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Posts
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Everything posted by BlueRaja
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We have No Inspiration Point Cap which allows you to get more inspiration... but it gives you way too much. By the end of the game you have 50+ inspiration, making every roll trivial to beat (even that one 99 check). It would be nice if inspiration wasn't capped at 4 (so that completing Background Goals still feels rewarding), while not being so OP it's broken. Maybe something like, the fifth inspiration requires 2 more Background Goals (instead of the usual 1 more), the sixth requires 4, the seventh requires 6, etc. This should put you at around 10 inspiration by the end of the game.
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Some compass and floating quest markers not showing up
BlueRaja replied to Higgenboober's topic in Skyrim's Skyrim LE
It's not caused by a mod, it's a bug in the game. I've seen it in Fallout 3/4 also. AFAIK there's no fix other than to only enable ~10 quests at a time. -
I have the same issue. I've seen it in Skyrim, Fallout 3, and Fallout 4. It's a bug in the engine, it only shows ~10-15 quests at a time. Disable some other quests to see them. It's insane that across three games this obvious, easily reproducible bug has never been fixed.
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Update: It appears to be an NMM bug when using symlinked folders. See https://forums.nexusmods.com/index.php?/topic/3554020-nmm-not-installing-texturesmeshesmaterialsinterface-files-in-data-folder-using-symlink/page-2&do=findComment&comment=53803798 and https://github.com/Nexus-Mods/Nexus-Mod-Manager/issues/157 The workaround is to manually install any mod that adds textures/meshes
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Strafing shouldn't cancel sprinting
BlueRaja replied to BlueRaja's topic in Fallout 4's Creation Kit and Modders
No one has any information on if this is even possible? :\ -
I had this issue with "Hookers of the Commonwealth". It doesn't appear to be a conflict, the mod just seems broken.
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Is this something that would be possible to mod? I'm an experienced developer, but completely new to Gamebryo/Creation modding. I did a search through the papyrus source for "movement" and "sprint", but it seems(?) like the code that controls player movement is implemented natively, which I'm guessing means it's not possible to mod?
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In most shooters, if you're running (shift+w) and you strafe (a/d) it doesn't cancel your run. In Fallout it does, and it's super annoying. Is there any way a mod could disable this feature?
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No, it couldn't. There is no way to magically merge two classes at runtime. Maybe in a higher-level language that treats functions like objects (such as Javascript), but not in Unrealscript. Of course. However, correctness always comes before clean code. If the code is clean but does the wrong thing, it's bad code. For mods, that includes working alongside other mods. In XCOM 2's case, that means avoiding class overrides whenever possible.
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The compatibility check can be improved by checking for UIScreenListeners as well. If mods A and B both override the same class, one of them (based on load-order) will not work.If mod A overrides a class and mod B uses a UIScreenListener on that class, mod B will not work.If mod A and mod B use a UIScreenListener on the same class, both mods will work.Also: please post your code to Github, even if you think it's sloppy. It allows others to learn from your code, and contribute using pull-requests. It's also much less shady than downloading a .exe from mega.nz
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How to make changes yourself for Pure RNG/No cheats/No assists?
BlueRaja replied to Xenic251's topic in XCOM's XCOM 2
The hidden aim buffs are already disabled by default on Legendary difficulty. There are no hidden aim-debuffs. -
Hello, I am the author of Stop Wasting My Time. I'm currently attempting to figure out how to upload mods to Nexus and make them compatible with Nexus Mod Manager. Stay tuned!
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Ok, this has been driving me mad. According to the documentation, dynamic arrays can be initialized via config files like so: MyClass.uc: class MyClass extends whatever config(Namespace); var config array<MyType> MyArray; XComMyClass.ini: [Namespace.MyClass] MyArray=(A=1,B=1) MyArray=(A=2,B=2) In this case, according to the documentation, MyArray should have two elements. Indeed, XCOM does this all over the place, and it seems to work correctly for them (search for eg. BodyPartTemplateConfig). However, when I attempt it.... MyArray has only a single element, (A=2,B=2) What's even more maddening is that if I put + before each line in the config, it works correctly, with MyArray having two elements. According to the documentation, the only thing + does is prevent duplicates from being added, so it makes no sense that adding a + would fix my issue. Could someone with more knowledge of UDK please explain WTF is going on!?
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XCOM 2 seems to use a lot of static functions. In other languages, these can't be overriden; however I've read that in UnrealScript, they can. However, overriding them does not seem to work, presumably because the class is always specified by name when they are called. Has anyone figured out a trick to override these, or a trick to get around that limitation?
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XCOM2 Anyone Found How to Alter Gender Bias of Recruits?
BlueRaja replied to Gamer6432's topic in XCOM's Discussion
Workshop mods are downloaded to steamapps\workshop\content\268500\. The source is included. Alternatively, I put my mods on Github here. -
XCOM2 Any way to edit the ammount of upgrade slots a weapon can have.
BlueRaja replied to hunydo1255's topic in XCOM's Discussion
There are only two places that NumUpgradeSlots is actually used (a method in UIArmory_WeaponUpgrade and a method in UIUtilities_Strategy), so you'd think overriding those two methods would work. However, for some reason it doesn't. It appears to have something to do with the UI, but I'm not skilled enough in Unrealscript to figure it out. I also attempted to override X2Item_DefaultWeapons.CreateTemplates(), with the idea of looping over all the templates returned by Super.CreateTemplates and incrementing NumUpgradeSlots. Unfortunately that doesn't seem to work either - it appears both X2Item_DefaultWeapons.CreateTemplates() and my custom replacement get called, for some reason. -
XCOM2 Anyone Found How to Alter Gender Bias of Recruits?
BlueRaja replied to Gamer6432's topic in XCOM's Discussion
Yes, see the code for http://steamcommunity.com/sharedfiles/filedetails/?id=618804288&tscn=1454888352 -
XCOM2 Is there a way to create a new game and skip the first mission?
BlueRaja replied to BlueRaja's topic in XCOM's Discussion
Ah, what a strange name! Thank you so much! -
For example, here are some lines from DefaultGameCore.ini: LootTables = ( TableName = "BlackMarketAlloys_01",Loots[0]=(Chance=100,MinCount=20,MaxCount=30,TemplateName="AlienAlloy",RollGroup=1) ) LootTables = ( TableName = "BlackMarketAlloys_02",Loots[0]=(Chance=100,MinCount=25,MaxCount=35,TemplateName="AlienAlloy",RollGroup=1) ) LootTables = ( TableName = "BlackMarketAlloys_03",Loots[0]=(Chance=100,MinCount=30,MaxCount=50,TemplateName="AlienAlloy",RollGroup=1) )Say I wanted to edit only the MaxCount of the "BlackMarkeyAlloys_03" entry. I could of course do this: -LootTables = ( TableName = "BlackMarketAlloys_03",Loots[0]=(Chance=100,MinCount=30,MaxCount=50,TemplateName="AlienAlloy",RollGroup=1) ) LootTables = ( TableName = "BlackMarketAlloys_03",Loots[0]=(Chance=100,MinCount=30,MaxCount=999,TemplateName="AlienAlloy",RollGroup=1) )But then that would be incompatible with any other mod that wants to edit that same entry (the actual entry I want to edit is much, much longer). Is there some way I can edit only the one property? I'm imagining syntax similar to this: LootTables[TableName="BlackMarketAlloys_03"].Loots[0].MaxCount = 999Does anything like this exist? If not, is there another way to achieve this without destroying compatibility with other mods?
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[MOD REQUEST] More skill points per level
BlueRaja replied to BlueRaja's topic in The Witcher's The Witcher 3: Wild Hunt
I found this in gameplay/abilities/geralt_levelups.xml <level number="1" requiredTotalExp="0" addedSkillPoints="0"/> <level number="2" requiredTotalExp="1000" addedSkillPoints="1"/> <level number="3" requiredTotalExp="2000" addedSkillPoints="1"/> ... However, changing addedSkillPoints doesn't seem to work. Maybe it only works on new games? -
There was a mod for this in Witcher 2, why not Witcher 3? Apparently the Hardcore Mod used to have it, but it looks like they took it out. "It's pointless since you can only have 12 skills activate at a time anyways" is not a valid argument - simply unlocking all the highest-tier skills requires more skill points than are available in the entire game.