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Just going to repost the download link for the retexture of the that awesome original Rhino hand cannon, minus all the tacky writing n' poo poo on it. This rar includes the normal map fix I had to do a few days afterwards, by the way. I won't bother relinking the weapons pack I did very early on as a lot of them have been ported over by their original authors. I think the only weapons left in my pack that haven't been converted yet were the few melee weapons I did. Meh.
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# ¿ Dec 28, 2010 02:03 |
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# ¿ Apr 27, 2024 16:54 |
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Cream-of-Plenty posted:I added your mod, but I can't recall if it still requires the original to be downloaded for resource purposes or not. Both are in the OP link, regardless. Yeah, it's just a texture replacement for the original Rhino gun carbon texture. The other two alternate textures are even gaudier and aren't even worth the time to remove the text and logos from 'cuz they'll still be hideous. Author's a fairly talented man making the PPC and this Rhino gun from scratch, but I'm not exactly sure what he was thinking when he made the Rhino's original textures.
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# ¿ Dec 28, 2010 02:15 |
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Gyshall posted:Do you have a screenshot of that retexture by chance? Nah, I've been too busy to fire up NV in the past week or two. Just check out the screenshots of the carbon texture on nexus and then picture it without all the text, logos, and barcodes. That's pretty much it.
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# ¿ Dec 28, 2010 03:32 |
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Working on a new weapons related mod, though with how slowly I work it may be a while before you see results. Still, the results are promising so far and once I'm done the first couple, it shouldn't be too hard to adapt to others.
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# ¿ Dec 31, 2010 02:31 |
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Brace posted:What kind of weapons are we talking about here? Now, now, I said weapons related.
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# ¿ Dec 31, 2010 05:36 |
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What's an easy way to merge several mods at once? I seem to remember F3Edit being able to do it back in the day but I can't remember the process and my googlefu has failed me.
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# ¿ Jan 4, 2011 00:15 |
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Cream-of-Plenty posted:Somebody is going to scold me for this and tell me this causes conflicts or is the wrong way to do it because you should be using some iteration of Wrye Bash instead: Ah yes, now I remember it and feel silly for asking. And it should be just fine - it's just several separate single weapon mods I'd simply like to merge together. None of them even have scripts so I should be fine.
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# ¿ Jan 4, 2011 00:30 |
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Paramour posted:So I've gone and modded up like crazy, and it ran fine for awhile. But now I seem to be getting CTDs whenever I fast travel/quicksave, which is pretty annoying. It doesn't seem to be one mod though - I've tested each and every single mod, and all of them have to be removed for it to not CTD. Does anyone have an idea on what could it be? Infamous save file bloat Gamebyro suffers from? I know Morrowind/Oblivion had fixers out for that.
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# ¿ Jan 7, 2011 08:00 |
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Tagichatn posted:So did anyone save that mod with the Mass Effect 2 armor before it was taken down? It sounded cool. Also another cool mod is the bouncing natural breasts mod! I saw it in the top 25 and it adds breast bones to give each breast an amazing bounce with each step! A "copyright infringing" mod like that would get shoved onto Fallout Underground, unfortunately. I say unfortunately because the sign up rules for that site are un-loving-real. But ya know what I find most amusing about all that copyright poo poo? The fact that the site just revels in all of those gun mods, which infringes on all the manufacturer's rights, or armor sets that are featured from anime like the Gantz one and a few others. They're nice armors, but they break copyright laws too. I digress though - we could spend ages criticizing Nexus' stupid upload rules. That being said, I'm hoping someone will eventually port the Crysis armor mod over to New Vegas. I have it and am more than capable of porting the armor itself over, but I'm not so confident about porting the script that came along with it that actually activated the Maximum Armor/Speed/etc poo poo. Lore breaking as gently caress, but it was a sexy looking suit that was fun to mess around in.
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# ¿ Jan 8, 2011 07:54 |
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Schubalts posted:The only copyright infringing stuff is the direct rips from other games. Of which there is a lot on f3underground. Made from scratch stuff like the Gantz mod infringes on no copyrights unless they try to sell it. The stuff made from scratch, maybe, though they're still infringing on trademarks at that point, but I still stand by my point on the majority of the gun mods most of which are actually ripped from other games and converted for use in F3. There are a few hand made ones, but a lot of them are ganked with no issues at all from the admins. It's just a stupid pit of hypocrisy that site enforces is all I'm saying.
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# ¿ Jan 8, 2011 17:48 |
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Capn Beeb posted:Nifty. I looked in the OP but didn't see a guide on porting FO3 mods. I don't suppose you could port this over as well, could you? Someone could if the link worked
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# ¿ Jan 8, 2011 23:54 |
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I had a wee bit of fun with Feng Shui today in an effort to display all my custom weapons. I did my pistols. The one not hanging on my wall is my current sidearm of choice. Click here for the full 1360x768 image. Gun porn indeed.
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# ¿ Jan 10, 2011 01:26 |
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Apotheosis posted:Mamma Mia. What gun mod or mods are you using? I'm always in the market for more and better guns. I'm using several separate weapon mods but going from memory the ones shown here are from these mods: - Samurai Beretta, with the plain retexture that you can get from FO3's nexus - Matchmaster from Wanted - Custom 1911 - 19th and 20th Injection - Rhino Pistol - Dan Wesson's PPC - Sig P226 - DLC Impulse Pack (that's the fancier DE) - A few weapons I ported over myself from the old thread, but I think you can find them on NV nexus like the MK23, USP Match - Springfield XD I think, but I haven't put it up on the wall yet. And I think that's about it... I'm gonna be working my rifles wall next, but not tonight. Naky fucked around with this message at 02:46 on Jan 10, 2011 |
# ¿ Jan 10, 2011 02:41 |
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Umph posted:Is that underground hideout? Yes, it's part of the display area. The armory holds my entire collection of NV stock weapons, of which I'm only missing two, plus all of my ammo. I don't really use the rest of the hideout though. I just use it for the sorting scripts it has and the nice display area which I am Feng Shui'ing the gently caress out of.
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# ¿ Jan 10, 2011 04:47 |
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Click here for the full 1360x768 image. Finished my pistols wall... Click here for the full 1360x768 image. ...and started on Shotty Row, though I'm pretty much nearly done it. Not much of a shotgun fan, but I figure I'll dedicate at least two portions of display area for them. I basically play for a little bit and when I come back to the base, I hang up a few more. Eventually all of my weapons will be hangin'. Most of my custom armors are on display too. Tis a ballin' room, I must say. Once I'm done, I'll have to make a fraps video tour or something disgusting like that. That being said, I'm thinking about making a small mod to compliment UHNV - the lighting in the entire place is way too dark for my tastes and I'm thinking about adding more ambient lighting and increasing the brightness of the current ones.
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# ¿ Jan 10, 2011 06:41 |
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Any of you Nifskope/Blender sexperts have PM/are able to talk me through some stuff? I've done some work on a new pistol in Lightwave, because that's the only tool I'm familiar with, but once I import the finished modified OBJ files, I can't seem to assign the textures to the modified meshes. The UV maps are made for all of them and the textures should be the exact same, but there's nothing showing up nor can I figure out how to fix it
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# ¿ Jan 14, 2011 02:19 |
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Man, why Lightwave 9 doesn't support DDS file formats is beyond me. I'm gonna try a couple things, but I may really need someone who's familiar with Blender and/or someone with Max to give me a hand assigning the DDS textures to my UV maps. You won't have to do anything except actually assign the DDS texture to replace the TIFF files I'm forced to use right now in testing within Lightwave. I swear to god, Lightwave 10 better support it right out of the box or Newtek should just give up advertising that their software is for game development uses as well. edit, fuckin' sweet. Finally got it. Naky fucked around with this message at 04:04 on Jan 14, 2011 |
# ¿ Jan 14, 2011 03:47 |
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Well, finally finished it, I think aside from tweaking the mesh like the front sights, the rail, and possibly the grip. Gonna put it in game to test later, but I think I'm just going to leave it as a resource file and let someone else far better at texturing than me can attempt doing the skin to what it should be above. If I attempt it, I'll just gently caress it right up. Someone on Nexus will do it at some point, I'm sure. Those curious, it's a Smith n' Wesson 500 and it's total gun porn. Nice little small, easy project to see if I could manage to use Lightwave and Nifskope together at least for modeling, though I'm not exactly sure if I can animate in it too... I'll have to get rear end deep in some Blender/3DS tutorials for Gamebryo and see if I can't apply the same knowledge to a different tool assuming I have all the right import/export plugins.
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# ¿ Jan 14, 2011 05:05 |
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Schubalts posted:Chinese forum. Part of a mod pack that also had a crossbow from STALKER and a ton of arm-mounted guns. Grabbing the crossbow though I feel dirty having installed their chinese downloader app.
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# ¿ Jan 14, 2011 07:01 |
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Amstrad posted:Anybody have any (reasonable) requests for new weapons/equipment they'd like to see? You could retexture the mesh I modified for the Smith n' Wesson 500 I did last night once I'm fully finished with it I'll do the UV maps, no worries, but as I'm... oh, 8 years out of the 3D business now needless to say I'm trash with textures.
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# ¿ Jan 15, 2011 00:21 |
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Click here for the full 1038x513 image. Welp, pretty much done loving around with the mesh. All I need to do now is redo some of the UV maps and then release it as a mesh resource to let someone else gently caress around with the textures. I decided to scrap using the stock 44 and used a colt anaconda as the base for the frame to save me some time and just started tweaking and building from there. Good enough for a start I think and should make the revolver users happy for another hand cannon option.
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# ¿ Jan 15, 2011 03:11 |
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There's no Benelli M3 ported over yet, is there?
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# ¿ Jan 15, 2011 04:00 |
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Ah it's been ported.
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# ¿ Jan 15, 2011 04:16 |
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Capn Beeb posted:There's one in that weak rear end Ahztek pack. Pretty nice, too. I really like the irons although it makes me want to port my Mossberg 930 SPX into the game and lol gently caress if I know how to make models and poo poo from scratch, I just take silly pictures: Wow, you weren't kidding, that IS a weak rear end pack. A total stock weapon replacer mod? gently caress me. I'll do everyone a favour and release the Benelli separately from that gay rear end pack.
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# ¿ Jan 15, 2011 04:23 |
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Capn Beeb posted:The brush gun is replaced by a Thompson SMG and the varmint rifle is replaced by some Marlin lever action rifle that has zero iron sights There is also no weapon balance at all and it made me run at least three times as fast for some reason. By the way, I don't think your mossberg request would be all that hard to tweak existing meshes for, but I couldn't do anything about the textures as I am useless in that area.
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# ¿ Jan 15, 2011 04:33 |
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Dickeye posted:Mind doing the 10mm replacer, too? Which one is that?
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# ¿ Jan 15, 2011 04:46 |
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http://www.mediafire.com/?mvv2mg8kn4f1t33 Benelli M3 separated from Ahztek's pack, though the settings are probably different between the two mods - I was in the middle of porting this before I found out that he already did and took his updated meshes/textures/iron sights. Location's in Goodspring's Gas Station. Do tell me if I messed up the file folder structure for the mod release or something like that, but it appears to work in my game thus far. As always, feel free to tweak it yourself in GECK if there's something you don't like. edit: wow, this guy's total amateur hour - hardcoded texture locations that forces you to install your game in the same folder structure he uses? Jesus christ. I should do everyone a favour and port the whole mod over minus the replacer just to spite him. Naky fucked around with this message at 05:04 on Jan 15, 2011 |
# ¿ Jan 15, 2011 04:57 |
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Capn Beeb posted:Yeah this would be great, some of the replacement choices are downright retarded. Well, the good news is that I'm half way done correcting his moronic texture location issues... for. every. single. model. Seriously, shoot me now. The only thing that literally terrifies me is opening up his ESP in GECK only to find out that he actually literally replaced the in-game weapons by simply swapping out their art files or something crazy like that. Because there's a LOT of models here and the thought of adding each and every one of them by hand makes me want to squeeze something fluffy to death.
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# ¿ Jan 15, 2011 06:57 |
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About 75% done fixing the texture paths on this pack. This is so mindnumbing. Dreading the M4A1 because there were fifteen million separate textures on each and every AR15 variation and there were like 10 of those so that was plenty of fun right there. Personally, I like the missing textures that aren't even in the pack period forcing me to track down whatever mod he stole from so I can get 'em. Good times.
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# ¿ Jan 15, 2011 19:14 |
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Question for later, is there a way to duplicate items in GECK within the Object Window? Some of these guns have multiple variants and while it'd be a nice project way down the line to simply make them moddable like in the game that's not something I want to do right now. That being said, I'd rather only make one entry and duplicate it for the same stats while changing the ID and art files. Please tell me this is possible...
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# ¿ Jan 15, 2011 20:41 |
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Amstrad posted:Yep, that's completely possible. How would I go about doing it? From memory, there's nothing in the right click menu. I think. Been a while since I've done serious GECK work beyond a quick weapon port where I didn't need to do any duplication. edit: nevermind. Edit menu, Duplicate or control D for a shortcut. I blame fixing all these texture paths for lowering my IQ. Naky fucked around with this message at 21:13 on Jan 15, 2011 |
# ¿ Jan 15, 2011 20:59 |
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I now have such an unfathomable hatred for the AR15 and all its similar variants. M14, SAW, and M16 are the last to fix before the work in GECK starts. Out of curiosity, while I'm doing this unofficially anyway, should I just add some of those separate weapon mods into the same pack? It's not like this will ever go on Nexus (because I refuse to track down each and every fucker that ever even sniffed at one of these things) and it's already pretty big. Might be nice to have a giant rear end all-in-one pack for SA.
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# ¿ Jan 15, 2011 21:36 |
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Question for those of you who have used Ahztek's pack, did you find his weapons overpowered or underpowered? I'll go about rebalancing after I'm done bringing everything back in.
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# ¿ Jan 15, 2011 23:04 |
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Whew. Finally done importing all the weapons into a separate mod in GECK. Just gotta work on the balancing and place all the weapons into a container and shove it somewhere. Once I'm done with it, any one of you can go ahead and go about making a store, quest, display area, whatever but I'm just about done with it all.
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# ¿ Jan 16, 2011 01:07 |
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Hum. So far Ahztek's weapons are all underpowered compared to the stock weapons he replaces. Perhaps it gets crazy later but so far I've actually had to pump up the numbers a bit to give you a reason to even want to use them at all.
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# ¿ Jan 16, 2011 01:23 |
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As I'm balancing these guns, I realize that they are already set up for the stock mod system. So I scrapped his custom mod system and made a 'universal' set of mods that will work for those guns in the pack that can take them. So if you want a silencer for 3 different guns in the pack, the same modkit 'silencer' will work for any of them. Simplifies things for me a lot. Also, making pretty good progress here. Might even be able to release a version for testing tonight depending on how I feel, but likely tomorrow.
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# ¿ Jan 16, 2011 02:17 |
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Welp, that's it for tonight. 17 weapons in, balanced, moddable and ready for testing, with a whopping 36 left not including any I add.
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# ¿ Jan 16, 2011 02:58 |
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Cream-of-Plenty posted:How many hours total do you think you've put into it so far? 10+ at least. This was a pretty big endeavor, which semi-sucks since I won't really be able to share it widely due to the whole permissions poo poo but it's good for me too. I'm a huge gun whore and half of my active mods are separate gun mods. If I create this one mega-gun mod for myself and let others enjoy/use it too, well, that's a plus I suppose and it cuts down on the amount of active mods I have on the go.
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# ¿ Jan 16, 2011 03:08 |
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Brace posted:Not necessarily, it will be shared widely among modding goons, because if you pull it off right, the OP will of course add it to the OP as the de-facto tactilol gun mod and many goons will sperg because of your hours. Yeah, which is why I'm doing it. Hey, Arenovalis, you mind if I throw your Mossberg n' Mac10 in with the pack? I figure since you actually post here and I know they're yours, I'll ask :P While I'm not much of a readme guy, I promise I'll make it clear that none of the artwork and such is mine as I always do.
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# ¿ Jan 16, 2011 03:20 |
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# ¿ Apr 27, 2024 16:54 |
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So after wanting to take a bit of a break from the grind of GECK, I decided to mod out weapons that previously didn't have mods. So now there are several 'mod' weapons that can now be modded with various cool but tactilol poo poo. In short, this is gonna be a fun mod when it's done.
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# ¿ Jan 16, 2011 20:08 |