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SpiritWolf448

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  1. Howdy, nexians. Say, I reinstalled XCom2 and tried to mod it this time around. Most things I try actually work (okay, I did read up a lot and had to do trial & error on some stuff), but I cannot seem to find the .ini files related to the missions contained in the Legacy Pack / Legacy Hub on the main menu. Yes, I found the stuff at *Steam Install*\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\DLC\TLE\Config, but those .inis do not seem to have any effect whatsoever ingame. And again yes, after changing them, I deleted the generated .inis from the C:\Users\*username*\Documents\My Games\XCOM2 War of the Chosen\XComGame\Configdirectory to force the game to regenerate them based on my changes. Does anybody have any clue where the game pulls the data like soldier or alien stats, loadouts, weapon data etc. from if not from these ini files? Or did I miss something obvious? All other modifications I did, be it base game, WotC or the other DLC missions (Shen's Last Gift and Hunters) work as intended. But this one stupifies me. ^_^" Cheers, and top of the morning.
  2. Thank you, @Ghaunadaur. After extracting the script sources from the Unofficial SE Patch, I was able to compile the script without problem. Marking this as solved. Thanks again to both of you. I appreciate it. :-)
  3. Thank you for your input, Rizalgar. I appreciate it. Though you may have misunderstood me a little bit. It isn't *my* script, it is one of Arthmoors provided with AS-LAL. I just changed a few numbers in it. To be specific, I changed Player.AddItem(Gold001, Utility.RandomInt(250,500), true)to Player.AddItem(Gold001, Utility.RandomInt(75,125), true)on a couple of occasions. Nothing else. Thr rest of the script remains exactly as Arthmoor provided it. So frankly speaking, I have no idea about any functions or any other Papyrus gizmos. Scripting is the one thing in Skyrim I never got my head around. ^_^" I was under the impression that I should me able to recompile the script as long as I just change some gold values and have all the relevant source scripts present. That is why I asked from where those functions or whatever come from, because I want to make sure the error does not stem from missing source scripts. But alright, I will scour the LAL provided scripts to see if they define the functions in question or not. Thank you. :-) Edit: The "functions", as you call them, are called like this in the script I am trying to recompile: MMScript.SetVQ02Open() MMScript.SetVQ02Playful()No idea what MMscript means, but maybe this is a hint or something for those in the know.
  4. Hey folks. For personal use, I made some small changes to the starting gear you are given by a couple of the alternate starts from Arthmoors "Alternate Start - Live Another Life". Or better to say, I tried, but I cannot seem to recompile the script because the Creation Kit is throwing the following error my way: Starting 1 compile threads for 1 files... Compiling "arth_qf_lalrumorsofwarquest_0207a334"... N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(624,9): SetVQ02Open is not a function or does not exist N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(626,9): SetVQ02Playful is not a function or does not exist N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(881,9): InitArrays is not a function or does not exist N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(1070,9): SetVQ02Open is not a function or does not exist N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(1072,9): SetVQ02Playful is not a function or does not exist No output generated for arth_qf_lalrumorsofwarquest_0207a334, compilation failed.Note 1: I am using Mod Organizer 2. The actual location of the scipt source is N:\Skyrim SE Tools\ModOrganizer2SE\mods\Alternate Start - Live Another Life\source\scripts\arth_qf_lalrumorsofwarquest_0207a334.psc Note 2: the script sources are the *only* files I extracted from the AS-LAL .bsas Does anybody know and can enlighten me what sources I need to install to properly compile the script? EDIT: [solved]
  5. Am I correct to assume that MO2 will NOT recieve an update to work with SkyrimSE? (Just asking, since after what Dark0ne and Tannin posted and said in the "Tannin now works for Nexus" news and thread, it did sound like it was acknowledged that both tools had a target audience that was/is "important". And since the new mod organizer/manager won't likely see the light of day for many months, only updating NMM now does seem quite a bit strange and has a certain "playing favourites" vibe to it. Because, lets face it, long-term MO users who are used to it's feature set will be unlikely to be happy to have to switch to another tool that seems inferior in their eyes. And yes, I am among them.)
  6. Well, considering it was said that Tannin started working for the Nexus early august, and the announcement was made about 2 month later, in octobre, one *could* think that ~8 weeks of full time job (at 5 working days a week with 8 hours per working day this would be somewhere in the 320 hours ballpark) would be enough to get a first overview of the situation and to formulate a preliminary roadmap.
  7. @Tannin42 & Dark0ne While we are at it, mind enlightening us in regards to your plans for Skyrim SE, which launches in a little more than a week? The current MO2 Beta 3 and NMM 0.61 Beta do not support it yet, obviously. Since it is highly doubtful that an early Beta version of the new software will be ready for public testing by then, I presume both NMM and MO2 will be getting small updates to make them compatible, if necessary?
  8. @aramil31 Oh, you can bet your ass that Bethsoft has such plans ready to go the minute they see an opening (or think they see it). Why? Because it is good business sense. After all, their battlecry is "For the Shareholders!". (Note: I am serious here, not tongue-in-cheek)
  9. As a name, how about NTMOYHBLF? :tongue: (Not The Mod Organiser You Have Been Looking For)
  10. @tannin42 @Dark0ne Out of curiousity, how high is the likelyhood of a first version of this "new" mod manager being released before the year is over?
  11. Phew. Big news to digest. As a die-hard MO user, I am honestly a bit worried. Please, whatever you do with the "new" NMM, please see to the following: 1. give it a new name if it is truly a completely new program (to clearly differentiate it from it's predecessor) 2. please, for all that is holy, keep MO's virtualization system and don't use the "wannabe" implementation the current NMM uses Pretty please. @tannin42 Congratulations on the new job. May it offer you the possibilites you always wanted.
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