Jump to content

Joshuahoeth

Members
  • Posts

    154
  • Joined

  • Last visited

Nexus Mods Profile

About Joshuahoeth

Profile Fields

  • Country
    None

Joshuahoeth's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. So I am asking for a friend as she hasn't made an account yet but we were making mod. She basically was trying to make the dragons have combat taunts. The problem is, all the lines Mirmulnir is supposed to have such as "Krif krin. Pruzah" and his other combat lines that play only for that battle, despite being the generic dragon voice type seem to have been replaced with the random roars by Bethesda. Now I know for a fact those lines are/were present in the game, they were what originally inspired this mod's creations, without them the variety is severely limited. Are we just missing something obvious or did Bethesda remove them? Is there away to get them back, the voice reference tool even says what they are supposed to be. sorry if this is the wrong location for this sort of thing *EDIT* For clarification this is for Skyrim, if it wasn't obvious enough, and the files are there, just the data in them is random roars, instead of the line *EDIT* Was just informed that lines are actually missing in the vanilla Skyrim and were introduced by the unofficial patch, sorry we had researched it before but only came to the conclusion that the death scream was added by it
  2. I'd like that, it'd be interesting to just fly a Vertibird over the water
  3. Is it possible to being back the old "NPC is unconscious" from Fallout 3 and NV, I find it more entertaining to get into fights with NPCs that are essential when it at least appears that they died, it makes combat feel more authentic Thanks for reading :)
  4. I am asking because I tried to import a T3D file, and it gives me a "Import Failed" error, now I have suspicions that this was caused by me making the file in Unreal Engine 4, and I have a feeling ModBuddy doesn't like that, can anyone confirm ?
  5. well neither of those two things worked guys, thanks for trying though
  6. I tried a system restore, the editor worked, however I undid it in hopes that I could find a less severe solution, then I tried to revert back and the stupid restore point is gone and I am screwed
  7. can anyone actually get the editor open
  8. I had it working the night prior I don't understand why it'd just stop
  9. That won't let me get the Archetypes out will it?
  10. For no Explicable reason my Editor no longer starts, my paths are right, I have the redists installed, the splash screen appears it goes through the loading process, but then it just disappears and the process ends... please can anyone help me I can't update my mods :sad: *EDIT* I have also tried verifying and pretty much everything I could think of
  11. Shen's Gift and Alien Hunters are unopenable such a disappointing blow to the moddibility
  12. Did Firaxis seriously not give us the ability to mod DLC files, I don't understand the point of them even being visible, when ever you try to open any of them you get a "Not Yet Verified" Error, this is a serious flaw in the moddability of Xcom 2, DLC modding is possible in other games, it should be here too. Does anyone else have an issue with this, I haven't seen anyone else complain about this at all
  13. We may be able to do this but yet we still can not open any DLC files making modding them impossible
  14. So the way I thought the game would handle this was that an Avatar would spawn after Skulljacking the Codex, then from that point on Avatars would spawn rarely on missions much like Codices do after Skulljacking an Officier, sadly this is not the way it works, so I am proposing that after one Skulljacks a Codex rarely an Avatar can spawn on following missions, but perhaps limit it to one Avatar a mission, how hard would this be to do and what are everyone's thoughts
×
×
  • Create New...