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_Iceberg_

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About _Iceberg_

  • Birthday 05/29/1989

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  1. Dunno, doesn't seem to work well with the animations. Maybe it'll look better with a smaller range of motion as neck gets a bit too much bigger. Still amazing tech demo though EDIT: I'd still download it also.
  2. I'd agree with 27x over the lower body. I'd recommend testing with higher values (or offering an optional file) for those who have the female weight sliders moving up on the upper decks. I ask because I have them move to a higher range for chicks that hit 100 weight.
  3. My slaves and Trashcan Carla are getting into gunfights over at Sanctuary. Anyone else have this problem or know how to fix it?
  4. For anyone wondering why they can't see the backpacks when they're equipped, you have to change the equip slot under the biped data in the armor form and armor addon form. I changed it from 61-fx to 54-unnamed by using FO4Edit. Don't ask me about creation kit because mine never loads.
  5. I'm happy to report that Wardaddy's UMP anims work great on the UMP and MP5 with the only hitch being that the foregrip anims don't exist. If you can't wait for the update, add wardaddy's esp as a master and replace the assaultrifleanims keyword with umpanims keyword in the weapon's record.
  6. I may have fixed the UZI. What I did follows: 1) Make DOOMMAC11.esp a master to use the two handed anims. 2) Apply those anims through keyword to the UZI. 3 Duplicate and rename all of the optics that are being used by other weapons (Burris,Aimshot and Doctor). 4) Add property to each of those Object modifications: (Float,ADD, ZoomDataCameraOffsetZ,-.09) (Could be a little better, maybe -.88 or -.85) and (Float,ADD,ZoomDataCameraOffsetX, .01) 5) The original iron sights are a little misaligned. The only value I changed was the ZoomDataCameraOffsetX to .09. It's better, though not perfect. 6)Sit back and rest on Laurels. Anyone can do this if they don't feel like waiting for an update. Grab yourself some FO4Edit and prepare your body. PS: For some reason I'm getting duplicates out of the workbench even though I changed the modcol list for the Uzi Optics. One works, the other doesn't. What'd I miss?
  7. Did ya'll get the go ahead to use the AK, Aug, FAMAS, and Mortia Battle Rifle anims?
  8. Any plans on doing to the Army helmet or Combat Helmet what ya'll have done to the BDU's and Armor's?
  9. The rest of the guns require extra rigging, the aug, tavor and famas explode in your hands with this method. I'm not affiliated with this mod, you can follow the method I used by using Fallout 4 Edit.
  10. Just to let you know, I added the CBJ, DOOM Mac-11, and Svt-40 mods as masters, and added the animation keywords from those mods to the MP7, UZI, and M14 Classic stock respectively. Works like a charm for everything but the uzi, whose reflex sights became misaligned (might have been that way to begin with). I added Ha-ru's 9mm pistol anims to the pistols their with little problem through the same method, though his most recent pistol anims are much better. Those anims for the MP443 require some kind of maintenance but are definitely worth it.
  11. How hard would it be to introduce a small(1%) chance to wound instead of kill an enemy npc that leaves them disabled so that for the cost of a stimpack and abduction collar, you can beef up your numbers in a different method other than charming folks mid gunfight?
  12. If you're taking requests, then I wouldn't mind binding cait up in some aradia leather armor. Or Leather thief. Pretty much can't go wrong. http://www.loverslab.com/topic/61400-malfdawgs-bodyslide-conversions/ Thanks for the monumental work here, it must've taken a metric ton of hours.
  13. If you have materials files, they override the texture files sometimes.
  14. That was actually the point of this one. I won't lie, it was a bitch and a half to get this far and with Fallout 4, I completely forgot how I did it. It'll take a serious headbutting with Justforfun tool.
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