Jump to content
New Forum Update ×

Mass Effect 2

Forums for Mass Effect 2 Nexus.

 

http://www.nexusmods.com/masseffect2/


96 topics in this forum

    • 0 replies
    • 1.3k views
    • 6 replies
    • 610 views
    • 0 replies
    • 193 views
    • 0 replies
    • 32 views
  1. Early Legion mod idea

    • 0 replies
    • 380 views
  2. Mod Guide

    • 0 replies
    • 299 views
    • 0 replies
    • 1.9k views
    • 0 replies
    • 758 views
    • 0 replies
    • 794 views
    • 8 replies
    • 2.3k views
    • 0 replies
    • 961 views
    • 0 replies
    • 527 views
    • 0 replies
    • 415 views
    • 0 replies
    • 436 views
    • 0 replies
    • 284 views
    • 5 replies
    • 3.9k views
  3. Origin Version

    • 0 replies
    • 385 views
    • 0 replies
    • 169 views
    • 2 replies
    • 301 views
    • 0 replies
    • 430 views
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • So what makes the Legacy of the Dragonborn so special? 1. It is an orginized Museum where every unique item well, artifact you find that is implemented by both Bethesda but also the modding community and it is gigantic. It should be played from day 1 and be ran parallell with your daily game play and you do get your own flat there later on as well at the top floor. 2. It has a faction and you work together with a team of collectors and archeologists.  Your job is to protect them and also help them in the progress. They work for the Dragonborn after all and are your friends. You can send them out on their own missions and they ran away doing so as soon as you order them to do it. 3. The museum has its own story and many many secrets you discover during the build up of it as you ned to build the different sections your self. It is your museum and the intendent needs your help making it all possible. 4 I love books and stories and i love all the books in game and lets see what we can do with books in Starfield This shot is a one time shot. I was so lucky to find these doomed miners stucking up that cave entrance as they all look so confused and they really are. You are there making a mess as you are not welcome to the Doomed Mine at all running my setup that is. This cave is controlled by Morrowind troops, in the internal war implemented by a mod. It is in my mod description.... 4. Well i can continue talking about i for a long timet. It also gives the player a flying ship even.  😄
    • first of all go to overrides mods and right click on all and ability "allow in load order", like for improved ui. then try put all classes and subclasses mod before compatibility framework.  and put 5e spells, unlock level curve and unlocklevelcurve patch 5e on top of ur order.   So:  5e spell unlock level unlocklevel patch subclass and class mods compatibility framework other mods   try this and let me know if go better with this order.  
    • So have I and would be pretty interested. Dint999 does have a patreon  with some really nice hairs which may have fps cost.  
    • Star coordinates seem to run from -10 to 10.  It might be a bit more than that, -12.5 is definitely off the edge of the map.  X is left and right, Z is up and down, Y is toward and away from you (and is pretty imperceptible unless there are other stars nearby). Z works how you'd expect, but X is reversed, positive numbers are to the left of the origin, negative numbers to the right.  The origin is (more or less) Sol (t is slightly off in one direction by like .1). If you want to move a star down the map, you subtract from Z.  If you want to move it left, you ADD to X.  I haven't really played with Y; it will change the jump distance, but you probably won't notice a visual change on the map.  
×
×
  • Create New...