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  1. I've been wanting to mod Monster prom to make custom playables after creating some monstersonas, but the built-in modtool doesn't allow for replacing characters like the main four players. I'm really interested in learning more about how I can mods the game to allow us to. I've heard people talking about getting into the game's files but I have no clue on how to, I checked through the main Steam files but couldn't find anything that I thought would bring me closer to finding the playables. Begging someone to help me figure out where to even start
  2. So I've had this problem for...well, I guess since the beginning of the game's launch now that I think about it. But it's become Alot more prevalent now that I'm modding the game so much. Simply put, there are too many Enchants to learn. No, I'm not saying there are too many enchants and I want to get rid of some. I'm saying there are so many enchants, that Finding the specific enchant I want on each playthrough is complete pot luck. At this point there are so many enchants added I don't even know what adds them anymore. And while I appreciate the Variety, I can't use them until I Get them. So if I start a new playthrough with the hopes of making a specific set up, I just need to Hope I find the enchant I want. So yeah, it would be really nice if there was a mod that added the ability to learn or find specific enchants that you don't already know. I'm sure there are console commands that do that, but that's just cheating. I'm looking for something that's immersive without being too game breaking. Here are some examples: 1. An enchanting station specifically for learning enchants that require an ingredient to learn an enchant you don't already know. Like Enchanting dust that you can get by breaking down enchanted items that have enchants you already know. It could randomly give you 1 knew unknown enchant for every X amount you spend. (increasing in cost the more enchants you learn) 2. A quest giver that gives you radiant quest's to find enchanted items you don't already know. EX: You don't know Resist Frost. So you talk too X person, and they'll give you a quest to go to a radiant location. There, your guaranteed to find an item with that enchantment on it. Both of these ideas keep the randomness in check, but also provide you the opportunity to actively search for enchanted items without having to just pray to RNGesus that you get what you want.
  3. while there are already plenty of spell learning mods out there i've yet to find one that appeals to me. my issues with spell learning in vanilla Skyrim is that it's too easy and pretty much makes scrolls and staves obsolete. the benefit of scrolls and staves is supposed to be that they don't cost magicka and allow the use of high level spells even by a novice mage. but they bring their own downsides to them, scrolls are 1 time use and staves have limited charges. also, given how simple magicka management is it's just more efficient to just learn spells. i've tried spell research but while i find the idea of it neat i hated how it was executed. it makes it such a hassle to learn spells, i found myself constantly sleeping to remove the magicka drain debuff and the constant trial and error makes it take way too long to learn even 1 spell. i've also seen mods that makes it so that reading a spell book doesn't teach the spell, instead you have to read it multiple times to learn the spell. i've never tried one of these but it just seems like all i'll have to do is rest a bit till i can read again and then i eventually learn the spell. it sounds like it's just the same as vanilla but it takes longer. so yeah. i found most spell learning mods to be either too much of a hassle or to be just a worst version of vanilla spell learning. so with that said here's my idea for a spell learning mod. if such a mod already exist please point me to it. my idea is as followed. first, spell books become equippable items. when equipped the player holds the open book in their left hand and can fire the spell out of their right hand, so it's essentially a 2 handed weapon. however the player actually uses a weaker version of the spell when like this and it costs more magicka to use it. fortunately as the player uses the spell they gain experience for said specific spell and once they've gained enough they fully learn the spell. once fully learned the spell works as it does in vanilla. now the rate at which players gain spell experience is based on their skill level and the spell difficulty level. also, because the player has to equip the spell book they can't wield 2 different unlearned spells at once nor can they dual cast. i strongly believe this will make scrolls and staves become a viable alternative to spells even for someone who is dedicated to learning spells for when in a pinch a weaker version of a spell that cost more magicka will likely be more of a hindrance than useful. to go along with this scrolls and staves should be made more readily available, as in shops should have more of them on hand. now this isn't the only idea i've got for this. along with this there should be other means of learning spells. what i've got in mind is some kind of magical artifact that when consumed either gives spell experience to a random spell or on rare occasion just straight up teaches the player new spells. these magical artifacts probably shouldn't be too common. finally i've got one more idea to go along with this, a new stat called arcane insight. this stat starts at 1 and increases each time the player reads a skill book that increases a magic skill. the idea here is that by reading these skill books the player learns how magic works in general and thus is able to learn new spells more efficiently. a higher arcane insight stat increases the rate that player's gain spell experience, the amount of spell experience gained when consuming a magical artifact and the chance of learning a new spell when consuming a magical artifact. so this is my idea. if a mod like this exist, even if it only has some of these elements please point me to it. if no such mod exist then i hope i've inspired someone to make one.
  4. Someone (known as KNY00) made a mod with possibility to have both subtitles in two different languages Extremely useful to learn new languages. The maker has also shared the guide and source files on gitHub Can someone take a look and do the same for Fallout 4? Considering it is the same game engine. It also would be nice to have different variations of languages, such as French - German or German - English, etc... Thank you!
  5. i have been following tutorials mainly kinggaths and several others i have been trying to learn this for about two years but now i have really been working at it ive made one but i am tryingto get alll these tools and mainly figure out collision and how to change it among other things, though i am trying to find 3ds max 2013 ive got everything i could find all in one place blender nifscope gimp and several others does any one know where or if theres an alterative again i am now following kinggaths collision tutorial and ive got the havok tools 2014 but cant seem to find any where to even buy the older version of 3dsmax on the auto desk page it gives a option but says its no longer available after you click any help or points would be much appreciated,
  6. There are awesome custom classes on here and I was curious if there was any resources or tutorials that would help me learn how to make my own. Super new to this in everyway but instead of begging someone else to make it I thought I would make one myself. But I am having a hard time finding any reliable or helpful resources that have any sort of walkthrough or guide beginning to end. I need a stupid proof version for a beginner. I am trying to essentially make a "true" summoner class. Thank your for anytime you take to help me out.
  7. Hello Nexus! I'm looking into making mods and wanted to see if there is anyone in the community who could use a lacky on their project, or if there are any kind souls who wouldn't mind mentoring me through this process. I have some programming experience from my college degree and a friend who works in programming who I will be getting help from. I am just going through the Creation Kit tutorials so I won't be a complete novice for long. My main interests in modding lie in adding mechanics and depth to the game, in the direction of gameplay overhauls. I'm not an artist so these kinds of "behind the scenes" mods will suit me best once I have more know-how. Not the easiest mods to get started on right away but I figure adding a double jump or something similar shouldn't be too difficult. Anyway, thanks in advance for anyone who offers advice.
  8. Ok so I am COMPLETELY NEW to modding, I've asked around and am creating another topic because I am struggling very deeply. I know people say to look this up and go to youtube but I can not find anything recent for Skyrim SPECIAL EDITION modding... I want to learn how to create new custom weapons and armor. I'm absolutely brand new and have been watching tutorials to learn but the one issue Im having is what tools ACTUALLY WORK for SSE? I keep hearing Blender and Nifskope as the most used so far, I have blender 2.78c and the most recent Nifskope. I've been told to use old Skyrim meshes since the new SSE have compatibility issues? But then if I do that how do I convert the OBJs after working on them in Blender back into a NIF? I've tried googling that too but I don't see anything unless I'm missing something... Do I need older versions? Honestly if I could just get the programs and versions that current modders use to create new stuff use I feel like I could figure this out much better. Is there any SSE modders who can help me figure this out please? I'm not asking for everything to be done I just would appreciate a solid answer of what actually works for todays Skyrim SE and not the old one. Thank you to anyone who can assist me on this, I do apologize if this may be in the wrong section!
  9. Hey there! So, I've never modded before, but Stardew Valley is calling out for mods, and I love the game so much I thought what the heck, might as well start now. That in mind, anyone have any tips or tricks or a general how-to on how to start modding? Thanks!
  10. Drem yol lok! I was wondering if more people on the Nexus are trying to learn Dovahzul. I know a couple of words and sentences... But, as with every language, learning is easier if you can talk to people. So... anyone else interested in learning the language? There is quite a dictionary on thuum.org and they have a translater. Don't worry if you have to translate every word at first ;) Ruz, zu'u tovaak tinvaak ko Dovahzul! Aan laan fah gonah: Fos reyliik hin pruzaan edil? dii lok(?) fahliil.
  11. Hi, I am new to the forums and I want to start making Skyrim Mods. I have some Ideas but I don't know how or where to start from. I would appreciate the help If someone could and would point me in the right direction or teach me something about Modding. I want to know: the programs: people prefer to use for creating armors and weapons how to go about editing armors, gear sets, weapons, and other stuff! I was also looking to make a few friends Or people who have experience in the Modding community that I can bounce Ideas off of to see if they are any good. Thanks, Any help would be nice. :laugh: :laugh: :laugh:
  12. Hi all, I'm a relatively new modder to Skyrim. I can make decent quests and have been able to figure out both the methods for making actors and the methods for making items (however I need to steal the models from preexisting items). I've found it quite difficult to learn the more advanced modding skills off the internet and so was wondering if anyone had a smaller team I could join -- just to get some experience. Of course I would help out in any way I could, no matter how small. I would be fine with working on an incomplete mod, an idea someone had, or just from scratch brainstorming with a couple people. If anyone is interested in having me join their team or willing to teach me some of the finer aspects of Skyrim modding, contact me at " [email protected] ". If you've gotten this far, thank you for your time :tongue:
  13. Hi there I have been playing Skyrim for a very long time now (1500+ hrs accourding to Steam), but I haven't seen any mod like the one I have in mind. I don't know whether it's possible, but I thought I'd share my idea anyway. What I'm looking for is a mod that limits the learning of spells. In Vanilla Skyrim, all you have to do, is to click a spelltome and voila, you'll "magically" (no pun intended :tongue: ) learn the spell without any effort. In theory, even a level 1 can learn Master Level spells, should they find the tome. (Which isn't actually that hard in many cases.) I find this very immersion breaking. Characters that don't have any knowledge of spells will be able to learn them without effort. In my opinion, as Farengar says, you'll need a certain aptitude to become a mage. Not every commoner in Skyrim should be able to learn each spell, in my opinion. Vanilla Skyrim does have some perks that make certain grades (Novice, Apprentice, Adept, Expert, Master) cost half Magicka, but in my opinion, that isn't enough. There are still loads of spells that are too cheap to cast (even without the perks). And if you take any gear that raises Magicka or take the Atronach's Stone, you'll be able to cast high level spells at low level without any problem. That's why I had the idea to make the spells more dependant on the perks. In other words, you'll be able to learn the spell by reading the tome, but as long as you don't have the corresponding perk, the spell will be greyed out in your spell menu. Like Shouts require Dragon Souls to be unlocked, spells will need a corresponding perk to be unlocked. So instead of making a perk reduce the Magicka cost by half, make them so that they are required to cast a spell. For instance, you'll need the Novice Restoration perk to unlock spells like Healing. I am wondering, is this possible by just editting the perks, or does every spell needs to editted to make this work? In case of the last one, that will make it much more of a hassle, as there are so many awesome spell mods that I like to keep in my load order. So I'm looking for a way to make this mod compatible with every other mod that adds spells. Is that even remotely possible? So, to sum up, I want to request a mod that: Make spells require a perk to be unlocked, corresponding their school (Restoration/Destruction/Illusion/Alteration/Conjuration) and their grade (Novice/Apprentice/Adept/Expert/Master) -> For instance Healing = Restoration NoviceMake it compatible with every other mod which adds spells, without the use of manual patches (preferably by only editting the perks and leaving the actual spells untouched.)My question: Is this possible? Thanks in advance Kind regards Andre Edit: I am aware there is a mod that does something similar called Tomes - Immersive Spell Learning ( http://www.nexusmods.com/skyrim/mods/43057/? ), but it needs many patches and I'm not sure it's still being continued.
  14. Hey all, Is there anyone who can help me with exporting a few custom models? I'm not looking for someone to export them for me, rather someone who might be able to hop on Steam and talk me through how to do it. I've tried following the only video tutorial I could find relevant to 3ds max, and it was terrible. All other tutorials I've found deal with armour, which involves rigging and such; something I don't think clutter involves? Alternatively if anyone has any links to decent tutorials dealing with 3ds max exports, I'd love to have them (unless it's the tutorial videos by "LipStudios", which is the aforementioned terrible one). Edit: In case anyone wonders, the issue I'm having is, after exporting and loading up in GECK the model isn't "invisible"; like it's not there at all but there's no red <!> missing object, it's just a blank space. I have no idea what I'm doing in Nifskope, no tutorials that I found on that. Edit2: Also moments after I post this, I discover Basic Guide: From Modelling to GECK. :pinch: Note: The guide really is basic, too basic. I'm lost :confused:
  15. Learning To Mod I wish to learn many things in the Creation kit, i have watched a few 'how-to' videos on it. However, I learn best when someone is with me to help, and explain. I am a Very curious person and like to explore all aspects of a topic. My time is very limited however, so i hope the tutor can Cooperate. I wish to learn the following at a minimum: Quest Scripting and TriggeringDungeon Forming (all types)Cluttering and Terrain FormationNPC Crafting (idles, schedules, looks, everything about them)Weapon Texturing, and 3d modeling of weapons Now, I have a long span on time, in short amounts, about 2 hours each day of the weekend. I have a very capable computer, however the GPU is lacking, it will be upgraded ASAP. Thank you for reading and I look forward to learning!
  16. I'm using a mod called "Death souls", a mod that allows for revival of the player character using dragon souls. -This is the only death mod I have found so far that is reliable (doesn't glitch out when reviving you or mess something else up) and doesn't make you feel like you got away unpunished. Makes a Hardcore playthrough actually possible. But the problem is using souls to unlock shouts is very costly and risky. One might never get around to actually unlocking a shout. I noticed that "Skyrim Unbound", an alternate start mod, actually has this feature, but only if you disable all dragons. The author took that mod down, but I have a copy of the files (also a loose scripts version). So the Script or whatever that unlocks shouts instantly is somewhere in there (you wouldn't even have to do it yourself, just copy it from there) but I have absolutely no idea how to even navigate through these files. If there is anyone out there who could help me with this I'd really appreciate it. Edit: And sorry for screwing up the title. *them.
  17. Hey all, I'm currently in a game-focused programming class (c++) and am looking to apply some knowledge to scripts. However, I'm lost in terms of setting up. I have Notepad++ with the Papyrus files/language XMLs, but don't know what to start with. I mean, learning C++ I did the typical 'hello world' and what-not exercises, but for Skyrim, what can I do to test the waters of Papyrus? And tutorials that give a list of things to do, walkthrough-style, that I can use to get familiar with the system? Thanks, - HateDread.
  18. I like playing with controller and legacy controls, but I hate having to constantly fight the camera correction. I want camera based movement like legacy mode provides, but camera control independent of movement, like Standard when holding left click or properly configured. If someone knows how to make a mod like this, that would be great. I'm also open to learning how to make one myself, but don't know where to start. Found plenty of guides on model swapping, texture editing, etc., but nothing on control or camera mods. If anyone has any ideas of how I can learn to do this, I'd appreciate it.
  19. Hello, I'm new to modding (as in trying to make mods, I'm not new to using other people's mods to mod my game) I always wanted to make Veronica's scribe counter perk not only apply to melee weapons, but for it to have its own separate riposte animation with said melee weapon when returning a blow. I just don't know where to start, ive been digging in the Geck for a while now but i can only find the perk and its text description, I don't understand what makes it apply to unarmed weapons or how it registers blocked attacks. any and all help would be appreciated.
  20. Hello! I have a bought copy of Hades and I´m starting to learn programming. I had an idea for a small videogame which has a very similar mechanic to one in the game, and I wanted to check the code to see how it was resolved by the developers so I can learn. Is there any place where I could get the code to do this learning? Also, I´m very very new at this, so I don´t know if there is any easy way to start looking at game codes to learn from it (I was adviced to start looking into source code when I finished my basic training, which I´m promptly finishing.) like, if there is a website or platform to do it. Thank you so much!
  21. We discover something new we never knew existed and didn't know what it was. We learned to speak words we had no idea, at first, what they were and meant. We learned to find out, we saw pictures and didn't know what they were. Until we connected some words and use for what we saw in a picture. We all know what some things are. How many of you don't know what a toilet is? Or what that potty training requires of an adult to teach a child what an Out House or Indoor toilet is for? Lessons we learn and then we discuss. We debate when we find out there are other opinions on other matters because there might be two or more ways to cogitate on them. I thank Dashyburn for bringing to my attention there are, again, and always will be, more than one view of how people see archaeology and other forms of the ancient past in our life filling pages of magazines, newspapers, the Internet with pictures and words about Earth and the people living on it, under it's ground, and in buildings; all the while we learn aboiut our history. Do you suppose the following could have happened in reality? It is hard to imagine what is real when you've been fed a slice of bread from a loaf of bread covered in vanilla creamy sugar. Separated what Mother said is good for us to eat from that which is underneath that really doesn't taste as good as the frosting to hide the breads bland flavor and cooked to dryness. Then when you find a jar just like Mother used made of stone ware you dig in hoping for a cookie. Only to discover it has some sort of metal tube in it. Some sand or grit around the tube. You drop it and it breaks. Leave it for a thousand years and someone sees the pieces, like we might. Upon reassembling it, we discover someone used the same kind of jars that Mother used to keep her ingredients in for making bread. Only they made a 1.5 volt battery; several thousand years ago.
  22. Hiya, Long story short I started using Cinema 4d because i thought its easy to handle than other 3d program but its not and not many teaching videos up there. I have 3DS MAX here but its complicated to use. I'm not a 3d modeller or a programmer but I'm intrested in handling one. I have great ideas what to make and art for it to maybe use it as a base but all I saw is complicated stuff and sadly I don't have that much time as I used to. I figured out a few terms like the Boole and UV but its really not easy to figure it out without a handbook or something. I successfully made two custom shape attached into each other in it, and done some knife tool modifications but I'ts really not enough to make mods. I know that you need to choose the program in the main categories like artistic or engineering modelling, there are also programs for minor changes but I really don't know what tool I need. I use Adobe products for drawing and editing photos and pretty much gonna buy the whole shabang someday when I save up money - thats why I thought Cinema 4d would be nice because the interface kinda reminded me photoshop - and learn stuff, but I really don't know what I prefer for modelling. I kinda know how to handle sounds and music, also pictures and art, why not learn to model too. Currently I'm working on a model I got for free, for Fallout 4, but its really not easy to handle it. If you want to be part in the creation of a power armor while helping me understand the fundamentals of 3d modelling and maybe some of modding too, it would make me really happy too. :laugh: I'm also working on figuring out the protagonist voices to somehow (I really don't know yet how) make a morph setting for the game, so people could create some cool voices for quest mods or something. Also working on figuring out the ending video to be modified into a cinematic that says some words about the acomplishments in the game. So thats Plan A, Plan B, Plan C.
  23. I re-installed Remnant lately and I got the Cammy mod for the game, this one: https://www.nexusmods.com/remnantfromtheashes/mods/68 And I was feeling tempted to learn how to mod it myself to made a model swap like that, but with Poison. I tried to following tutorials for modding UE4, Remnant, and extracting paks. But I keep hitting dead ends. Like, at first I couldn't extract the SFV paks with fmodel, but I managed to extract them with Umodel and a script I think, but the script only extracted the molotov's and whip's meshes, not her body, and I feel pretty overwhelmed I did my best trying to google a tutorial on how to rip models and make model swap mods for UE4 games but I couldn't find anything. I have basic knowledge of 3d modeling and 0 gaming dev knowledge. So what I'm looking for it's for a little bit of help and if someone can give me a little guide on how to make a mode like Cammy's one but with Poison (I know I could try to comission the mod, but I live in Argentina, so anything above like 20 USD equals like 1/4 of my salary so it's not really an option sadly)
  24. Hi. Let me introduce myself: I'm Hellfire3698. I'm pretty new to PC gaming. If you play on xbox often (most notably Halo or Battlefield) there's a chance we've crossed paths. I'm brand new to Nexus, and everything involving it: PC gaming, modding, all that. I was introduced to pc gaming by a few new friends and was curious and interested in specifically modding. Within this year of this post I have explored steam and have already bought a couple games from there. One of them is Fallout 4. I have played a lot of hours on Fallout 4, and have even came across a few youtube videos involving pc mods for Fallout. I want to change things up in Fallout 4 now that I have it on PC. I've played Fallout 3, New Vegas, and Skyrim, but I had no clue how to install mods to those games on Xbox 360. But now that I've explored Fallout 4 on PC and knowing there are mods available on PC, I wanted to give it a try, since I've seen some that I really want to have, and some I wanna try out. Especially gun and environment mods. You can thank MxR mods for that on Youtube. Help with mods As stated before, I'm brand new to all things modding. I have friends I play with online through PC who don't know modding however or have used mods. I've been told Nexusmods is a place to find/upload mods for games, most notably Bethesda games, and it's also a hub for modders to chat or share mods. I want to ask questions and ask for advice on modding. I'm specifically asking for help in modding Fallout 4 currently. I want to do this before I actually use any mods in case I mess something up with my PC or games if I do it on my own. In case anyone needs to know what I'm running on, check the attached image. I also have an NVIDIA GEFORCE GTX 1050 ti. No clue what it means. QUESTIONS That said, Here are some questions I need answers for: How do you mod games? Just nexusmods do most of the work? If not, what do I need to do to properly mod games? How do I separate my normal Fallout 4 with my Modded Fallout 4? How to I manage save files between modded and unmodded? Can mods affect my games negatively if I play them in a laptop(I have a gaming laptop right now)? How can I tell if any mods will put stress on my PC? Is there a maximum limit on how many mods I can run, or do I have to manage that myself through remembering how many and which ones are running? Are certain mods illegal that I should know about? I know modding on multiplayer games are cheating but I mean mods like skyrim or fallout mods? Do I need to learn coding or know apps like notepad++ or visual studio very thoroughly to install mods? I'm currently not planning on learning how to make mods on my own. I took computer science before, still can't wrap my head around the coding or how I even passed the class in the first place. How does Steam and Bethesda feel about modding? I'm sure there might be some rule they've made regarding modding for games like Fallout. Do I have to pay them extra for every mod still, or do they need like a log of all the mods I've installed/used? What issues might I come across in using mods? What exactly does my NVIDIA GEFORCE GTX 1050 TI do? All I know is that when I unknowingly activated it for my games, it lowered all the game volumes by about 30-40% so I turned it off. That's all I can think of right now. Sorry if this post was VERY long. I do want to try out mods and see what cool stuff modders have made. Maybe if I get the hang of the essentials, I can try my hand on making my own mods. We'll see. Every bit helps. Thanks
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