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MOD HELP With 10mm SMG Sight


ZekePendeman

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So the idea is that the 10mm sight is a pain to use. I want to mod it to be different so I don't need to look through a tiny hole to shoot. The plan is simply to cut the top half off. "Simply". I can do simple retextures, but this is a bit beyond my modding ability.

 

My efforts so far haven't worked out, but I might not be doing it right. So far all I did was remove the part of the sight I wanted gone on the SMG texture (_D) and made the removed parts transparent. I did this with the _N and _L (formally known as _S) maps. It shows the removed parts as bright red instead. Without the maps edited, same thing happens.

 

SMG Textures path:

 

C:\Program Files (x86)\Bethesda.net Launcher\games\Fallout76\Data\Textures\weapons\10mmsmg

 

Gimp 2 for editing textures, saving _D as BC3/DT5 and _N/_L as BC5/ATI2 formats.

Using Baka tool to get mods into the game.

 

Can someone please tell me hat I'm doing wrong and/or how I'm supposed to do this?

 

 

http://i67.tinypic.com/e69i8p.jpg

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hey, i never heard of the idea making stuff transparent:D i am also not 100% sure about side effects. i am also not really into 3d modelling stuff.

 

nevertheless, i believe the following flow to be the "correct" one (please anybody to verify or correct me):

 

-create new models in 3dmax or similar software

-create nif files out of these models

-create specific object in CK, most probably the receiver of desired weapon

-link model to the newly created object

 

if you try with the transparent retextures, which i believe is actually a pretty fun idea:D

 

-everything you need is a material swap for specific receiver. still, as it will be obviously replacer, you will need to apply this material swap for the vanilla base object of your weapon's receiver.

 

general setup of weapons in CK:

 

-the weapon object is a container of all various objects you need to make a weapon working, like projectiles, objects, damage

-within the weapon object, you find a button called "object template", this is where all the various models are built and flagged with keywords. within this section, you could apply the omod objects, which are basically all defragmented parts of the complete weapon, corresponding to what you can modify in the weapon workbench.

-this omod objects contains information about certain enchantments and also about the material swap. so once you created your material swap object, you could select this for the specific omod object.

 

this is what i used (and trial and error, of course:D):

https://www.youtube.com/watch?v=JClgqQl32Fo

and

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