|
Saint Sputnik posted:Thanks! Someone caught a goof I made with the original file that prevented some of the songs from playing so I hope you got the fixed version. I am using the version .1000000000 version or so that up on the Nexus.
|
# ? Mar 24, 2016 06:44 |
|
|
# ? Jun 6, 2024 06:22 |
|
Just in case anyone missed it, if you want to keep your gui mod and enjoy the new dlc, here is a fix for the crash. maybe : http://www.nexusmods.com/fallout4/mods/11218/
|
# ? Mar 25, 2016 03:48 |
|
staberind posted:Just in case anyone missed it, if you want to keep your gui mod and enjoy the new dlc, here is a fix for the crash. maybe : http://www.nexusmods.com/fallout4/mods/11218/ "Special Gamebryo Magic" is right. What a loving bizarre bug.
|
# ? Mar 25, 2016 04:03 |
|
A few goodies: http://www.nexusmods.com/fallout4/mods/11274/ Pipe shotgun. Seems like an obvious omission, but here it is. Haven't tried it out yet, but it looks good. http://www.nexusmods.com/fallout4/mods/11278/ 3 Craftable hats for Automatrons. Because why the gently caress WOULDN'T you want this poo poo? Bowler hat, Ironsides' hat, and chef's hat. http://www.nexusmods.com/fallout4/mods/11233/ http://www.nexusmods.com/fallout4/mods/11243 Moddable Greygarden bots and DRINKIN BUDDY. Because it's a loving travesty that that poo poo wasn't default. Also, apparently you can make as many copies of Buddy as you like.
|
# ? Mar 25, 2016 07:28 |
|
Thanks, I found a .rar of all the stuff I need to install but testing on my desktop vs laptop confirms that my desktop is all kinds of hosed up. It's in bad need of a reformat, so until then installing the nifscripts will hardlock the desktop. It's not the end of the world, still got plenty to learn. I've learned a bunch about normals but I doubt things are being done correctly or efficiently. Right now the head, the handle and the grip all have their own sets of AO, Normals, and Base textures because I couldn't figure out how to manage the UVs and to merge normals the way I wanted to. I used a nice GIMP plugin to convert small detail to a normal map, so now I can make the rubber grip and head look kinda cool. Well, except for the fact that I'm pretty sure the logo isn't centered, isn't interesting looking, and generally looks bad. Whatever, I'm no graphics designer. It's a test or something. I've got gradients put on it and was about to start doing color painting for variation, but for whatever reason the draw brush doesn't do anything. I get the fill to work just fine, but I can't draw on my objects? When I create a test cube mesh and draw it everything is fine, but not on my actual objects. Not really sure what's going on but I'll keep poking at it. I think I'll do some dirtying up with that, and finish up with any rigging or weighting or whatever I need to do.
|
# ? Mar 25, 2016 12:09 |
|
Gonkish posted:A few goodies: this looks like someone ported over a tf2 gun, I kind of hate it
|
# ? Mar 25, 2016 14:20 |
Looking good, when you have it all done and confident enough perhaps make a rusty bloody unique version as well?
|
|
# ? Mar 25, 2016 14:20 |
|
SeanBeansShako posted:Looking good, when you have it all done and confident enough perhaps make a rusty bloody unique version as well? how about a physics enables supersized spiked dildobat as well... uhm asking for a friend.
|
# ? Mar 25, 2016 15:51 |
|
https://www.youtube.com/watch?v=UvdUjTB-C08 ASTERISK CHUCKLE ASTERISK YOU HEARD CODESWORTH
|
# ? Mar 26, 2016 02:08 |
|
Babe Magnet posted:https://www.youtube.com/watch?v=UvdUjTB-C08 Well guess this just answers all the questions I had about custom voice acting.
|
# ? Mar 26, 2016 04:36 |
|
Are there any mods that make power armour rarer? I found an overhaul that makes fusion cores rarer. I'd like to make using power armour a special occasion!
|
# ? Mar 26, 2016 13:01 |
|
TescoBag posted:Are there any mods that make power armour rarer? I found an overhaul that makes fusion cores rarer. I'd like to make using power armour a special occasion! I was thinking the same thing today. I remember when I first played the game I found a set of power armor at the bottom of a lake and that felt like a rare treasure. By the end I had enough suits for half the wasteland and enough cores to never ever leave it or run out of ammo for my laser chaingun. I guess that mod would have to go manually remove many of the pre-placed sets scattered around the wasteland. I think most of the military outposts have one. Theres a ton. Oh, and Saint Sputnik. I started using your radio mod. I love it! For some reason it feels way better roaming the wasteland with it than the regular radio. I think the blues fit into the background easily, whereas the regular radio is more or less pop songs that have a lot of ear worms, but quickly become played out. Great job with the robo-DJ too.
|
# ? Mar 26, 2016 13:50 |
|
Wrr posted:Oh, and Saint Sputnik. I started using your radio mod. I love it! For some reason it feels way better roaming the wasteland with it than the regular radio. I think the blues fit into the background easily, whereas the regular radio is more or less pop songs that have a lot of ear worms, but quickly become played out. Great job with the robo-DJ too. Awesome, that's good feedback, thanks. I'm in the process of cherrypicking another list of 20-30 extra songs, including a bunch of artists not currently on it, so I'll see if I can get those added this weekend. I wish play was randomized, but it wasn't in the example framework I used so I'll have to see if I can figure it out. I think with the vanilla radio, you get a different song every time you load a save, but DW picks up with the same song in progress and I found it a little irritating in repeat-dying gunfights. At the same time, I'm considering putting some selections from the Conet Project together (https://archive.org/details/ird059) into a numbers station sort of creepy-as-gently caress ambient radio. Need to come up with some lore for it though. And yesterday I updated my Caps and Masks mod (http://www.nexusmods.com/fallout4/mods/8836/) since someone released some neck- and head-wearable bandanas and let me integrate those models, plus I had some knit caps I'd been meaning to publish.
|
# ? Mar 26, 2016 18:17 |
|
TescoBag posted:Are there any mods that make power armour rarer? I found an overhaul that makes fusion cores rarer. I'd like to make using power armour a special occasion! You don't ever have to use power armor. I've spent dozens of hours with completions for every non-minuteman faction and only ever used power armor to talk to Virgil.
|
# ? Mar 26, 2016 20:14 |
|
A mod that puts one complete set of each armor in the game at a set location and cuts the rest would be fantastic.
|
# ? Mar 26, 2016 20:20 |
|
Xenoid posted:http://www.nexusmods.com/fallout4/mods/6473/ Does this work with a save game? I'd be very surprised if it does. Is this considered the best difficulty mod now? I can't imagine this works well with the Survival Rebalance. Why up damage while also killing health scaling? It should either be one or the other.
|
# ? Mar 26, 2016 21:58 |
Deified Data posted:A mod that puts one complete set of each armor in the game at a set location and cuts the rest would be fantastic. I'd love that, also to add to this idea only a handful of the suits are complete. The rest of the suits in the world are really just spare frames and your going to have to get around to repairing them from scratch. Maybe a mod that gives you an option to convert a power armour frame into some pretty decent medium tier armour as well?
|
|
# ? Mar 26, 2016 22:00 |
|
If there is a mod to make only one full suit of each power armor, then go the extra distance and make it a quest line. Don't make it chance that you stumble upon the armor, that would be frustrating. Create some sort of a story, maybe a "treasure map" sort of deal detailing one armor after another. Each power armor is guarded, so it'll be a difficult fight.
|
# ? Mar 26, 2016 22:06 |
|
What would you do about BoS? Though I guess there's an in game example of BoS causing their suits to weld themselves shut to get it out of people's hands.
|
# ? Mar 26, 2016 22:19 |
|
Maybe there's a way to make all the suits in the hanger but yours unwearable? They could be the sole source of T-60, making them wagging the prospect of power armor in your face when you first join them actually meaningful. Alternately maybe you could grab some T-60 from the Atom Cats.Revol posted:If there is a mod to make only one full suit of each power armor, then go the extra distance and make it a quest line. Don't make it chance that you stumble upon the armor, that would be frustrating. Create some sort of a story, maybe a "treasure map" sort of deal detailing one armor after another. Each power armor is guarded, so it'll be a difficult fight. Definitely. Give the player their T-45 for free at the start like always but have everything else be related to a quest. Who would give it? The Cats seem appropriate, being power armor enthusiasts. Deified Data fucked around with this message at 00:30 on Mar 27, 2016 |
# ? Mar 27, 2016 00:28 |
|
Just uploaded a 40-track expansion to DWR, and I serendipitously found how to more or less randomize play. It's 38 new songs and two station IDs. New artists include Mississippi John Hurt, Texas Alexander, Robert Johnson and Sam Collins. http://www.nexusmods.com/fallout4/mods/11087/
|
# ? Mar 27, 2016 00:45 |
|
quote:Power Armor Talk For me, part of the fun of it was simply finding and it being excited because it seemed rare and important. However once I started another play through I instantly knew where they all were and it was trivial to get them. Personally, I would mod it so that over-all less power armor spawns in the world, they have a TON of potential new areas to spawn in, and on the start a new game the mod rolls against that potential spawn area and chooses which to spawn in the world. I think this would be a good way to continually recapture the feeling of discovery. I guess the Cats would still sell their power armor cause thats their whole shtick. Jack up the place maybe, I dunno. Saint Sputnik posted:At the same time, I'm considering putting some selections from the Conet Project together (https://archive.org/details/ird059) into a numbers station sort of creepy-as-gently caress ambient radio. Need to come up with some lore for it though. Your mod did get me thinking about what I'm going to do with regards to radio stations in my future mods. I used to be a radio maint-tech for ATCALS stuff and radios are near and dear to my heart. I derive sexual pleasure from radio chatter and a perfect 1khz tone. I was thinking maybe a bunch of smaller radio stations you can only hear in certain geographic areas. Maybe an ATIS broadcast playing from the airport (BoS could have a quest to co-opt it for their propaganda or something), or some sort of "Sky-King" style emergency broadcasts from the army base? There is precedent for these smaller radio stations in FO3. I think there were number stations too? Oh, and remember, it's totally possible for shortwave or AM freqs to bounce off the ionosphere and transmit across the globe! Add in some fluff about the nuclear fallout making that way easier to do and suddenly we have an excuse for RUSSIAN RADIO (or, Chinese I guess).
|
# ? Mar 27, 2016 02:12 |
|
Wrr posted:Your mod did get me thinking about what I'm going to do with regards to radio stations in my future mods. I used to be a radio maint-tech for ATCALS stuff and radios are near and dear to my heart. I derive sexual pleasure from radio chatter and a perfect 1khz tone. I was thinking maybe a bunch of smaller radio stations you can only hear in certain geographic areas. Maybe an ATIS broadcast playing from the airport (BoS could have a quest to co-opt it for their propaganda or something), or some sort of "Sky-King" style emergency broadcasts from the army base? There is precedent for these smaller radio stations in FO3. I think there were number stations too? What would be really cool is if the radio functioned like your PDA in certain Stalker mods. There's one for Clear Sky where you overhear a lot of chatter in general and some of it is world-related, like the location of a monster or someone announcing he has a special item for sale. It would make sense a lot of factions would have their own bands they use to coordinate stuff, like Railroad agents sending coded messages or merchants talking about trade routes, dangers, etc. I can imagine the functionality would be there... Radio songs are set up the same as dialog options, and those can have quest conditions attached (such as, in this case, spawning a monster or randomly generated high-level item). And Old World Radio, which is a pretty massive collection of different genres, has the Gopnik station which is Russian music. I haven't listened to it enough to say if it's very good or not. Saint Sputnik fucked around with this message at 03:06 on Mar 27, 2016 |
# ? Mar 27, 2016 03:04 |
|
Edit: Never mind. Figured it out.
RaspberryCommie fucked around with this message at 04:10 on Mar 27, 2016 |
# ? Mar 27, 2016 03:14 |
|
A cool thing is that when I first made the UVs for my meat tenderizer I had trouble fitting them all on one image so I eventually said gently caress it and gave the handle, grip, teeth and head objects their own UV maps. Now that its time to bake the final texture I have to rejoin everything and I'm hosed. So, time to redo all the textures! I guess it is fine, I wasn't in love with the logo I slapped on there anyways. Although, I haven't checked how the game handles modifiable weapons. Maybe it'll be fine if each of the weapon parts is its own mesh and texture?
|
# ? Mar 27, 2016 03:57 |
|
Are you new to 3D modeling? I don't see any reason why you need to have every piece joined back together for baking maps, just bake them separately and combine in an image editing program later. If you want it upgradable, you're probably going to want each piece to be its own model, though, yeah, depending on what's going to be swapped out.
|
# ? Mar 27, 2016 05:18 |
|
Babe Magnet posted:Are you new to 3D modeling? I don't see any reason why you need to have every piece joined back together for baking maps, just bake them separately and combine in an image editing program later. Yes, this is more first model. I'm following the game asset creation video series and more or less just doing what the guy who made those is doing. When he finishes all the normals, textures, AO, diffusion, gradients, etc, he joins all the pieces together and then creates one single texture image and one single normal map image for the game engine (in this case TF2) to load. If I were to do that with my current setup, all the UVs would be ontop of each other and it would be a clusterfuck. I guess I should study the FO4 specific part of the process a bit more.
|
# ? Mar 27, 2016 07:42 |
|
Alright, well it sounds like you've got to get a better handle on your UVs. You definitely do not want them to overlap when you're baking maps. UVing is an art and a skill all its own, and it's definitely intimidating if you're a beginner. Having to restart in order to get better texture space is something to be expected. There's a lot of old stuff I've done where I'd love to go back and tighten up that texture space a little more. For optimization's sake, joining everything into one map and object would be the best path. On the other hand, if you ever plan on making different heads for the hammer or different handles, leaving them as separate objects (and separate texture maps for each object) would be the best idea, it sounds like. You've got the general idea though, that each piece should have its own section of the UVs. If you want to combine it all into one item, all it really sounds like you need to do is move each part of the final, single object's UVs into their own non-overlapping section. e: nevermind Babe Magnet fucked around with this message at 19:32 on Mar 27, 2016 |
# ? Mar 27, 2016 18:21 |
|
Mind you that Source (TF2's version at least) probably has two maps: Diffuse (the basic color texture) and normal. FO4 likely has the diffuse, normal, specular, and may have a few others as well. For a decent idea of texture mapping amounts look at this Planetside 2 creation guide from their own site:Planetside 2 Player Studio Guidelines posted:MATERIALS AND UVS Obviously this is probably the worst case overly complicated scenario (you won't have to worry about at least five of those that I can figure) but just for an idea of how much texturing goes into this. The entire model should unwrap into a single texture and the only reason you have multiple textures is because you have multiple texture TYPES. It's all a bit complex to just suddenly jump in to and there's actually a whole TON of subtle nuance to getting good unwraps/textures. Don't worry about it too much, just keep plugging away and you'll get it. Your work so far looks good and now it's just a matter of translating it into a game asset, and that may actually be more of a GECK thing than anything you can help at the moment.
|
# ? Mar 28, 2016 02:36 |
|
As far as I know FO4 just uses the diffuse, normal and specular maps, but there's also a Material file (BGSM) that governs all three (and is used for palletswaps without having to edit the model itself). There's a tool for creating one; I've only used it to edit existing. But it's nothing you need to worry about till after the model and its UV maps are finished. Also don't forget that with something like a hammer, you can stack the segments of the UV that are going to look identical, like the metal faces of the hammer head. You should be able to resize individual segments too, depending on the level of detail it needs -- the bottom of the handle won't be seen much so its segment doesn't need to be the same scale as everything else.
|
# ? Mar 28, 2016 13:37 |
|
I'd be pretty drat surprised if Fallout 4 doesn't use PBR instead of the old specular/glossiness route.
|
# ? Mar 28, 2016 13:38 |
|
50/50. It's nothing more than an enhanced Skyrim Gamebryo BUT they also obviously rewrote a lot of the rendering for it already, they may have gone whole hog.
|
# ? Mar 28, 2016 14:28 |
|
Wrr posted:Although, I haven't checked how the game handles modifiable weapons. Maybe it'll be fine if each of the weapon parts is its own mesh and texture? I haven't done anything with the melee weapons but this is exactly how the guns work. Take the .44 as an example. There is the receiver, barrel, scope, and grip. Each of those parts will link to a different .NIF. I would open up something like the bat in Nifscope so you can see what is going on. There are going to be reference points that your model won't have yet that FO4 needs for the upgrade parts. When I made my first gun I used the base .44 receiver as a template so I had all the reference points I needed already. Here is my current attempt at a laser musket blunderbuss. I can't for the life of me get the texture files to play nicely though.
|
# ? Mar 28, 2016 18:50 |
|
Wrr posted:Your mod did get me thinking about what I'm going to do with regards to radio stations in my future mods. I used to be a radio maint-tech for ATCALS stuff and radios are near and dear to my heart. I derive sexual pleasure from radio chatter and a perfect 1khz tone. I was thinking maybe a bunch of smaller radio stations you can only hear in certain geographic areas. Maybe an ATIS broadcast playing from the airport (BoS could have a quest to co-opt it for their propaganda or something), or some sort of "Sky-King" style emergency broadcasts from the army base? There is precedent for these smaller radio stations in FO3. I think there were number stations too? Just had a thought - imagine assigning some of these spooky stations to roving eyebots. You're walking around and hear some distorted foreign voice dispassionately reciting something, accompanied by a tortured warble of an almost familiar tune, and you can't see where it's coming from, but oh god it's getting closer...
|
# ? Mar 28, 2016 21:09 |
|
I'm about 20 hours into my first vanilla playthrough. Mods I'd want, off the top of my head: 1. Craftable ammo 2. Fusion core recharging (or crafting) 3. Craftable stimpacks 4. Drive-able vehicles (e.g. motorcycles, tanks) How many of those exist or are in the works?
|
# ? Mar 28, 2016 22:24 |
|
pmchem posted:I'm about 20 hours into my first vanilla playthrough. Mods I'd want, off the top of my head: You can already make stimpacks at a Chemistry station. IIRC you need antiseptic, a blood pack, and steel. You can make rad-aways too.
|
# ? Mar 28, 2016 22:29 |
|
pmchem posted:I'm about 20 hours into my first vanilla playthrough. Mods I'd want, off the top of my head: One is in the OP, two may be available on the Nexus, three is in game, and four will likely require the GECK.
|
# ? Mar 28, 2016 23:09 |
|
pmchem posted:4. Drive-able vehicles (e.g. motorcycles, tanks) https://www.youtube.com/watch?v=IGiQOCX9UbM
|
# ? Mar 29, 2016 00:27 |
|
What mods add the winter textures in this image set? http://imgur.com/a/DsppF
|
# ? Mar 29, 2016 01:36 |
|
|
# ? Jun 6, 2024 06:22 |
|
Man Whore posted:What mods add the winter textures in this image set?
|
# ? Mar 29, 2016 01:43 |