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B33fj3rky44

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  1. It's not working for you? I just followed the instructions on seamless to make it compatible with mod engine 2 and it works fine for me.
  2. Just so people don't think I ignored you, I'm gonna write here that I added it to the Better Ranks mod as a separate version.
  3. So relatively recently the Red Solstice 2 nexus page went up and since then everything I have posted has been forced into the Miscellaneous category despite me trying to add and select new ones. I know it's still a small page and not a major issue, but I would still appreciate it if this got fixed, thank you. Also I don't know if this is the right place to post this, so sorry in advance.
  4. Sorry for the s#*! tutorial. Tried to do better with the guide/tools pack. Again hmu if you need help!
  5. Come on people. I know you have ideas in your head for the game. Gimme something to work on.
  6. I'd like to grow a modding community for this game. Tell me what would make the game better for you and I'll try to make it happen. I'm kinda limited to changing stats tho because I'm not that smart.
  7. If anyone is new to modding and needs personal assistance I would be glad to help. You can find me on the RS2 discord and dm me from there. my discord name is Wr4Th_0f_D0g
  8. Tools Needed: A packer like DRG Packer which I cannot upload a file for some reason so I will link another forum post with it How to make a mod for AFE - General Aliens: Fireteam Elite Discussion - The Nexus Forums (nexusmods.com) An asset editor such as atenfyr/UAssetGUI: A work-in-progress .NET GUI to facilitate reading and modifying Unreal Engine 4 game assets. (github.com) Unreal Engine 4.27 from Epic Games First you need to make sure that the file paths in all of the components of DRG Packer are correct. Default is in C:\DRGPacker also this old upload of it has an incorrect input.txt so you'll need to remove the "FSD" from ".../.../..." and correct the file path at the start Now what you need to do is go to Steam>Red Solstice 2:survivors>Manage>Browse Local Files>TwinStick>Content>Paks and drag the windows-no-editor to your unpacker. This will open CMD and will take some time to unpack the game. Once it is done put it somewhere safe and don't edit these files. Instead make copies of whatever you need and edit those. Place them in the "input" folder of the packer and mimic the file structure. If you found it in TwinStick\Content\Blueprints\Characters then put it in TwinStick\Content\Blueprints\Characters within the input folder. When you have finished with modding, you will need to pack it. This is as simple as dragging the input folder to pack.bat Now name your mod and place it in the paks folder of your game. Load up the game and you're done. YAY!
  9. Hello I uploaded a mod for a new game last night and I was wondering is there a standard eta on games being approved and do weekends affect that time?
  10. EDIT: I'M f*#@ING RETARDED Bruh I spent 3 days figuring this s#*! out and later on come to find fmodel f*#@ign exists. Fmodel: FModel You'll need the AES Key though which is 0x091404DAA65060786C5A9B5D59443185F2D2C47724E6F1648C0BBBF850AD96C1 or you can get it and other game's keys at CS.RIN.RU - Steam Underground Community • View topic - Collection of AES encryption keys for UE4/5 games Not only is there an easier way to extract the files but editing and packing is easier too Editor: Releases · atenfyr/UAssetGUI (github.com) Packer: http://fluffyquack.com/tools/unrealpak.rar To unpack the game open Fmodel and select the directory ...\Aliens Fireteam Elite\Endeavor\Content\Paks and engine version 4.25. in the top left of the program select Directory>AES and paste the full AES key. Most game data is stored in pakchunk0 while I believe pakchunk1 is pathogen content. Open whichever pak(s) you want and then you can browse all the files. You can export everything or just a specific folder/file. Just right click and select "Export Package's Raw Data". There are also options to extract other types of assets like textures and models/animations. We can edit some values in Endeavor\Content\Design\ClassDefs here we can choose something like Player_Demolisher.csv and edit with notepad. Copy the file into UnrealPak and create a folder named soemthing like Mod_P. copy the file path by recreating the same name folders inside Mod_P. So if you found it in Endeavor\Content\Design\ClassDefs, it needs to go back in Endeavor\Content\Design\ClassDefs but in the new mod folder.You will see a lot of repeating values in the class csv and that's because they are the stats for each level 1-20, so to fully change something here you will need to change it for every level.When you're done editing it's time to pack it. Drag Mod_P to UnrealPak-With-Compression.batPut that sucker in the ~mods folder of AFE and you're good to go. Congrats you made a mod!
  11. You probably need to just remove one or a few mods at a time and run the game each time to test. I had to do this myself when my friend couldn't load in due to an NRE. Turns out it was me trying to add effects to attributes that caused the problem.
  12. Есть ли у вас эта строка <property name="CustomIcon" value="generatorbank"/> и папка с именем ItemIcons с изображением того же имени, что и значение пользовательского значка? Я использую переводчик Google извините, если он грязный
  13. for xml modding this is a good guide (1) Getting Started & Setup - 7 Days to Die XML Modding Tutorial for Beginners - Episode 1 - YouTube as for doing stuff in unity I have no clue lmao
  14. Closest thing I could find is this Improved RWG at 7 Days to Die Nexus - Mods and community (nexusmods.com) also... /)
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