Jump to content

Asesinamen

Members
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About Asesinamen

Profile Fields

  • Country
    Spain

Recent Profile Visitors

5379 profile views

Asesinamen's Achievements

Rookie

Rookie (2/14)

  • One Year In
  • Week One Done
  • One Month Later
  • First Post
  • Collaborator Rare

Recent Badges

0

Reputation

  1. So my objective is to replace the soldier class icons from LW with coloured ones in the texture files, as I've grown weary of using texmod (and also as a learning experience towards other replacements). My main problem is that I cannot get ExportTexturestoDDS (gotten from the link in here) to unpack from LongWar.upk (in XEW\XComGame\CookedPCConsole), where I suspect LW's classes' icons to be (UICollection_Strategy_SF.upk only has the four vanilla classes', and replacing those doesn't replace them in-game when using LW even if four of the LW classes use vanilla classes' icons, so I suspect they use copies of them from LongWar.upk too). The error when trying to unpack LongWar.upk is: Texture2D object found: ClassIcons.archer_mec terminate called after throwing an instance of 'std::length_error' what(): vector::reserve Any ideas?
  2. Chairs and radios would be the msot used one of your list (rocks definitively wouldn't). Terminals in the third place. Doors? And can you add lights/burning barrels? You shouldn't worry about inventory items ATM, since all them can be carried to the specific place and duplicated with Feng Shui.
  3. FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter FOOK2 sorter...
  4. Automstic sorter for Unique weapons, placing it in a different place (because it's hard to put manually the terrible shotgun into a exhibitor)
  5. Yhe idea is simple... I'm interested in having alive all the vendors of Tenpenny tower.. specially Montenegro... I convinced everyone to let the ghouls enter, so someones exilied. But, afterall, I killed the ghouls without letting them enter any way. So, I'd like to make exilied people through speech to come back if the ghouls ar killed. Or, if you don't want it, give me the ids of the quest about those characters.
  6. Ok, but I don't know if i a Masterbrain will use the models of Jen's ERROR.
  7. I see pigeon has put the ida of the protectron's voice at the first post, so I'll consider it as an answer, so i don't doublepost. I read (I think in the Readme) the Contention Cell will be radioactive, but, What about doing poison damage? It would be more accurate to your clinic clothe, because a medic coat and a gas mask for entering a irradiated room... (althoug the Gas Mask has a 30 radiation resistenve in FOOK). And, with the support of nfckitten, the lab (when expanded) could have a refinery that can do energy drinks (I wouldn't add functions to the First Laboratory for two reasons: 1-Some mods changes its menu and could dissapear if it's menu is altered, and 2-The lab is too small an needs more things. The clinic needs much clutter, and its infarmry is empty. P.S:Can the walls that protect the hole to the comple(at the complex terminal) be opened, or only can be traspassed by tcl? P.P.S: Suicide tentations XD
  8. There will be a target rang with live objectives (definetively better than in RR and in MZ). Of course, if it isn't a simulation, it the targets can be "captured enemies and creatures", like in PL. And about the Protectron saying "Welcome to the Bunker 72", you could use the part of the dialogue with the Protectron outside Megaton, when he says Enter/Come on or something that means "Enter" (sorry, but I play in spanish (altough it's maybe impossible with FOOK, but no problem) and I don't know the exactly words, in spanish is "Tira pa' dentro") the first time you arrive to Megaton, after exiting the Vault 101 and when the Megaton DOrrs are opened, so maybe the this part of the Wellcome will change dependent of the language, of course only if this part of the dialoge has an audio archive for it alone.
  9. Operation Anchorage takes places in a simulation, and due to the action orientation, the corpses of the dead enemies disappear with a "hologram" effect, preventing you for looting their corpses (altough you can devore them :blink: ). What I men is than the enemy corpses could use a similar animation, because you will also have your caps reward, not? YEeeeeeees, :closedeyes: I know it, DLCs patches in their time.
  10. lol Red Brahmin... I think it will be expired... Awesome if could be made by you. When you enter the freezer Room, after a time you will be freezed (MZ effect) if you don't wear a special clothe. Also, during the recipe process, at the kitchen you will obtain a cake, but you should put it into the oven during 1 hour (I think is the shortest time for triggers) before obtaining the complete cake? Of course, it can also be done with other food that need tobe placed inside a container into the Freezer room (idea hit: a freezed mirelurk inside :sick: ? It could be a sorter of mirelurk meat). Only two minor optional patches: compatibility with Better Living Trough Chems for the Medical Sorter and CALIBR for ammo sorter. Oh, and do you have controlled the items of the enemys on the target rang? I think you sould'nt be able to take the items from her corpses, because it may be a simulation. If you cannot go to the corpse's place, everything's fine, but if not, you could use the animation from Anchorage (optional).
×
×
  • Create New...