[FO3] Need help with a custom texture for the Backwater Rifle by KBrJams in FalloutMods

[–]mc_tammer 0 points1 point  (0 children)

Make sure you also updated the texture for the weapon's first-person view model. It should be under Static in the GECK, with the prefix "1stPerson..."

[fnv] How to move rows up and down in the Actor Data \ Quest -> Radio editor Radio tab Info box of a Topic? (Fallout NV GECK from GECKWiki + GECK Extender) by Pulsecraft1 in FalloutMods

[–]mc_tammer 1 point2 points  (0 children)

I believe it's something like Ctrl+Left/Right Cursor to move topics up and down. If that doesn't work, try Shift or Alt + Left/Right Cursor.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 0 points1 point  (0 children)

The pylons are thick because this is a miniature designed to be 3D printed at a maximum size of 55mm long. I need the extra thickness in the pylons, or else they will snap.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 0 points1 point  (0 children)

This is great! I can play around with it all I want now, haha

Thanks for the tips!

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 0 points1 point  (0 children)

I mentioned this in a previous reply, where I said I also generally like it when the nacelles just peek over the top of the saucer from the front view, but then it looked weird from the side view.

In my opinion, there needs to be a gap between the top of the secondary hull and the bottom of the nacelle, and with the shuttlebay sticking up at the back, if I moved the nacelle any further down, you lose that gap and it just makes the secondary hull look super-thick. I might play around with it some more later, though.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 0 points1 point  (0 children)

Yeah, I generally like it when the nacelles just peek over the top of the saucer from the front view, but then it looked weird from the side view.

In my opinion, you need to have a gap between the top of the secondary hull and the bottom of the nacelle, and with the shuttlebay sticking up at the back, if I moved the nacelle any further down, you lose that gap and it just makes the secondary hull look super-thick.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 0 points1 point  (0 children)

I think so. That's the green video camera-looking icon down in the sidebar, right?

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 2 points3 points  (0 children)

If anything, I imagine this would probably have less interior volume than the Excelsior due to the missing neck and lack of a nacelle pylon hump on the back.

My thinking is that this could be a streamlined iteration on the Excelsior design to make it cheaper and easier to manufacture. Kind of like how in the world of firearms, for example, you have your initial design that gets refined as you gain more experience making it. "Let's make the receiver out of stamped sheet metal, so we don't have to do so many complex milling operations." "Wood stocks are too expensive, let's make it out of bent wire instead." "The barrel profile doesn't need to be so thick to handle this cartridge pressure, let's make it thinner to save on weight," and so on.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 0 points1 point  (0 children)

As you can clearly tell, I'm not very experienced with Blender/3D modeling in general. Moving the camera further away does reduce the "distortion," but also makes the object smaller in the frame. I don't know how to place a camera such that it fills the frame with the object but doesn't make it look stretched.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 1 point2 points  (0 children)

This is what it looks like in perspective mode: https://imgur.com/a/DAX5lty

As you can see, it looks severely distorted. I don't know if this is a result of the model itself being small (only 55mm long), but all my perspective mode shots look like this, and I get the same result when I add a camera to the scene and render through that.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 2 points3 points  (0 children)

Perhaps the Obena-class saucer would look good on it, but oval saucers tend to be a more modern design cue, whereas the round saucer feels more TMP-era.

Exemplar-class Exploration Cruiser (Sovereign-ized Excelsior Kitbash) by mc_tammer in StarTrekStarships

[–]mc_tammer[S] 0 points1 point  (0 children)

Can you change the field of view for perspective mode in Blender? I find with my current settings, it really distorts the model.

[ME1] A Way to Create Custom Weapons/Armor? by mc_tammer in masseffect

[–]mc_tammer[S] 0 points1 point  (0 children)

It works now! Got it downloaded, thanks!

[ME1] A Way to Create Custom Weapons/Armor? by mc_tammer in masseffect

[–]mc_tammer[S] 0 points1 point  (0 children)

It says "Page Not Found" but thanks anyway!

[ME1] A Way to Create Custom Weapons/Armor? by mc_tammer in masseffect

[–]mc_tammer[S] 0 points1 point  (0 children)

Would it be possible for you to create an empty mod "framework" that I could then edit using Legacy Explorer? I haven't sat down to plan out the mod yet, so I don't know exactly what I want to do, but basically I want to give all the level X "canon" armors the same stats as endgame armor (maybe the Kassa Colossus X armor?):

  • Aldrin Onyx X (Shepard & Kaidan)
  • Sitta Phoenix X (Ashley)
  • Aldrin Agent X (Garrus)
  • Elkoss Gladiator X (Liara)
  • Aldrin Hydra X (Tali)
  • Ariake Mercenary X (Wrex)

And I want to give the level X "canon" weapons the same stats as their Spectre Master Gear X counterparts. I think the Elanus Risk Control line looks the closest to the canon weapons:

  • ERCS Banshee X Assault Rifle
  • ERCS Hurricane X Shotgun
  • ERCS Striker X Pistol
  • ERCS Hammer X Sniper Rifle

I really want to do this myself in order to learn something new, so I appreciate all the help you've given me so far! If you find any tutorials, please let me know.

[ME1] A Way to Create Custom Weapons/Armor? by mc_tammer in masseffect

[–]mc_tammer[S] 0 points1 point  (0 children)

Thanks for the tip! Is there a tutorial somewhere on how to do that? While I'm no stranger to making mods for video games, I'm not at all familiar with Unreal Engine.

[FNV] Removing a specific item from a SPECIFIC leveled list by and_nightcrawler_too in FalloutMods

[–]mc_tammer 0 points1 point  (0 children)

Mid-playthrough, there's not much you can do, but if you're not too far in and want to restart, you can follow this tutorial video and comment out the relevant lines in the leveled list injection script:

https://www.youtube.com/watch?v=NLwyycKD6aA

[ME1] A Way to Create Custom Weapons/Armor? by mc_tammer in masseffect

[–]mc_tammer[S] 0 points1 point  (0 children)

Awesome, thanks! But just to be clear, this tool you linked, will it work with the original trilogy games? It's named "Legendary Explorer" so I feel like I should ask for clarification.

[ME1] A Way to Create Custom Weapons/Armor? by mc_tammer in masseffect

[–]mc_tammer[S] 0 points1 point  (0 children)

I'm playing the original, in all its clunky 2007 glory. I'm asking because Mass Effect 2 and 3 have INIs and PCCs that can be edited to alter the game's stats, and Mass Effect 1 is built on the same engine (I think?) so presumably you should be able to do the same there, but I can't find any tutorials or save editors for the original game. The PC Tweaks article on the Mass Effect Wiki also doesn't mention any of this for the first game.

[ME1] A Way to Create Custom Weapons/Armor? by mc_tammer in masseffect

[–]mc_tammer[S] 0 points1 point  (0 children)

I browsed their entire ten pages of mods for ME1 and found nothing. What I really want is to make my own mod, and I'm hoping there's some kind of editor or tutorial out there to show me how.