• Fallout Thread V28: I'm going to Nuka World!
    5,001 replies, posted
[QUOTE=OzzyCockroach;50767217]are you ever going to make a Wattz 2000 variant of this?[/QUOTE] I think if I hadn't rushed to get the base gun done in time for the contest, I would have probably done most of what you're seeing now beforehand. There are still a few major things I want to achieve with the mod I've released before I move on to another one.
[QUOTE=The Rizzler;50767338]OK so I added fAimModelBaseStability MUL+ADD -1.0000 which would affect weapon sway negatively (a lot) and it had literally no effect on my reflex sight when it was flagged as a sight. However when I flagged it as a scope, this happened; [vid]https://a.pomf.cat/rnlsrs.webm[/vid] I can safely say that see-through long scopes, as they have no sway, give an unfair advantage. lmao[/QUOTE] Looks hilarious but in my honest opinion, [B]fuck weapon sway[/B], I use those see through scopes because they have no sway and provide a superior view picture, lot of the other weapons that support the see through scopes offset it with weapon spread. Your call because its your gun but personally, I don't like overlay scopes and I know a lot of others don't either, maybe have variants if it isn't much work to do?
I'm confused as hell, all your pictures work fine Rizzler, but the videos never work for me. Odd.
[QUOTE=The Rizzler;50767338]OK so I added fAimModelBaseStability MUL+ADD -1.0000 which would affect weapon sway negatively (a lot) and it had literally no effect on my reflex sight when it was flagged as a sight. However when I flagged it as a scope, this happened; [vid]https://a.pomf.cat/rnlsrs.webm[/vid] I can safely say that see-through long scopes, as they have no sway, give an unfair advantage. lmao[/QUOTE] gun sway outside of scopes is probably going to have to be accomplished with animations, at least that's what 3/NV did.
[QUOTE=Reagy;50767628]personally, I don't like overlay scopes and I know a lot of others don't either, maybe have variants if it isn't much work to do?[/QUOTE] It's very easy to create a different entry in the CK, the only issue is modifying the model. I honestly don't think It's going to work solely due to the sheer length of the scope. I don't know how the fov would affect it but this is roughly what you'd see ingame; [t]https://i.gyazo.com/8238622e4b952db6fd8700190ee82ac3.png[/t] Like aiming through a keyhole. If scopes in FO4 worked like scopes from games such as Insurgency and Red Orchestra, then we might be in business, but as it is they don't and it's just not going to work unfortunately. It might actually work for Lt_C because his scope is normal sized :v: I might do an ACOG type thing in the future, best of both worlds. [editline]24th July 2016[/editline] [QUOTE=purvisdavid1;50767659]I'm confused as hell, all your pictures work fine Rizzler, but the videos never work for me. Odd.[/QUOTE] That's a shame, are you on chrome? They're webms uploaded to pomf because they have quite the generous size limit.
found a better save editor for fallout shelter, allows you to change nuka cola quantum amount as well [url]https://rakion99.github.io/shelter-editor/#[/url]
[QUOTE=purvisdavid1;50767659]I'm confused as hell, all your pictures work fine Rizzler, but the videos never work for me. Odd.[/QUOTE] Have you tried skipping, like 3 to 4 seconds, into the video? I found that it fixes it for me.
it appears that webm videos don't work very well in Firefox so that might be your issue
Someone got foregrip animations working. [IMG]https://staticdelivery.nexusmods.com/images/1151/66389-1469315244.jpg[/IMG] [url]http://www.nexusmods.com/fallout4/images/42080/?[/url]
Guys, another update on my follower. Turns out that all those Likes and Dislikes on the followers in the base game are made on the dialogue itself, so I'll have to manually edit all the dialogue that I want to add her affinity. :wavey:
If the comments are to be believed the author has got new reload animations too!
[QUOTE=Pokepunch;50769107]If the comments are to be believed the author has got new reload animations too![/QUOTE] please be possible to do first person animations [I]PLEASE BE POSSIBLE[/I]
Why wouldn't first person animations be possible?
[QUOTE=Tuskin;50769188]Why wouldn't first person animations be possible?[/QUOTE] I believe they weren't possible in Skyrim (without trickery like using thirdperson animations visible in first person, anyways), but I don't know the specifics as to why. Since the engine hasn't changed much... Also there was an issue in Skyrim where you couldn't add new weapon types, only replace existing ones, meaning that you couldn't make a weapon with unique animations; but I'm guessing that isn't an issue in Fallout 4's version of the Creation Engine since it has to have more than a handful of animations.
[QUOTE=ChicagoMobster;50765616]I imagine it's probably highly requested, but is there any type of armor that's either straight up or like The Praetor Suit from DOOM? I'm in the need for bulky but slick space marine armor that's not Master Chief :v:[/QUOTE] In hindsight, powered armors that aren't the large hulking masses of man-powered fuck you would be pretty cool. Like, portable power armor, or mini-power. Less difficulty in set-up and enhancer of human capabilities (while still allowing for mobility), but nowhere near as durable or physically powerful as a full-blown armor.
[QUOTE=RikohZX;50769223]In hindsight, powered armors that aren't the large hulking masses of man-powered fuck you would be pretty cool. Like, portable power armor, or mini-power. Less difficulty in set-up and enhancer of human capabilities (while still allowing for mobility), but nowhere near as durable or physically powerful as a full-blown armor.[/QUOTE] Objection: I want [I]bigger[/i] power armor. Make me a gun-wielding brick with stumpy little legs and I can die happy. Except for the part where I'm so heavily armoured not even Death can kill me.
[QUOTE=_charon;50769236]Objection: I want [I]bigger[/i] power armor. Make me a gun-wielding brick with stumpy little legs and I can die happy. Except for the part where I'm so heavily armoured not even Death can kill me.[/QUOTE] Why not have both? The nimble dudes with small armor, the grunts tearing shit up with the standard, and mister rip and tear over here with the behemoth armor? :v:
[QUOTE=_charon;50769206] Also there was an issue in Skyrim where you couldn't add new weapon types, only replace existing ones, meaning that you couldn't make a weapon with unique animations; but I'm guessing that isn't an issue in Fallout 4's version of the Creation Engine since it has to have more than a handful of animations.[/QUOTE] Yeah the author said his foregrip animation didn't replace anything.
With Bethesdork pushing modding for consoles now I'm surprised they haven't made it easier to add animations and new weapon types.
[QUOTE=Grenadiac;50769309]With [B]Bethesdork[/B][/QUOTE] What
So I found a bit of an issue with that conifers mod. Rather than using an .esp to add new trees, it gets a densely forested look by replacing all existing tree models with living ones; even fallen logs and stumps. Resulting in stuff like this :v: [t]http://images.akamai.steamusercontent.com/ugc/261591224035911332/027A7DF70EB79AC81E038AE552675969A4ADEE2B/[/t] it also seems to make the lods look like crap as the trees fade in out of nowhere
It is in fact confirmed that you can add completely new first person animations using the creation kit. With that being said its not an easy process for a single weapon there are 50! animation records with like 2-6 sub records that tells it where the animation paths are and binds it to its keywords EACH.
[QUOTE=Tuskin;50769356]What[/QUOTE] you heard him [img]http://i.imgur.com/ygWuAde.png[/img]
Why not just say Bethesda? why use some immature nickname?
[QUOTE=Tuskin;50769445]Why not just say Bethesda? why use some immature nickname?[/QUOTE] I'm just kidding around, I enjoy their games.
guys i think the theory is right and was intended by beth all along it just makes so much sense
[QUOTE=Tuskin;50769445]Why not just say Bethesda? why use some immature nickname?[/QUOTE] it was either bethesdork or farthesda
[QUOTE=Pops;50769718]it was either bethesdork or farthesda[/QUOTE] It was a toss-up between that and Butthesda.
[QUOTE=yodaman888;50769428]It is in fact confirmed that you can add completely new first person animations using the creation kit. With that being said its not an easy process for a single weapon there are 50! animation records with like 2-6 sub records that tells it where the animation paths are and binds it to its keywords EACH.[/QUOTE] Hopefully though this means we won't have to wait too long for someone to fix the Lever Action Rifle.
[QUOTE=Tuskin;50769297]Yeah the author said his foregrip animation didn't replace anything.[/QUOTE] Great! I hope I can add actual proper flintlock weapons to TESVI and Fallout 4. Now, if only I could find a copy of HCT so I can import anims to fallout
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