Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
[QUOTE=ChicagoMobster;50202867]Is the sling gonna have it's own physics? That would be sweet.
Man imagine when the visible weapon holstering mod comes, and when you holster that weapon the sling could go around your torso, that would be rad.[/QUOTE]
No clue, I'm not in the CK beta or anything and I don't even have a good enough PC to play fallout. I'm guessing if someone likes the model enough I could give it to them and they could get it working in the CK with credit to me. I still gotta finish this model up, but I plan on animating it as well as modeling a bunch of mods. I'd love to do a bunch at you guys' request since the service rifle seems to be pretty popular
[editline]25th April 2016[/editline]
[QUOTE=Grenadiac;50202889]Niggle: The forward assist couldn't possibly function like that, it should be a straight tube at a slight angle.[/QUOTE]
Yea, sorry I don't know shit about guns. Noted, however, it's an easy fix
Yeah, it's just a plunger that hits the bolt to force it into battery if it gets stuck.
[QUOTE=Grenadiac;50202905]Yeah, it's just a plunger that hits the bolt to force it into battery if it gets stuck.[/QUOTE]
Gotcha, I'll fix this as well as some general UV bullshittery tomorrow
If anyone else has any critiques or requests give em here! I'm not full ready to start modeling mods but feel free to give suggestions
[QUOTE=Retyuoligkl;50202914]Gotcha, I'll fix this as well as some general UV bullshittery tomorrow
If anyone else has any critiques or requests give em here! I'm not full ready to start modeling mods but feel free to give suggestions[/QUOTE]
It's hard to tell but the front sight looks awfully thin (like it's just stamped out of a piece of sheet metal)
[QUOTE=Retyuoligkl;50197330][thumb]https://staticdelivery.nexusmods.com/mods/130/images/45574-2-1331138195.jpg[/thumb][/QUOTE]
Here you can see it looks pretty thick and the sight itself seems to be shaped like a V at the top
[QUOTE=Retyuoligkl;50202914]Gotcha, I'll fix this as well as some general UV bullshittery tomorrow
If anyone else has any critiques or requests give em here! I'm not full ready to start modeling mods but feel free to give suggestions[/QUOTE]
Before you start making mods, it would probably be a good idea to work out what types of mods you want to do, so you can split the base model for it, as in the base game, each weapon mod for this sort of gun is an individual model that gets attached to the receiver.
So if you were going to copy the way the Combat Rifle is set up, you'd need to make sure that you have a receiver model, a barrel model, a stock model, a magazine model, and an iron sights model, just for the base gun. I'd assume that some of these would be easier than others, such as the barrel, magazine and iron sights, but it does look like you could have trouble with the stock because of that sling. The two solutions I've thought up for it would be to either include the front wood section as part of the barrel model (which would likely mean you'd have to get rid of the sling if you want to change that wood section in mods), or to include all three of the wood sections as part of the stock model (that would allow you to keep the sling, keep the wood sections consistent, and give you a bit more freedom with barrels). I think that the latter one would be the better solution for it, but it's your choice.
Of course, you could set it up so that the front wood section is another mod category altogether, but you'd be pretty limited on what you could do with the end the sling attaches to.
[QUOTE=Omolong;50203077]Before you start making mods, it would probably be a good idea to work out what types of mods you want to do, so you can split the base model for it, as in the base game, each weapon mod for this sort of gun is an individual model that gets attached to the receiver.
So if you were going to copy the way the Combat Rifle is set up, you'd need to make sure that you have a receiver model, a barrel model, a stock model, a magazine model, and an iron sights model, just for the base gun. I'd assume that some of these would be easier than others, such as the barrel, magazine and iron sights, but it does look like you could have trouble with the stock because of that sling. The two solutions I've thought up for it would be to either include the front wood section as part of the barrel model (which would likely mean you'd have to get rid of the sling if you want to change that wood section in mods), or to include all three of the wood sections as part of the stock model (that would allow you to keep the sling, keep the wood sections consistent, and give you a bit more freedom with barrels). I think that the latter one would be the better solution for it, but it's your choice.
Of course, you could set it up so that the front wood section is another mod category altogether, but you'd be pretty limited on what you could do with the end the sling attaches to.[/QUOTE]
Yeah, everything is already split up with that in mind, but you are right about the sling, I'm not too sure how attached I am to it, especially considering what you're saying.
What does the thread think in regards to that? Agree to keep sling/disagree to remove
[QUOTE=Retyuoligkl;50202804]Progress on Service Rifle:
[thumb]https://dl.dropboxusercontent.com/u/40161546/serviceRifleBig2.png[/thumb][/QUOTE]
I have no idea why...
But does it feel a little more TF2 then Fallout to anyone else?
[QUOTE=Gabriel_Gore;50203226]I have no idea why...
But does it feel a little more TF2 then Fallout to anyone else?[/QUOTE]
That is probably because it is very flatly shaded right now. When it's actually lit in a game engine like Unreal it looks a lot less TF2. I'll take some screenshots in UE4 tomorrow when I fix up some stuff.
[QUOTE=Gabriel_Gore;50203226]I have no idea why...
But does it feel a little more TF2 then Fallout to anyone else?[/QUOTE]
Kind of, I think it's the few oversized parts on it and the shading.
[QUOTE=Vodkavia;50203244]Yeah i suggest making the receiver a tad darker as well as toning down those pins
[img]http://palmettostatearmory.com/media/catalog/product/cache/1/image/370x370/9df78eab33525d08d6e5fb8d27136e95/p/s/psa_7824.jpg[/img]
The only pins that should be any larger than the diameter of the hole they go into are the take down pins[/QUOTE]
Are you talking about the screws like here?
[IMG]http://i.imgur.com/Tcyr4bx.png[/IMG]
I like the pins and your weird impossible forward assist, actually, they give it kind of a retro-future flair compared to the vanilla Service Rifle which is just an M16 with wooden furniture.
I got antsy so I decided to keep working on it
[IMG]http://i.imgur.com/dbQjSxm.png[/IMG]
Is this more in-line with what you dudes want?
[editline]25th April 2016[/editline]
[QUOTE=AtomicSans;50203302]I like the pins and your weird impossible forward assist, actually, they give it kind of a retro-future flair compared to the vanilla Service Rifle which is just an M16 with wooden furniture.[/QUOTE]
Whoops
Is the color of a Chameleon Deathclaw static once they spawn, or is it supposed to change with "mood"? The wiki says it does change but I've had a tame blue Chameleon wandering around Sanctuary for several days now, and I just found a red one in a trap. Will they change if the Deathclaws get into a fight defending the settlement?
[QUOTE=Retyuoligkl;50203318]I got antsy so I decided to keep working on it
[IMG]http://i.imgur.com/dbQjSxm.png[/IMG]
Is this more in-line with what you dudes want?
[editline]25th April 2016[/editline]
Whoops[/QUOTE]
That's much better
Your front handguard, is it [I]square[/I]? The nerve...
[img]http://i.imgur.com/urbQXh9.jpg[/img]
Triangle or bust!
[QUOTE=Grenadiac;50203427]That's much better
Your front handguard, is it [I]square[/I]? The nerve...
[img]http://i.imgur.com/urbQXh9.jpg[/img]
Triangle or bust![/QUOTE]
Shit, looking back at it now, it does look stupid as fuck... Noted, will fix tomorrow
Another thing I wanted to point out about the dialogue system in this game (that I hate): you can tell they spent all the animation budget at the beginning of the game--your character moves more fluently and has more emotion in their movements when they talk to Codsworth, Piper flails her arms around sporadically when you first talk to her--but then once you go deeper into the main quest, NPCs and the player start using generic animations like everyone else. Just saying I really wish they'd done it all the way through if they were gonna do it at all.
I noticed this on my recent proto-play-through that I started and then gave up on.
You start off visibly shuddering and cupping your hands to your face to call for help in the vault and by the time you get to the frosted flakes show-down you are just standing around with your hands by your side, or your weapon across your chest- occasionally nodding or shaking your head angrily.
I think the only instance of complex animation I remember after that point was some panic gestures when you meet [sp] robo-kid and he doesn't recognise you [/sp] and that's p much it.
[QUOTE=fulgrim;50204258]frosted flakes show-down[/QUOTE]
Can't tell if you're talking about Kellogg or choosing a band name.
Perhaps both?
[IMG]http://i.imgur.com/WzHJRwg.png[/IMG]
:suicide:
[editline]26th April 2016[/editline]
This is a LoverSlab thing, isn't it?
[editline]26th April 2016[/editline]
IT IS
[IMG]http://i.imgur.com/QzS7oWV.png[/IMG]
BRB murdering my browser history behind the shed.
Jesus Christ, just because a bush is natural doesn't mean everyone wants to see it.
Idk man I still prefer mods like that to the usual ~[i]1 inch waist airbrushed women with weird flat anime faces and hair from ripped from the latest expansion for The Sims[/i]~ mods you find on the nexus, if only because it at least has a realism element to it.
That said I've not actually got any nude mods for fallout 4 because every npc isn't wearing a vault-tech (tm) approved gray underpants and vest-thing combo under their clothes this time around.
I'm hoping there's a decent over-one-eye Femme Fatal haircut mod. If not now, in the future.
I hoped for decent haircuts to F3 and NV for years and they never came
Consider yourself lucky if we even get the classic tons of badly made anime ports. Or The Sims hair.
Depending on how hard it is to implement new hair I wouldn't mind taking a shot at making some lore-friendly hair.
Fucking baffled by people that waste their time making super (or badly) detailed animu hair when they'd gain more respect making lore-friendly/reasonable hair.
It'd really help if uploaders wouldn't tag their shit with lore-friendly when it's blatantly not IE: tacticool scar-h mod#346237 or doll type hair
[QUOTE=spekter;50204694]Depending on how hard it is to implement new hair I wouldn't mind taking a shot at making some lore-friendly hair.
Fucking baffled by people that waste their time making super (or badly) detailed animu hair when they'd gain more respect making lore-friendly/reasonable hair.
It'd really help if uploaders wouldn't tag their shit with lore-friendly when it's blatantly not IE: tacticool scar-h mod#346237 or doll type hair[/QUOTE]
Top of the list should be the Veronica Lake.
So my fallout 4 just updated, about 80mb. No changelog via steam. But now even with the * on each of my mod names. It refuses to load them.
Anyone else having this issue?
[QUOTE=Jamie1992GSC;50204866]So my fallout 4 just updated, about 80mb. No changelog via steam. But now even with the * on each of my mod names. It refuses to load them.
Anyone else having this issue?[/QUOTE]
Since when do people add *'s or /'s in front of their mod names?
Like, no fucking shit they don't load?
I realize I may be ignorant, cuz I have yet to try the Survival beta patch, or even DLC. But still, wtf is up with adding *'s or /'s in front of mod names?
[editline]26th April 2016[/editline]
[QUOTE=spekter;50204694]Depending on how hard it is to implement new hair I wouldn't mind taking a shot at making some lore-friendly hair.
Fucking baffled by people that waste their time making super (or badly) detailed animu hair when they'd gain more respect making lore-friendly/reasonable hair.
It'd really help if uploaders wouldn't tag their shit with lore-friendly when it's blatantly not IE: tacticool scar-h mod#346237 or doll type hair[/QUOTE]
There's a "A lot more hair styles" mod
Basically, it mixes them up. Like, two hair styles at the same time on your head, then as a result you get a "new" hairstyle. And a whole lot of them.
[QUOTE=Bat-shit;50204870]Since when do people add *'s or /'s in front of their mod names?
Like, no fucking shit they don't load?
I realize I may be ignorant, cuz I have yet to try the Survival beta patch, or even DLC. But still, wtf is up with adding *'s or /'s in front of mod names?[/QUOTE]Adding * is (or was) the way to get mods to load on the Survival beta branch.
[QUOTE=Bat-shit;50204870]Since when do people add *'s or /'s in front of their mod names?
Like, no fucking shit they don't load?
I realize I may be ignorant, cuz I have yet to try the Survival beta patch, or even DLC. But still, wtf is up with adding *'s or /'s in front of mod names?
[editline]26th April 2016[/editline]
There's a "A lot more hair styles" mod
Basically, it mixes them up. Like, two hair styles in one, then as a result you get a.. well, a "new" hairstyle.[/QUOTE]
You should probably ease up on "Like, no fucking shit they don't load?" Before then admitting "I realize I may be ignorant, cuz I have yet to try the Survival beta patch" like you just said.
But it was the method to force mods to be loaded in the Survival beta. Or at-least it was till it seems about half hour ago when they've stopped the game letting you do that.
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