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About thatTESguy

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    Senior Member
  • Birthday April 1

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    I do scripting. Well, I used to do scripting. Ask me about scripting.
    I don't do art. Well, I did do a little. Still, don't ask me about art.
    I do very much like game theory. But, I don't do it. Would be glad to answer questions about it though.
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    Default permissions for my content unless otherwise specified:

    Feel free to edit/revise/re-release as you wish, for any non-commercial purpose, provided proper credit is given.
    For commercial purposes, please contact the author before distribution.
    Permissions of content by authors other than myself in my mods supersedes my permissions. To the best of my ability, I will try to identify all such content in my mods.

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  1. Any difference between using "blockoverride" and "block" in the above? I don't have my hands in GUI modding yet.
  2. Hey quick note: Looks like your settings for gene_height is producing tons of log spam in error.log since giant_height is capped to 1.0 anyways. Setting it to 1.0 instead of 2.0 should do the same thing and prevent the log file from being hundreds of MB each playthrough. If you don't want it to conflict with "dwarf" or something, can define an opposites or remove that trait by the event chain. Otherwise great mod! Error messages (in the hundreds of thousands): [20:42:41][jomini_script_system.cpp:169]: Script system error! Error: Valu
  3. After way too long, I figured how to do this. Apparently it's a oversight from the devs in that the appropriate entries were not defined. Add the following to portrait_modifiers: morph = { mode = replace gene = gene_bs_body_type template = no_portrait value = 1.0 } accessory = { mode = add gene = clothes template = no_clothes
  4. Replying so google will index this. May also help some people. The problem is basically that the tail does not work if the bones are not properly parented. If you are trying to rig an armor piece with a tail, and the tail is not working properly when the player changes position (sneaking/etc), try the following: Prepping the HDT tail skeleton Import the XP32 skeleton Import an existing HDT tail with the import skeleton and create with NiNodes options ON Skinning Apply skinning modifier to mesh Make sure that
  5. (Aka Deep learning for fun and profit) Pictures should be self explanatory. https://github.com/jixiaozhong/RealSR Original: Bicubic: RealSR:
  6. This is ... actually quite good. Offers much of the same functionality as ShaderMap (except for texture blending) in a simpler UI. Doesn't seem to support DDS though so there's an extra step. https://shadermap.com/downloads/ Artists, curious as to what your workflow looks like these days. I'm torn between sticking with Quixel Suite for my more advanced texture needs, or moving to Substance (which would take a lot of commitment to setting up a new workflow).
  7. Answering my own post. This is the start of something, but I'm not sure how much further it can go. https://www.nexusmods.com/fallout4/mods/40955?tab=posts
  8. The shoulder tentacles mod has revitalized my interest in armor modding, even for a little bit: https://www.nexusmods.com/fallout4/mods/40955 <Modderspeak warning> The BSLagBoneController solution takes care of a lot of stupid stuff that Havok otherwise causes, and is worth digging more into I need a better way to work with NiControllerSequences though </Modderspeak> (dynamic, just cause) ezgif.com-video-cutter.mp4
  9. Bump since I'm here. Anyone has worked with animated objects of any kind in Fallout? Perhaps, even a toolkit such as this? https://www.nexusmods.com/skyrim/mods/51351?tab=posts
  10. Hi, I rarely post here, but this mod has frustrated me. So here goes: https://www.nexusmods.com/skyrim/mods/53271 Tried a variety of ways to port this to Fallout. It eludes me so far: 1. Directly (.nif). Fallout doesn't read it. 2. Extract the model via 3ds max, export as fallout nif, re-attach it to the skeleton - animations mess up and the file doesn't work. 3. Extract the model via 3ds max with animations. Animations don't import properly (2018). 4. Export the model as OBJ only via Nifskope. Exports as a static bind pose; I would have hoped at least
  11. Anthro-fied SCP-682 might be inspiration on the Argonian front: https://copypastepony.deviantart.com/art/SCP-682-Anthro-fied-304185656 (and no, I've had no luck so far finding suitable stuff yet)
  12. 1,846 downloads

    NIF and texture files for the humanoid deathclaw on the CBBE body. Bodyslide files attached. As this is a modder's resource release, I am currently not offering technical support. Feel free to use this for whatever; just drop some credit. Textures have been separately released here: http://www.nexusmods.com/fallout4/mods/2865/
  13. Version 1.001


    Requires HDT High Heels. Craft under "Dragon", or cheat it in. No enchantments aside from HDT settings on the boots. Head piece from my other "dragon warrior" upload. Wings are from Newmiller's Succubus Outfit with a custom texture. Clothes are hotpantsbikini. Part 2 of my "dragon warrior concept". As with the other upload, this was designed for 1.0 scale UNP/UNPB. It may work fine on other scales and other bodies, but won't look perfect. -- Credit to Beth for most of the model data. Texturing and stuff by me. Permissions: reuse allowed and encouraged, but please give
  14. Version 1.0


    DRAGON WARRIOR'S BODY Half-dragon concept inspired by MGQ ----------------------------------------------------- This is mainly a modder's resource, but I hastily created an esp to use this as an actual armor. Will ONLY work perfectly with the BASE UNP body set to a weight of 1.0. As the tolerances for this "armor" are extremely tight, I will NOT go back and make this compatible with other weights and bodies -- don't have the time. That said, it should work with even close fitting UNP clothes (i.e. Simply Clothes) due to the incredibly tight tolerances. Craft under dragonscale or
  15. Hey Jimhsu! I recently downloaded your Skyrim Mod for the kerrigan armor, and i must say you done a great job on it :) Though the "Kerrigan mask" seems to have some odd looks, the hair line is far back which makes it seem the toons head is half-bald. The eyes are completely black O.o Im just wondering if your still working on this mod or not, cause i would love to lend a hand to help out with those issues. :) cheers

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