Subject: Re: TES5Edit 3.1.3 (experimental with FO4 support) Tue Nov 24, 2015 3:27 pm
Yeah, I only modded vanilla items & no custom stuff yet. FO4edit experimental still has incomplete item ids, I think. Not all items in the game appears on the lists (Here's looking at you .44 pistol).
@maybenexttime - that's a very nice update. Gear stuff are fine I guess.. but personally, if I'm making more intricate good custom stuff.. I'd wait for a better deal (FO4edit being a bit more complete & with GECK already out) before releasing such quality mods.
I just went on ahead & did some simple stuff like this: www.nexusmods.com/fallout4/mods/2406/?.. Yeah, it's a cheat & way too OP'ed but kinda got bummed when some good looking apparel are way too underpowered to be used. So I figured I'd just make an item (ring) that can be equipped without conflicting most apparel slots .. & the ring is perfect for it.
There is a unused, untextured model of a chinese AR from F3 in the game file. So would it be possible to turn it into an actual assault rifle, vs the heavy machine gun that is in the game?
are you talking about this rifle here? http://www.nexusmods.com/fallout4/mods/2455/?
Yeah, that one. I don't really mod, or have the time to, but is it possible for someone who does to add this thing, fully textured, into the game at this point in time? Maybe as a craftable weapon, or found somewhere in the wasteland?
Subject: Re: TES5Edit 3.1.3 (experimental with FO4 support) Wed Nov 25, 2015 12:14 pm
Nothing is "Impossible". If bethesda made it harder to mod them in, that's one thing, but really I only care about having a functional game. I can swallow the Chinese AR being held in a weird way if I can use it like any other weapon.
Posts : 2770 Join date : 2014-02-24 Age : 26 Location : Philadelphia, PA
Character sheet Name: Nova Faction: Brotherhood of Steel Level: 70
Subject: Re: TES5Edit 3.1.3 (experimental with FO4 support) Thu Nov 26, 2015 8:44 am
The best and most efficient way would be to wait for a proper 3ds max plugin. Hex editting requires a totally different skillset than the traditional body rigging. But like I said, it's possible but not sure if people would want to go through the hassle of learning how to use C++ just to port models.
Subject: Re: TES5Edit 3.1.3 (experimental with FO4 support) Thu Nov 26, 2015 4:57 pm
Has anybody been able to fully assess the new apparel meshes? Are they similar to Skyrim's or are they totally brand new? The layered style of how those armor attachments work seems to have a different dynamic.