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bythetwinmoons

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  1. Lowering the health and/or damage of enemies to that of Story mode might do the trick for you then. I wasn't sure how easy you'd want it :) Here - https://www.nexusmods.com/theouterworlds/mods/115 Let me know how it goes!
  2. Unfortunately don't know how to enable survival elements on other difficulties. But perhaps with a combo of mods, you could get it to where Supernova is playable for you. What specifically would you need changed, that Supernova patch doesn't already fix?
  3. Do you mean simply making the game show it as a Science weapon, basically just the UI? Like this, Where the UI now has the science image in the background? I didn't bother to go further and find where it adds the rest of the science icons (like in the shrink ray above, should be behind the gun not just in the tooltip) but it's in there somewhere. Or do you mean more than that, like adding an effect like the shrink ray has shrink? It may be doable to add an existing spell/effect to the gun. I've never tried myself but maybe.. At any rate, if you'd like to mess with it yourself, get KaiHeilosos's Asset Editor - https://github.com/kaiheilos/Utilities. Just the exe, the others don't apply to TOW. Open that, change the drop down in the corner to 4.21, say Functions>Extract Pak File, find your pak files and go through and extract pakchunk0, pakchunk1, pakchunk15, and pakchunk16. Extract to some other folder. Keep the folder structure that it extracts. This is a lot of files, have plenty of space. Find Ultimatum - it's here Indiana\Content\Blueprints\WEAP\Hndgn\Science\FORCE_Phlogisynchotron or in Variants within that but the base is FORCE_Phlogisynchotron_Weapon__Base.uasset. Open it in Asset Editor, mess around with it. File save as and put it somewhere else but recreate the original folder structure all the way up to Indiana. Then open the new file in the editor again, make sure what you changed is there, then say Functions>Package folder. Navigate to the folder above your new Indiana folder and select Indiana. You must select Indiana. It should make a pak file next to the Indiana folder. Put the pak file in your game's Paks folder either with it renamed to have z at the front (so like zz_ultimatummod) or put it in a folder inside Paks called '~mods'.
  4. Tried it myself, it does work. Unpacked uassets loaded. You put the files in TheOuterWorlds\Indiana\Content. Interesting. I'm excited to try RussellJerome's mod loader also. I can't figure out making a profile for the game but he's putting out a new version soon which is supposed to do that part automatically. I tried to use the pdb you put up combined with his tutorials but I can't make heads or tails of IDA lol.
  5. I really wish I could figure it out but it's not possible now. I think it's in the exe or something, I just cannot find it in the editable files. The XP tables are accessible but simply adding higher levels didn't do it so it must be capped elsewhere. However, the XP tables should change if I edit them so it would be possible to decrease the amount of XP you get from various things. And/or increase the amount required to level up so you reach max level further into the game.
  6. BitMage - are you under the same name in Discord? I saw someone join the tow modding server with that name. It's not active (like, at all lol) but I'm in it anyway and can help if you still want info. Or message me here on Nexus, that's fine too.
  7. https://www.nexusmods.com/theouterworlds/mods/74 I just went ahead and did it (your post is pretty old so you may not even want it anymore), if you still want to know how I can teach you.
  8. don't know if this what you were thinking but I made a somewhat darker version https://www.nexusmods.com/theouterworlds/mods/82/
  9. Here you go :) As I mention in the description, the texture might be applied to other ship windows like the Hope, I did not check in game. https://www.nexusmods.com/theouterworlds/mods/70/
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