[QUOTE=DChapsfield;50751205]In my gun shop WIP right now
[t]http://images.akamai.steamusercontent.com/ugc/491274240806492012/6E3EE8DF1608040489D82073EBC3F32268F52E88/[/t][/QUOTE]
This picture just leads me to the realization that those shoulder pads just aren't big enough.
[QUOTE=BrosefStachin;50751761]I downloaded it to try it out. Will endorse as soon as the Nexus allows me to. And by the way, [B]you're in the Hot Files![/B][/QUOTE]
Holy! Awesome and thanks for trying my weapon out! :cat:
Is there a large scale food alternative for settlements
Don't like planting a million corn compared to water purifiers and big ass sentries. All the other resources are easy
Decided to try survival again... lost an hour because one raider, who was turned around, perfectly arced a molotov behind him to crit me in the face.
Right, gotta remember reason #10 why no one playtested this game. Fucking grenades that go up and home in on you, even when you're in a building on the top of a quarry... 20 feet above an enemy and obscured by two walls. Or in the case above, on the other side of a playground while he was fighting my dog.
[QUOTE=nomad1;50751697]For the distance the gun barrel is at, wouldn't using a normal map for the bevels be better? or am I getting ahead of myself and you planned on doing that?[/QUOTE]
I don't really know what you mean, those are just some quick turbosmoothed silhouette tests? The bevels are too big to be accomplished with a normal map, the geometry must support the silhouette essentially.
[QUOTE=VenomousBeetle;50751859]Is there a large scale food alternative for settlements
Don't like planting a million corn compared to water purifiers and big ass sentries. All the other resources are easy[/QUOTE]
Build one huge farm settlement, and have supply lines going to it. Settlers still complain about not having food but it doesn't affect their happniness iirc
It doesn't seem to effect their numbers when you do that. Is there an easy way to check supply lines? And do I have to have both ends going back and forth or
[QUOTE=VenomousBeetle;50751934]It doesn't seem to effect their numbers when you do that. Is there an easy way to check supply lines? And do I have to have both ends going back and forth or[/QUOTE]
It doesn't effect the numbers, but they'll be green. (i.e. if you have a settlement with zero food hooked up to a farm settlement, it'll still say 0 food but it's in green instead of red)
You can check your supply lines by hitting C on the Pip-Boy map screen, and you only need one provisioner for each supply line.
[QUOTE=VenomousBeetle;50751859]Is there a large scale food alternative for settlements
Don't like planting a million corn compared to water purifiers and big ass sentries. All the other resources are easy[/QUOTE]
[url]http://www.nexusmods.com/fallout4/mods/8621/?[/url]
The Better Stores mod has a few high food settlement objects. It has place-able livestock like brahmin, radstags, chickens, rabbits,etc that give good amounts of food (also comes with brahmin trough equivilents) and there's a shack type thing you assign settlers to and they play a few different farming animations around it for 10 food.
While i do what _charon says, it's pretty easy to get your food production up to par with the mod so they stop bitching
[t]https://staticdelivery.nexusmods.com/images/1151/2131512-1469144306.jpg[/t]
[url]http://www.nexusmods.com/fallout4/images/41869/?[/url]
Totally want to see a Monster Mod/ Marts Mutant mod for Fo4 with centaurs back in.
[QUOTE=Mining Bill;50751693]def. think it looks better the original way, with the priority on the hammer looking good.[/QUOTE]
I tried to get a compromise really, the clipping was unacceptable like this
[t]https://i.gyazo.com/4a22737bced1abf19e510f2c3c89865a.png[/t]
I'll take another look at the hammer tomorrow
Started on a muzzle break but realised the gun probably won't climb at all when you fire it, it's too long/heavy haha. I'm probably going to drop it.
[t]https://i.gyazo.com/efea11f2d61b7969f6ceb515ce834a8a.png[/t]
I guess rate [B]disagree[/B] to continue it or [B]agree[/B] to do a different mod, but I'm definitely doing the silencer and some kind of sights mod.
Just now looking at wasteland workshop stuff. Death claw guards sounds niiice
[QUOTE=The Rizzler;50751881]I don't really know what you mean, those are just some quick turbosmoothed silhouette tests? The bevels are too big to be accomplished with a normal map, the geometry must support the silhouette essentially.[/QUOTE]
oh if it's just a test then disregard.
[QUOTE=Mattchewy;50751953][t]https://staticdelivery.nexusmods.com/images/1151/2131512-1469144306.jpg[/t]
[url]http://www.nexusmods.com/fallout4/images/41869/?[/url]
Totally want to see a Monster Mod/ Marts Mutant mod for Fo4 with centaurs back in.[/QUOTE]
Me too. Really didn't like the mutant hounds replacing them.
Imagine a centaur like critter as mobile as the hounds. It'd be spooky as heck.
[QUOTE=evilweazel;50752069]Me too. Really didn't like the mutant hounds replacing them.
Imagine a centaur like critter as mobile as the hounds. It'd be spooky as heck.[/QUOTE]
Considering that the Super Mutants were created by the Institute, it wouldn't make terribly much sense for Centaurs to be around; they're a unique creation of the Master and the Vault 87 mutants randomly throwing stuff in to see what would happen, something I doubt the Institute would be stupid enough to try.
I wouldn't mind seeing Centaurs in the Glowing Sea and rarely in very Mutant-infested areas though; maybe they could be holdouts from the Capital Wasteland or something.
Do people like the eye adaptation in Fallout 4?
I'm wondering if I should use it or not in the lighting mod.
[editline]21st July 2016[/editline]
[img]https://i.gyazo.com/a9206125fc6051edc62581cfa2c88e32.png[/img]
[img]https://i.gyazo.com/72db2453c46006ba535e2eb0167bd455.png[/img]
There's now an animation kit for Fallout 4.
[url]http://www.nexusmods.com/fallout4/mods/16694/?#[/url]
Looks like there is Maya plugin, but not for 2013-2015?
[QUOTE=Gentleman Cat;50752256]There's now an animation kit for Fallout 4.
[url]http://www.nexusmods.com/fallout4/mods/16694/?#[/url][/QUOTE]
It's the thing from the thread linked that it's coming along, just on nexus
Guy said in thread you'd be better off using his git bcuz he put it on nexus purely for exposure or something
[QUOTE=Tuskin;50751562]Why does that flag have a normal map.
I mean, its fine that it has one, but why are the stripes and stars part of it.[/QUOTE]
I'm not sure what you mean? I don't understand texture mapping all too well. I just know that's a vanilla flag decoration
The normal/bump maps make certain details "pop"
Look at the stars, they look like they're outward
[QUOTE=Tuskin;50751562]Why does that flag have a normal map.
I mean, its fine that it has one, but why are the stripes and stars part of it.[/QUOTE]
None of that's wrong, actually. The stripes on big american flags like that are made of separate strips of cloth that are sewn together (giving it some amount of depth), and the stars are threading that extrudes out from the canton:
[t]http://res.freestockphotos.biz/pictures/17/17797-american-flag-close-up-pv.jpg[/t]
[QUOTE=Nukedrabbit95;50752569]None of that's wrong, actually. The stripes on big american flags like that are made of separate strips of cloth that are sewn together (giving it some amount of depth), and the stars are threading that extrudes out from the canton:
[t]http://res.freestockphotos.biz/pictures/17/17797-american-flag-close-up-pv.jpg[/t][/QUOTE]
Well, yeah, but the texture doesn't look like that. It looks like dyed burlap and there's no defined stitching for any individual element.
[QUOTE=Grenadiac;50752585]Well, yeah, but the texture doesn't look like that. It looks like dyed burlap and there's no defined stitching for any individual element.[/QUOTE]
It honestly looks fine, its a medium/low detail game asset using a bump-map to imply depth for the flag material, the stitching, and the star stitching.
Its not amazing but I feel it would probably look worse without it.
How can I find the id of an object on the CK? I'm trying to find a way to spawn in the NV weapons on a new game and can't be bothered to scrounge the merchants for small chances. I'd use the help command by welp it's in Russian
[QUOTE=ChicagoMobster;50753289]How can I find the id of an object on the CK? I'm trying to find a way to spawn in the NV weapons on a new game and can't be bothered to scrounge the merchants for small chances. I'd use the help command by welp it's in Russian[/QUOTE]
could try opening the NV weapons .esp in FO4Edit, it tells you the ID there but you need to also look at your load order and replace the 2 zeros at the beginning of the ID with your 2 load order numbers
[QUOTE=Tuskin;50751562]Why does that flag have a normal map.
I mean, its fine that it has one, but why are the stripes and stars part of it.[/QUOTE]
Becuase that's how the flag is put together
[t]http://puu.sh/qabok/f51dbc39e5.jpg[/t]
Fast traveled back to Sanctuary and uh...
[t]https://dl.dropboxusercontent.com/u/16349584/fallout%204/377160_20160721231828_1.png[/t]
Am I interrupting something?
[QUOTE=nomad1;50753660]Fast traveled back to Sanctuary and uh...
[t]https://dl.dropboxusercontent.com/u/16349584/fallout%204/377160_20160721231828_1.png[/t]
Am I interrupting something?[/QUOTE]
looks like you walked in on a game of "The Floor is Lava"
[QUOTE=nomad1;50753660]Fast traveled back to Sanctuary and uh...
[t]https://dl.dropboxusercontent.com/u/16349584/fallout%204/377160_20160721231828_1.png[/t]
Am I interrupting something?[/QUOTE]
they don't wanna deal with preston's settlement problem
Sorry, you need to Log In to post a reply to this thread.