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Atheran2

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Everything posted by Atheran2

  1. I'll start by saying that I haven't played with your mod at all. Mostly because I don't like the general idea from a lore perspective. MEC I can understand but that's as far as I could justify myself playing with advent units. On the other hand I really like the idea from a modding perspective. I also think that missions like this is an awesome addition to the game and give players something else to do besides the boring-already 4-5 different types of missions you get. I think that getting it randomly at a certain stage in the game makes much more sense to me (and not only for balance reasons). So Kudos to you people for the initiative! As for the Bradford...Ugh! Even more dialogue by this guy? Joking aside if you add that dialogue I think it should be VOed. Is that something you can do? For the rest I agree with HabDand to be honest... One or two maximum per campaign otherwise it makes it too easy. MECs wouldn't require a habitat per-se. Maybe charging up in the engineering? For the rest tho' I believe a habitat is a very unique and interesting, yet hard to make idea.
  2. That's an awesome load of stuff you got working here :) I'm not feeling bad about you stopping it honestly, because I really think it would be really out of the whole xcom universe but still... Great work! If you have any general questions about 3d modelling (I'm using Maya so I have no idea whatsoever about Blender) feel free to ask. I'm modelling stuff for the past 5-6 years. I just never bothered with skeletons/rigs/animations and that's why you don't see new models in ABA yet... At some point when I have the time to do so I'll start learning them but until them I can only add static meshes like helmets but the mod community is full of them already. I'd really like to have a guy like you in ABA team as well... I'd get much more stuff done much faster and that's from someone who hates working in teams with passion :D Anyways... Any general help you might need with modelling feel free to hit me up. You know me here, on reddit and on steam.
  3. First problem solved. For anyone else for future reference apparently the Tint/colour options at the weapons are for weapon customization interface. This info is stored in character slot. Enemies don't have the customization menu for obvious reasons so it wouldn't work because it didn't know what to do with this information. So instead of throwing an error it defaulted back to the default value which in the sniper rifle's case was the army-green. Sadly it appears like the only way to change the texture for enemy weapons/armours/etc is by changing the texture file. Which I don't really like as an option because it creates a 2000% bigger upk than using the material sliders alone. EDIT: Any idea what might cause flickering textures? Out of the 9 weapons I recoloured 2 of them have flickering textures at specific spots. I followed the exact same procedure for every single one of the weapons and I also checked the textures/materials/meshes/archetypes for differences that might cause this between the ones that are working and the ones that are not and I found nothing. By flickering I mean, between the specified texture that I made and the original one.
  4. Not the help I wanted but pretty darn useful to avoid spamming creation of multiple levels. So... thanks a lot! EDIT: As for my second problem I was thinking... I'm using Maya 2016. Maybe the fbx exporter is incompatible with udk? Can someone confirm a working version of their fbx exporter?
  5. I'll try to make this sort, but after a whole day and the major part of the night trying to get stuff to work, I don't know what else to do :sad: I have two major problems at the moment that should be quite simple to do but apparently they don't want to behave. I'm trying to help someone with his mod by creating assets (materials/models) but I'm stuck at even the simplest stuff. First of all I'm using Maya and Photoshop if that helps out. What I'm trying to do is two things. Change the colour of a weapon and make a simple modification to a model. CASE 1: Colour I'm trying t get rid of the green tint of the sniper rifle and give it a deep red one instead, so the steps I take are: 1) Find all the relevant files for the assault rifle 2) Copy them to my folder and then categorise them in meshes/textures/materials/sounds/etc 3) Open the Sniper Archetype from my folder and change the Skeletal Mesh to point to the one in my mod folder. 4) Open the Skeletal Mesh and change it to point at the material in my mod folder 5) Open the material file and simply change the tin option to a deep red one 6) Close everything and re-open the Skeletal Mesh. Everything looks as I want it to. 7) Save the folder to a upk :cool: Go to the ModBuddy and import the upk to the contents folder. 9) Change the Template.GameArchetype = "WP_Sniper_MG.WP_Sniper_MG"; to Template.GameArchetype = "mod-folder-name.WP_Sniper_MG"; 10) Build Solution. No errors. 11) Debug the solution. Create a bunch of levels until I find some enemy holding a sniper. Sniper has green tint!!!!! 12) Go for a smoke raging PS. In the config file that I add the sniper to the enemy loadout I use the same name as in the class that generates the template for the sniper rifle that I set the Archetype. CASE 2: Model I want to change the model of the Advent female captain so it has only one shoulderpad instead of two. 1) Same steps as before about copying files to mod folder etcetera. 2) Right click on skeletal mesh -> Export to file. I choose fbx. 3) Open Maya. 4) Import fbx. fbx imports without the weapon that has in the skeletal mesh preview but I guess that's fine. 5) Delete the shoulderpad, touch nothing else 6) Try to export, I get an error about having to delete non-deformer history. 7) I delete it and export again as fbx. It works :cool: Back in the editor, I try to import the fbx 9) Pop-up "Didn't import" No other information. I followed the steps of the Documentation to have the right options checked etc. Only difference between the two fbx is the polycount obviously as I deleted some faces from the model. Bone count is the same. If someone could help me out about those two things I'd be really, really thankful. If you want more information about them just ask
  6. EDIT: Sorry for necro. Posted in a new thread instead
  7. Well... I got a bunch of mods installed and after 2 days of sorting them in the correct order and finding new ones as well I started playing. I had some major problems in the first times with the game crashing or even worse freezing my pc entirelly so I had to restart it, but I believe I solved them. I then started a new game and having the Alternate Start mod on I chose the "surprise me" option which made me a new member of the dark brotherhood. And I love it (don't get me wrong, I wanted to play that kind of character (close to the nightblade build) all thiefy and assassin like.) I only worry about two things, so I thought I'd ask here if someone has any experience. 1) Starting as a member of the dark brotherhood through the "Live another life" mod is well put in the game? Or it'll destroy things like the drak brotherhood quest/dialogues etc? 2) Is the nighblade build (even changed around) playable with the requiem mod? Right now I'm with DR armor and with 20ish in sneak/perks for silent moving and silent moving spell from Illusion tree and I still can't successfully sneak behind almost anyone. Everyone up until now manages to see/hear me even if it's night and have their back turned on me. I have almost no texture/graphical mods on yet but I can upload my loadorder here if you can give me ideas for additions. Not cheesy or good looking things, but mods that'll make my experience in the game more complete. And of course lore friendly...
  8. Thanks a ton... I may not include some of them but it sure helps. And seeing both requiem and SkyRe I'll probably go with requiem. SHould I expect a lot of incompatibilities with it? And what you mean about merging? Can I merge 2 compatible mods into one? ie a mod adding new weapons and a mod adding armors as long as they do not change the same base files?
  9. Thanks Skyrabbit! This is indeed helpfull :smile: Altho' many of the mods it lists are not lore-friendly even if it says so in the description. ChanChan05 any chance to post a list? Maybe? Please? :smile: I'm not set on Requiem anyways... I just liked the name and what I saw in the videos. Diggin' through GEMS now... I love the fact it has links to videos about the mods...
  10. Hello there... I decided to play skyrim again after a long time (from before the first DLC) but I'm completelly lost with the tons of mods that are around now. When I used to play I knew almost every mod in here but now... So I decided to ask here about suggestions depending on how I want to play. What I'm looking for in this new modded run is: 1) Total Immersion (I don't care how many mods, I just want to feel I'm one with my character. Things from cold (I really want to try frostfall :tongue:) to hunting (heard hunterborn is very good) to basic needs (there's a ton of those mods :/) to even graphics/textures mods that immerse you (lighting, realistic snow (I always hated the original snow on stone stairs. It looked like they were painted with white paint) etc) I don't need insanelly HD mods, I'm not here for simply the looks, but if there are immersive HD ones I have no problem. Sounds help as well... As for the NPCs, dialogues, interesting characters, textures/models (see above). Populated cities, random encounters on the wild (from patrols to merchants even to homeless people (don't know anything about the last one). The more dialogues I can have the better, even if it is for new quests or simply some whining for the cold or a good story. There was a mod that made factions fight each other and made the whole civil war much more immersive when I played (it was probably in alpha stage then) Is it still around? 2) Lore friendly. Not canon specifically but lore. I don't want a lightsaber or a legolas companion and I don't want to be in middle earth or in Game of Thrones. Specific things from other universes that do not conflict with the lore I have no problem with (I heard there are some good cloaks from Game of Thrones for example). I don't want my PC to wear prada or high heels when running in the snow for example. 3) Quests! As long as they fit the above categories and are good I want em! When I first played Skyrim I was disappointed of how small it was. This time I won't rush through the story but everything that can add to my playtime is good. 4) Homes. I want my player to have a home. And the vanilla ones suck iirc. I want a good comfy home that has space to store items, crafting stuff etc etc. And I want it good looking. And I want to work for it, not start a new game with it. (Bit of demanding request but c'mon there's a ton of home mods and I can't really search ALL of them.) 5) Any way to start with a normal life and avoid the first sequence of the game that I played over and over and over again? 6) Overhauls? I don't care for them much but I wouldn't really mind if it makes the game better without violating the above categories. In fact I plan to use REQUIEM. PS. I'm not lazy, and I'll update this thread with mods that I have or plan to get over time in case it helps anyone in the future, but I need a place to start looking... PS2. I don't know what I'll play so any non conflicting class/skill mods that make the combat more interesting are welcomed. PS3. The above can be generalised for everything. I don't know if I stay normal or if I change to vamp or a wolf, so even if I may not use them it'd be a good idea to have them. EDIT: Going to do some searching and I'll update with mods that seemed interesting to me in case it helps anyone else or it helps with suggestions
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