• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=Gentleman Cat;50752256]There's now an animation kit for Fallout 4. [url]http://www.nexusmods.com/fallout4/mods/16694/?#[/url][/QUOTE] It still requires HavokContentTools though.
Gonna show off my long-term project for the first time to the [I]public[/I] (FO4 FP discord modding chat ftw), which I have been working on for a month now, a new worldspace about 1/2 the size of fallout 4s world [t]http://i.cubeupload.com/uTMo36.jpg[/t] [t]http://i.cubeupload.com/7Ehf1X.jpg[/t] [t]http://i.cubeupload.com/APrtZT.jpg[/t] [t]http://i.cubeupload.com/dqLEWU.jpg[/t] [t]http://i.cubeupload.com/dCLte2.jpg[/t] [t]http://i.cubeupload.com/eGuxOA.jpg[/t] [t]http://i.cubeupload.com/ycQ3Lk.jpg[/t] [t]http://i.cubeupload.com/29GRj5.jpg[/t] [t]http://i.cubeupload.com/qVzQ0W.jpg[/t]
[QUOTE=FpShepard;50754352]Gonna show off my long-term project for the first time to the [I]public[/I] (FO4 FP discord modding chat ftw), which I have been working on for a month now, a new worldspace about 1/2 the size of fallout 4s world [/QUOTE] Is adding new worldspaces easier in FO4 than previous Bethesda games? I seem to remember it being a bit of a pain in the ass before.
[QUOTE=Trainbike;50754372]Is adding new worldspaces easier in FO4 than previous Bethesda games? I seem to remember it being a bit of a pain in the ass before.[/QUOTE] there is all that extra land in the game map
[QUOTE=DeEz;50754023]It still requires HavokContentTools though.[/QUOTE] Mod author says the install exe doesn't require any registration/ login, so if you still have it or can get it, you can use it. But getting the HCT now would basically be piracy tho.
[QUOTE=ClarkWasHere;50754511]Mod author says the install exe doesn't require any registration/ login, so if you still have it or can get it, you can use it. But getting the HCT now would basically be piracy tho.[/QUOTE] After about an hour of searching, I've found nothing. I give up.
[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] Five little settlers jumping on the bed, One fell off an hurt his head, Mama called Preston and Preston said, "I've got word of another settlement that needs our help."
Those of you here who have made custom weapons for FO4, what determines where the individual weapon is positioned in first person? A lot of custom standalone weapons, despite using all the same vanilla animations seem to have the weapon appear a lot further forward than vanilla weapons, which looks kinda weird, what causes them to have that be different than vanilla weapons?
[QUOTE=ClarkWasHere;50754511]But getting the HCT now would basically be piracy tho.[/QUOTE] I'm leaning towards that not being entirely true. When you go to the page that the HCT was hosted on, you get redirected to [url=http://www.havok.com/pcxs_redirect/]this page on havoks site[/url] and one part of it: [quote]If you are currently using the packages you may continue to use them and develop under the terms of the Havok™ Physics 2012 / Havok™ Animation Limited No-Charge PC Game License Agreement.[/quote] I'm not too clear on agreement mumbojumbo but I read through the agreement when you boot the installer and in the "Copies" section it says: [quote] Licensee may make such reasonable number of copies of the Product as are necessary to exercise Licensee's rights under this Agreement, provided that such copies shall include all applicable copyright, trademark and other proprietary notices of Havok in accordance with Section 2 above. [/quote] If someone makes a free tool that relies on HCT to function, I believe that this part of the agreement makes it legally alright to package the original installer along with it. Provided I understood it all correctly anyways.
[QUOTE=_charon;50752100]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.[/QUOTE] You doubt the Institute's stupidity?
[QUOTE=Trainbike;50754372]Is adding new worldspaces easier in FO4 than previous Bethesda games? I seem to remember it being a bit of a pain in the ass before.[/QUOTE] First time adding a new worldspace for a Bethesda game, so far my ass has been relatively fine. I imagine it's going to get some pain once I have to deal more seriously with LOD's and nav meshing (oh god)
[QUOTE=ubersoldier;50754878]I'm leaning towards that not being entirely true. When you go to the page that the HCT was hosted on, you get redirected to [url=http://www.havok.com/pcxs_redirect/]this page on havoks site[/url] and one part of it: I'm not too clear on agreement mumbojumbo but I read through the agreement when you boot the installer and in the "Copies" section it says: If someone makes a free tool that relies on HCT to function, I believe that this part of the agreement makes it legally alright to package the original installer along with it. Provided I understood it all correctly anyways.[/QUOTE] You can't redistribute software just because it's necessary to run whatever program you're making (which in this case isn't even a program or a tool, it's a workflow). That just means you can make copies for personal use, anyone else wants to use it needs to sign their own agreement (and they can't). Just like any other software that comes with an unlimited license means you can install it on multiple machines that belong to you/your company, not that you can freely distribute it to anyone.
[QUOTE=simkas;50754874]Those of you here who have made custom weapons for FO4, what determines where the individual weapon is positioned in first person? A lot of custom standalone weapons, despite using all the same vanilla animations seem to have the weapon appear a lot further forward than vanilla weapons, which looks kinda weird, what causes them to have that be different than vanilla weapons?[/QUOTE] The position of the model in the .nif file. This determines how it is displayed in both first and third person I'm not sure why most weapons show very far forward (including potentially mine) but it might be that FO4 has very stocky guns, the animations don't support the gun being bigger/closer to the camera without the hands clipping etc. Someone brought up an fov setting or something but I haven't found anything.
[QUOTE=The Rizzler;50755061]The position of the model in the .nif file. This determines how it is displayed in both first and third person I'm not sure why most weapons show very far forward (including potentially mine) but it might be that FO4 has very stocky guns, the animations don't support the gun being bigger/closer to the camera without the hands clipping etc. Someone brought up an fov setting or something but I haven't found anything.[/QUOTE] That would explain it, when looking at, for example that M2216 (the not-M16 rifle) model, the 0, 0, 0 point in the viewer is at around the middle of the buttstock, while with something like that M14 model, that point is approximately where the trigger is. Though I did try to apply a transformation to the M2216 model in NifSkope, but that didn't seem to do anything, I guess it all depends on the pivot point of the actual mesh? So I imagine that's not fixable without editing the actual model. Are there any tutorials out there on setting up specifically weapon models with 3ds Max?
I installed that live dismemberment mod and started playing, but found this to be a little more humorous that it needed to be: [t]https://puu.sh/qaCOD.jpg[/t]
[QUOTE=simkas;50755078]That would explain it, when looking at, for example that M2216 (the not-M16 rifle) model, the 0, 0, 0 point in the viewer is at around the middle of the buttstock, while with something like that M14 model, that point is approximately where the trigger is. Though I did try to apply a transformation to the M2216 model in NifSkope, but that didn't seem to do anything, I guess it all depends on the pivot point of the actual mesh? So I imagine that's not fixable without editing the actual model. Are there any tutorials out there on setting up specifically weapon models with 3ds Max?[/QUOTE] Not that I know of or have found, but if you jump in the [URL="https://discord.gg/AGN9Mmv"]modding discord[/URL] I can help you out. Weapons borrow animations from dummy files, and are built out of multiple modular .nifs. The dummies might be held in different styles, which means real world weapons using FO4 weapon dummies might display differently than expected
[QUOTE=FpShepard;50755039]First time adding a new worldspace for a Bethesda game, so far my ass has been relatively fine. I imagine it's going to get some pain once I have to deal more seriously with LOD's and nav meshing (oh god)[/QUOTE] For a first-timer that's a some fine ass stuff you got there usually when modders make a worldspace it looks really trash but this stuff looks pretty pro
Are there any mods / modsets that emulate the look of Resurrection while being compatible with FH (and not stealing assets)?
[QUOTE=Toro;50755276]Are there any mods / modsets that emulate the look of Resurrection while being compatible with FH (and not stealing assets)?[/QUOTE] Theres ReGrowth Overhaul but that's frankly god awful. [url]http://www.nexusmods.com/fallout4/mods/9656/?[/url] If you want something that is compatible with all world spaces and makes the world greener, I'd say just look into Green Commonwealth, I use it and it changes the whole tone quite nicely, nowhere near as extreme as Resurrection did though. [url]http://www.nexusmods.com/fallout4/mods/11623/?[/url]
Guess I'm not using any mod managers, I can't get .Net Framework 4.0 installed no matter what I do
[QUOTE=Ermac20;50755687]Guess I'm not using any mod managers, I can't get .Net Framework 4.0 installed no matter what I do[/QUOTE] Are you using Windows 7 without Service pack 1? As a friend of mine has a similar issue with Mod managers, as it requires the latest .Net Framework software to be able to run. And the latest .Net Framework software requires Windows 7 Service pack 1. Installing Service pack 1 should fix the problem.
Service pack 1 is installed, This is the error it keeps giving me (0x80070643) I have tried pretty much every fix on Google and nothing has worked [img]http://i.imgur.com/H42RRK2.jpg[/img]
Is it possible to keep the Brotherhood and the Railroad around if I do the Nuclear Option with the Minutemen?
[QUOTE=Reagy;50755310]Theres ReGrowth Overhaul but that's frankly god awful. [url]http://www.nexusmods.com/fallout4/mods/9656/?[/url] If you want something that is compatible with all world spaces and makes the world greener, I'd say just look into Green Commonwealth, I use it and it changes the whole tone quite nicely, nowhere near as extreme as Resurrection did though. [url]http://www.nexusmods.com/fallout4/mods/11623/?[/url][/QUOTE] Adding to these, I've been using that [URL="http://www.nexusmods.com/fallout4/mods/16509/?"]Conifers mod[/URL] (as well as the healthy version of [URL="http://www.nexusmods.com/fallout4/mods/11267/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D11267&pUp=1"]Grasslands[/URL]) and it's alright. Don't know if conifers are really a Massachussets thing, but they look neat. [t]http://images.akamai.steamusercontent.com/ugc/261590659825111114/F87B8181B31F1F5040A1C5F1F0B7DD44138DE3FF/[/t][t]http://images.akamai.steamusercontent.com/ugc/261590659825111886/E18F759C2506B4150C11C5033FCA087AF1C876EE/[/t][t]http://images.akamai.steamusercontent.com/ugc/261590659829839623/0F4DEC2EA52714A578A1C06A82F1EBFD974C7C8C/[/t]
[QUOTE=_charon;50757561]Adding to these, I've been using that [URL="http://www.nexusmods.com/fallout4/mods/16509/?"]Conifers mod[/URL] (as well as the healthy version of [URL="http://www.nexusmods.com/fallout4/mods/11267/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D11267&pUp=1"]Grasslands[/URL]) and it's alright. Don't know if conifers are really a Massachussets thing, but they look neat. [t]http://images.akamai.steamusercontent.com/ugc/261590659825111114/F87B8181B31F1F5040A1C5F1F0B7DD44138DE3FF/[/t][/QUOTE] As much as I liked the look of this mod when I had it installed, it shit on my framerate, which is shame really.
[QUOTE=GHOST!!!!;50757644]As much as I liked the look of this mod when I had it installed, it shit on my framerate, which is shame really.[/QUOTE] Pretty much any flora overhauls will do that. That's a lot of new crap for the game to render.
also people think 4096x4096 is reasonable for fucking grass textures [editline]22nd July 2016[/editline] in the mean time you got far cry where the grass is like almost literally a solid color: [t]https://primagames.files.wordpress.com/2008/10/04.jpg[/t]
The worst thing is though, the framerate in the city has never been amazing, but with that mod, it's fucking horrendous.
[QUOTE=Jmir 54;50757548]Is it possible to keep the Brotherhood and the Railroad around if I do the Nuclear Option with the Minutemen?[/QUOTE] Thats what I did on my first playthrough
[media]https://www.youtube.com/watch?v=di0SGtYqKtg[/media]
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