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thatTESguy

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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. 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: Value out of bounds, must be between -1.000000 and 1.000000 but was 2.000000, value has been clamped Script location: file: (null) line: 0 Relevant files: genetical_conditions = { usage = game giantess = { ignore_outfit_tags = yes dna_modifiers = { morph = { mode = modify gene = gene_height template = giant_height value = 2.0 } } weight = { base = 0 modifier = { add = 100 has_trait = giantess } } } } giant_height = { index = 3 male = { setting = { attribute = "body_height" value = { min = 0.75 max = 1.0 } age = age_preset_height } setting = { attribute = "head_body_height" value = { min = 0.75 max = 1.0 } age = age_preset_height } } female = male boy = male girl = male }
  2. 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 every bone in the HDT tail is rigged to a corresponding portion of the mesh (From CME TailBone01 to HDT TailBone0011) Apparently CME Tail Spine [Spn0] does not need to be rigged (confirm) Exporting (CRITICAL) Export with Flatten Hierarchy OFF, and Remove Extra Bones OFF Open mesh. It should have a ridiculous number of nodes. Nifskope > Spells > Optimize > Remove Bogus Nodes A correctly exported block list will look like this: Copy the HDT Havok Path from an existing tail to this new mesh Save the mesh Creation Kit If you get duplicate tails, you likely tried to assign a tail to more than one armoraddon. Only use one.
  3. 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
  4. Cool stuff; keep it coming. Please feel free to release whatever in the Download section; just include a link to the original mod resources. Just playing around with textures and ENB right now: For the tail, I still want to look around; I wonder if I can borrow some of the cloth physics stuff. People who know havok physics stuff, any suggestions?
  5. Hmm its going to have to lift for sex animations, maybe someone will even do a holding the tail animation Yes, animations please. I can't help there. My first request would be probably running/sprinting on all fours, a.k.a. the related skyrim mod.
  6. Can you put this up for download please? Well, that is the Argonian texture from Skyrim. Since Skyrim is using a different format of normal map and specular map, I need someone to recreate them for me to finish the job. As you can see in the second pic, those scales sunk in the skin. Which makes that like a bunch of holes on the skin, and that is so creepy. Can you invert the green channel in the normals? I assume that's a tangent map? If not, XNormal it to convert it to tangent space.
  7. Working on the tail (ignore horrible 3ds max renderer). Testing different poses where a bone would look good. Though I'm not going to try to implement a HDT bone system, I wanted to see what it would look like.
  8. Tail: Yes, but later. Are there custom skeletons with tailbones in FO4 right now? I've been absent in the mod community for a while now. Some things first: 1. Textures for all the deathclaws. These were automatically generated, so please check that they work. If you're going to be making BGSM files, I recommend putting them in a separate folder to avoid overwriting the native textures. https://mega.nz/#!LBdHyBCT!WFPxaEERMo7xJ6EtXzlwQBTWfllZE-HEyhyHrUdsbaY 2. Fixed horns. For future reference, the NIF itself was broken, because it didn't have the proper BS SubIndex properties. (This took way too much time to debug, so here: http://wiki.nexusmods.com/index.php/Creating_an_armour_for_Fallout_4._Part_2 ) dc_horns_fixed_a.nif dc_horns_fixed.nif
  9. Did I ever upload the alternate Deathclaw textures? Hm, guess not. Will work on that later today.
  10. Hi jimhsu, you still here? I am pretty sure it is the material file causes the horns to go transparent. I tried the vanilla material and it is fine, no more disappearing. Besides, can you also make the other deathclaw textures? Like the glowing, albino and matriarch, etc. I don't know how to make the texture transparent in order to apply on the joining part of the arms and legs. Oh, interesting, will do some more testing when able. I can upload the textures to mega or something if you'd like.
  11. The horns mesh is in this archive too. All you need to do is to create an .esp with the right mesh paths. Glad it works for you. Sorry for the lack of support; my modding time is extremely limited now. Was trying to fix the horns. May have something to do with unknown settings in the ARMA records. Suggestions appreciated.
  12. looks great, but could you make the feet more human-like? I understand that you would more than likely need GECK for this Has been released as a modder's resource here: http://www.loverslab.com/files/file/2985-deathclaw-for-cbbe-body-modders-resource/
  13. View File 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/ Submitter jimhsu Submitted 06/17/2016 Category Modders Resources Requires  
  14. 2221 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/
  15. looks great, but could you make the feet more human-like? I understand that you would more than likely need GECK for this Oops, I didn't see this post. If you're talking feet claws, I've done those before (some Fallout NV shots, unreleased stuff that I never got down to officially releasing): Most of my prev. skyrim work can be seen in my history. Still waiting for CK.
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