vertical magazines... Here's a pic that shows the Thompson overlaying my SMG. I either have to go for it or to wait for Bethesda releasing another DLC with a more fitting weapon :D http://fs5.directupload.net/images/160607/dmpgddtc.jpg Link to comment Share on other sites More sharing options...
SamFisher338 Posted June 7, 2016 Share Posted June 7, 2016 (edited) You'll probably have to scale it down a bit more, and try to get the trigger to match up, while having the handguard in the best possible position. The G3 mod available also moved the charging handle to above the trigger mechanism similarly to the thompson. I don't know if that's necessary since I've not worked with a similar weapon yet.I'm personally not that bothered by the reload animations, and at least with the weapons I've tested I don't find the magazine position to be that big of a problem ingame. Hopefully Bethesda will add another pistol grip weapon but I don't have high hopes since it seems that there will only be one more decently sized DLC. Edited June 7, 2016 by Sam Fisher Link to comment Share on other sites More sharing options...
H00V3RD8M Posted June 7, 2016 Share Posted June 7, 2016 You should try to develop this gun into the R91. It has so much potential!I am clearly aware of the FN FAL style R91 and the mod that converts the available G3 into the R91, but I would like to see the R91 as a standalone mod, in all of its original G3 glory, just like in FO3. WastelandMelody already made a decent Chinese Assault rifle and I think it needs a companion to go along with it. Link to comment Share on other sites More sharing options...
Mythos214 Posted November 2, 2018 Share Posted November 2, 2018 What ever happened with this? Link to comment Share on other sites More sharing options...
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