Version 4.0 is almost finished! Bare with me here guys and gals. I'm working on this a bit before work and after work. It takes time. Everything with version 3.0 has been completely fixed! I can't wait to share this with everyone!
3.0 problems that are now fixed completely: - No more off-center sights. - No more misaligned animations. - New texture. (MUCH cleaner).
UPDATE: Version 4.0 is almost ready for release. I apologize for the radio silence. I have been going through some personal issues. I hope to have all the files packed up and released this weekend. I'm really excited to get to work on other projects. Again thank you to everyone who took the time to give my mod a chance. I really appreciate it.
When you finish version 4.0 could you please make it compatible with Degenerate Dak's weapon attachments pack? Now all his sights are misaligned to the left.
P.S. Now I realised that see through scopes are also to the left.
This is due to vanilla animations etc all being mis-alligned. I addressed it in 4.0, but since I don't have as much time I'm not sure when I can get back to work on that. Not to mention, I lost an SSD with most of my work on it, so that's really been discouraging.
As far as making things compatible with other mods, probably not gonna happen. Sorry, as I've said before I don't like to work on other people's mods. Even if it's just for adding compatiblity.
Would be amazing to have a lighter version of your mod, that supports High Polygon version of vanilla weapons from https://www.nexusmods.com/fallout4/mods/23566 and 4K textures from https://www.nexusmods.com/fallout4/mods/8556 Glowing parts are very cool, and its the only thing thats missing from those 2 mods. However, your mod uses FO4 vanilla low poly meshes.
Also, glow is quite strong and makes my hands completely green, i think it needs to either be toned down, or add MCM setting to change glow intensity, so each player would tune it to value that is satisfactory to them.
Well, had to manually replace mesh of SpinBarrel to HP mod's variant. I dont have glow on barrel wires now, but at least wires are not square and dish is round and not octagonal (damn Bethesda crappy mashes). And reduced fade value for weapon glow 5 times, now my hands at least of acceptable color, which almost disappears in light rooms or under sun.
Only problem that i got is that receiver is not getting any glow on it. Its probably due to some of my settings, when i tried fixing some other weapon glow or shadow bug, but i cant remember which setting that was.
Its weird, if i load game with plasma in hands - receiver glows properly. but if i holster weapon, or change to 3rd person view and back - glow from receiver disappears. Dunno why that happens.
And i just noticed that many parts of plasma gun is not centered - clip is off center, stock, reflex sights (my god its octagonal in vanilla mesh, had to replace it with HP version, at least its circle now). Yeah, if you open receiver .nif file in NifSkope its very obvious that mesh as non-centered.
The amount of work it takes to fix each part is insane. The 4.0 release fixed all of these "off center" issues. (I'm not sure if I'll be releasing it, since i had a catastrophic failure with one of my ssd's and lost much of my work. Not to mention I work a lot). Anyway, in the 4.0 release, and even in the 3.0 release, I made a lot of parts high poly. as for the textures. I made some modified vanilla textures, as well as my own in 4.0.
I probably should've let people know about my SSD failure and loss of work. Honestly, I just didnt think my mod was that popular. It's nice to know people like it :).
I wouldn't try and fix the stuff in 3.0. I know about it. Unfortunately, just using Bethesda's meshes makes me wish i made it all from scratch. However, I don't know much about animation, so I'm not sure that's a good idea.
Dude. First of all, thank you so much for your interest in my mod. I'm really pleased that people are digging it. To answer your question, I'm holding off because of the next-gen update. I don't know if it'll break mods. In terms of completion, I have the red version finished. I also need to finish the other colors. and make a new FMOD.
Is there any chance you could make this compatible with dpillari's the Plasma Project? One method to enable the glow without causing issues with the env map is in the posts section of dpillaris mod a few comments down.
This should already be compatible so long as it uses vanilla UV Maps. Give it a shot! this a material emissive glow it doesn't affect cube/env maps because glowing parts don't use them, You wouldn't see them anyways. The parts that do use cube/env maps have separate material files. Version 4.0 has a much better texture than 3.0. It'll be out soon!
Let's also reframe from linking other people's mods on this. kind of a rude thing to do.
Oh, it contained meshes so I didn't think itd work but its working fine after deleting some of the textures so dpillaris load, thank you and sorry for linking those mods, will remove them now.
It's all good! Just say the name next time haha. I downloaded the texture mod and can confirm that it uses the same UV maps so it will work just fine with my mod. Furthermore, the second mod will not work and is kind of pointless as it tries to do something very similar to my mod.
So just pick the one you like. Though just know that I've rebuilt all the meshes for version 4.0 (EVERYTHING) so it's all much, MUCH, cleaner and smooth. It will be out soon as I only have a few things to finish. I promise it's worth the wait.
Yeah, i was only offering it as an example, I think the only incompatibility between yours and dpillaris retex is that it looks to no longer have a shine on the metal of the valves and windows but it could just be extremely subtle, otherwise pretty fantastic, even made a modified version of your tube texture with copper tubes to fit my preference.
Haha man, wait until you see version 4.0. The UV's on the cables are perfect. they wrap so much better. and the tubes themselves don't have weird contours. everything got remade from the ground up the receiver every attachment etc. the main texture looks very clean and the spec maps actually look nice now! It's gonna drop jaws.
Still plan to have it support other texture mods? it does look like a very solid model but I'm still partial to dpillaris work, but I'll definetly try out your textures either way!
one more thing, maybe take a look at the q-35 matter modulator, including captain ultimas version for fallout 4, it'd be rather interesting to maybe see those side things added as maybe an alternate model for late game receivers or something
it should work theoretically since the snap points haven't changed. just do a manual install and only add the new barrels. do not replace the receiver or stocks.
also im trying to download the non broken version of the mod but its been archived so im being forced to uninstall, can you make the older versions available?
Hello! Looks great! Would you happen to know if it would be safe to flag the ESP as an ESL, please? I've downloaded the version without the buffs. Thank you :)
Sounds good, I'll try flagging it now -- hopefully there won't be any issues! I've been having a lot of fun playing with the green version so far. Thank you for the mod and for your helpful reply :)
77 comments
3.0 problems that are now fixed completely:
- No more off-center sights.
- No more misaligned animations.
- New texture. (MUCH cleaner).
P.S.
Now I realised that see through scopes are also to the left.
As far as making things compatible with other mods, probably not gonna happen. Sorry, as I've said before I don't like to work on other people's mods. Even if it's just for adding compatiblity.
Glowing parts are very cool, and its the only thing thats missing from those 2 mods. However, your mod uses FO4 vanilla low poly meshes.
Also, glow is quite strong and makes my hands completely green, i think it needs to either be toned down, or add MCM setting to change glow intensity, so each player would tune it to value that is satisfactory to them.
Well, had to manually replace mesh of SpinBarrel to HP mod's variant. I dont have glow on barrel wires now, but at least wires are not square and dish is round and not octagonal (damn Bethesda crappy mashes). And reduced fade value for weapon glow 5 times, now my hands at least of acceptable color, which almost disappears in light rooms or under sun.
Only problem that i got is that receiver is not getting any glow on it. Its probably due to some of my settings, when i tried fixing some other weapon glow or shadow bug, but i cant remember which setting that was.
Its weird, if i load game with plasma in hands - receiver glows properly. but if i holster weapon, or change to 3rd person view and back - glow from receiver disappears. Dunno why that happens.
And i just noticed that many parts of plasma gun is not centered - clip is off center, stock, reflex sights (my god its octagonal in vanilla mesh, had to replace it with HP version, at least its circle now). Yeah, if you open receiver .nif file in NifSkope its very obvious that mesh as non-centered.
I probably should've let people know about my SSD failure and loss of work. Honestly, I just didnt think my mod was that popular. It's nice to know people like it :).
I wouldn't try and fix the stuff in 3.0. I know about it. Unfortunately, just using Bethesda's meshes makes me wish i made it all from scratch. However, I don't know much about animation, so I'm not sure that's a good idea.
Let's also reframe from linking other people's mods on this. kind of a rude thing to do.
So just pick the one you like. Though just know that I've rebuilt all the meshes for version 4.0 (EVERYTHING) so it's all much, MUCH, cleaner and smooth. It will be out soon as I only have a few things to finish. I promise it's worth the wait.
here's a sneak peek!
https://www.nexusmods.com/fallout4/images/248924