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Vazeron1

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  1. So I tried to get something like this to work, to alas no avail. My solution and project files are here in case anyone wants to give it a shot: https://www.dropbox.com/s/2i05kc7daoxtp2e/Weapon%20Slot%20Upgrades.rar?dl=0 My code is here, but unfortunately even though it builds successfully I don't see any change in game, even when starting a new game.
  2. Alright, a new project works fine. On an unfortunately related note, is there a way to update a mod if you've lost the original solution or project files?
  3. Hi! I have a problem with updating my mod via the SDK. Whenever I hit publish mod and then hit "update", it goes through the preparing and uploading process before hanging on UpdateStatusInvalid. Any advice or help would be greatly appreciated. For reference, I initially began this mod with a simple .ini change to XcomGameData.ini to eliminate doom generation. Obviously that wasn't sufficient, so I extended XComGameState_Headquarters.uc (which I know is serialized into the gamesave, so a new game is required) with a new class, tested it, it works on a new game... I just can't seem to update my mod. Any advice? I get the same problem if I start a new project and try to publish the mod as a new mod on the workshop as well. E: Okay once I removed XComGameState_Headquarters.uc I could upload the mod as a new workshop mod, but when I open the original solution I still can't update the mod without getting k_EItemUpdateStatusInvalid 0 of 0 MB. There's nothing in the error box either. I'd rather not have to create a new mod entirely if I can. Any help would be appreciated.
  4. So a number of mods in Skyrim (like that better maps one), when installed via a mod manager, had several options that the end user could pick to customize the mod as they liked. Does anyone have a similar idea of how to do that for Fallout 4? A number of my mods are packaged in archives containing a number of different .esps, so the end user can choose what version they most prefer. Unfortunately NMM is kinda terrible at handling multiple .esps in a single archive and I'd really rather not create a separate archive for all the 30 odd options I have. You can work around it by navigating to NMM's virtual install folder and deleting unwanted .esps but that's a pain in the ass too, though at least not for me. Anyone have any advice?
  5. I have a mod that does this for Long War. For Vanilla reference the above link. www.nexusmods.com/xcom/mods/608/
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