Jump to content

Could use some help with replacing props in game.


Reginald_001

Recommended Posts

Posted

Hey guys! I've been modding for years on Doom engines and made a full fledged game for Doom3. I'm 'quite' proficient in modelling, UV mapping, animation, scripting and programming but I've only ever used the tools for Doom3. For years I have been looking for an engine to make a proper sex RPG. And while playing Fallout 4 I finally found the game that I was looking for.

 

My goal is to eventually make a complete sexed up settlement and experience for Fallout 4, with the following elements:

 

- Slave settlers / complete slave settlement

- BDSM chamber objects, chairs, racks, etc..etc..

- Sex interactions

- Sex clothing / harnesses / ropes / chastity belts etc..

- Add many sexual positions and animations

- 'Rape' perk, where you can point your gun at an enemy and force them under your control (for a rape fatality)

- Many objects

- Add proper bodily functions (pee, poo). I mean everyone drinks but doesn't pee? And I want to order Piper to pee on Cait. ;)

 

So in anticipation of the modding kit, I've started to fiddle around with fo4edit and bae. My main tools are 3dsMax, Photoshop and textpad. Which so far has been most of what I need, besides some DDS converters and the likes.

 

During my tests I have downloaded and installed the 3dsMax NIF Importer/exporter and succesfully imported a static mesh (e.g. the Toy Alien model). I have then modelled a Dildo and replaced the NIF file. But I am having difficulty with getting the texture applied, I'm sure it's just a simple trick I'm missing regarding texturing. My experience with Doom3 modding is clouding my attempts, leading me to dead ends. As things that counted for that engine, don't count for this one. So I have some questions, and if someone helps me to cross these bridges, I promise to deliver some nice sexy content for Fallout 4.

 

So I have 2 concrete questions on modelling and texturing, attached a screenshot of the object in question:

 

- How do I successfully apply a texture to a static mesh in 3dsMax and export it?

- My models show up in game, but the item itself 'stops' working. e.g. I have replaced the Toy Alien model with a dildo, but when I drop it from my inventory it is glowing green and hangs in mid air. I can't select or pick it up. I've heard people speaking about a 'collision mesh' but I'm not sure if I'm on the right track there.

 

Attached the material, 2 screens and the export settings.

 

post-1094965-0-39276400-1455013302_thumb.jpg post-1094965-0-75276100-1455015322_thumb.jpg post-1094965-0-23606300-1455016485_thumb.jpg post-1094965-0-01856000-1455016486_thumb.jpg

 

(edit) I've checked the NIF file with notepad and I can clearly see it's missing the 'textures\' part in all the file references. I've tried editing the material properties but they are working and loading in 3dsMax. I've edited the 'default prefix' path in the exporter but that doesn't change it. So what I'm facing is that the exporter is cutting off the 'textures\' part of the path. Any ideas how to fix it? :(

 

(edit2) Eureka! I have gotten the textures to work by simply adding a regular material shader to the model and trying if that worked, it referenced the materials just fine now. So that's one hurdle tackled. The object still loses all functionality when I replace it's model (e.g. I can't pick it up or select it any longer). So that's the next hurdle to tackle. Anyone have any ideas on that one? Piper is looking eagerly in anticipation of being able to use it. ;)

 

post-1094965-0-53104600-1455022325_thumb.jpg post-1094965-0-69271000-1455022328_thumb.jpg

Posted

Sorry for the bump but this shouldn't be too difficult right? It's just a replacement of an existing model.

Is there noone that can help me out? :(

 

[edit]Well, I'll keep fumbling and will talk to myself in the meantime to keep up with how far I'm getting.

 

I've managed to get the BGSM shader to work properly now by circumventing (what seems to be) bugs in the exporter.

I've started with creating an override of the misc.item and by renaming it to 'dildo' and referencing a new model there.

The model is just a test model, untextured and wipped up in 1 minute for testing the workflow.

 

By exporting a new BGSM shader and placing it into the materials folder it resets the pathing in the material properties to 'props\something' instead of 'textures\props\something'. After exporting the BGSM shader, then manually editing the 'textures' part back in I was almost done. I then needed to change the 'default prefix' path to an empty string in the exporter. And voila, the item now works 90% properly. I still cannot drop it, move it, or pick it up. But I'm getting closer to understanding the workflow.

 

I could really use the help because I am totally stuck in getting this item to work properly, so that it can interact with the world like other objects. I am missing a vital clue in getting it work. All I need is a hint on where to look, any help is really appreciated!

 

 

post-1094965-0-53047200-1455102817_thumb.jpg

post-1094965-0-23979500-1455102820_thumb.jpg

Posted

o.k, i can help you. You need to  make it standalone first(esp) After that, you have a bitter idea of what is your mistake. I have a idea but i dont have your work in my hand to check it.

Posted

the dildo dont have the collision object and the bsx. you need to add it

 

the dildo work,i make it standalone

 

player.additem ff234567

 

Haven't been able to reproduce your work, because my 3dsMax crashes as soon as I click on the bhkRigidBody option in 3dsMax. Opened a support ticket with the dev team.

Posted

 

the dildo dont have the collision object and the bsx. you need to add it

 

the dildo work,i make it standalone

 

player.additem ff234567

 

Haven't been able to reproduce your work, because my 3dsMax crashes as soon as I click on the bhkRigidBody option in 3dsMax. Opened a support ticket with the dev team.

 

you need to use nifscope, follow this tutorial like i do

 

Posted

thank, I like to see it in the game. we need more modder to work on everything. the waiting for the g.e.c.k is not a good reason to do nothing. we need to move... is slow but we can make  good stuff

Posted

thank, I like to see it in the game. we need more modder to work on everything. the waiting for the g.e.c.k is not a good reason to do nothing. we need to move... is slow but we can make  good stuff

 

I am working on a real 'Dong' add on, nearly there. The model is done, the defs are done. I am now learning how to add weights, skin and bones so I can make the dong stick to the Pelvis bone. After that it's just a matter of modelling a crapload of different dongs in different colours for my dong pack, which I'll be able to use later on. :)

Posted

good! keep going in this way! dont lose hope, sometime is pretty hard but is not imposible.

 

Oh I know, I've been going at this game for a long time, been ploding through 3D engines ever since using BUILD for Duke Nukem 3D, end 90's. It's usually just a matter of finding the workflows. And I'm making great strides, a little step every day.

 

The item now has a world model and an armor model (still not rigged yet, but that'll happen).

It's also a craftable (armor) item now that shows up under apparel, you can wear it, but it slides across the ground because I haven't rigged it yet.

 

post-1094965-0-30981000-1455304307_thumb.jpg post-1094965-0-26021800-1455304306_thumb.jpg

post-1094965-0-41216900-1455304302_thumb.jpg post-1094965-0-70703700-1455304303_thumb.jpg

post-1094965-0-69116800-1455304447_thumb.png

Posted

Download http://www.loverslab.com/topic/57899-plugs-of-the-commonwealth/ and load up DC's Nuka bottle in Max.

Use his nif/mesh as a reference and Copy the weights and location/orientation to your plug and then test in game.

 

The bone DarkConsole used is "Pelvis_Rear_skin".

I would also say go ahead and use the same slot in your esp that DC's is using (kinda want to keep bits in the same slot so yeah).

 

So skin the entire plug with that one bone (Pelivs_Rear_skin) and set the object location to match up in the same area, set the slot in the esp to 54 and you should be good.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...