Jump to content

Derjyn

Members
  • Posts

    4
  • Joined

  • Last visited

Nexus Mods Profile

About Derjyn

Profile Fields

  • Country
    United States

Derjyn's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

1

Reputation

  1. Okay, give the latest prototype a whirl and let me know if it works for you. It seems to have worked on my end, but more test cases always helps! I ran into an ugly but currently acceptable side-effect though: upon launching the game, you may get a popup warning about improper formatting of one of the files I changed. I know the formatting is correct, so this lets me know something else is referencing this file and expecting those emission bits I nuked. In theory at least... In my testing, it was safe to confirm and I didn't catch any negative issues in game. It looks like GSC incorporated some elegant automatic fix mechanism for some of their files, which is awesome. Anyhow, just grab 0.0.2 and overwrite the old Derjyn_NoEmissions.pak, and try that out. Fingers crossed! https://www.nexusmods.com/stalker2heartofchornobyl/mods/94
  2. Well, don't get your hopes up just yet. I just ran into an emission event during more testing. I think it was just coincidence I wasn't seeing the expected emission in preliminary tests. Outside of the simple solution I thought I found though, I have other theories on how to disable emissions. I was already thinking ahead that certain scripted events may arise that force an emission, so that'll need to be tackled as well. No fear, though! I'll keep at it and update here as well as the mod page.
  3. I ran into this issue as well, and went ahead and whipped up a prototype mod. So far in my testing, it seems to be working. I saved before an emission was going off and loaded this several times to confirm an emission would indeed occur, and of course the subsequent crash. After adding the mod, I repeated this process, and so far no emissions are occurring. This is a very early test run, but hopefully it works! https://www.nexusmods.com/stalker2heartofchornobyl/mods/94/
  4. Greetings everyone, I just wanted to share my humble little mod I recently did. It's a Dogmeat re-texture. A dark one. I know there are already several, but I wanted to make one with my own personal tastes and figured I've been leeching off Nexus for far too long now. You can check it out here. While getting that all situated on Nexus, I noticed something interesting: The mod ID it got for the URL. 666! Now the name, "Darkmeat" and the ID are too good to simply leave at a simple re-texture. The gears are already turning in my head of possibilities, but the general goal I have would be to work on an all-around evil Dogmeat mod. For now, it's just the same friendly canine, with a dark fur coat and red eyes. I'd like to up the ante a bit in the future and add some glow to his eyes, make his "vocals" a bit deeper and vicious. Once our modding capabilities open up a bit more, perhaps some particle effects and scripting along the theme of "dark and brooding". I like the idea of walking into a crowded place, and telling him to "wreak havoc". Being able to look at an area/object/actor and tell him to "Go piss fire [over here] / [on that] [on them]." would be pretty damned evil as well. Thoughts? What would you guys like to see in an evil Dogmeat mod? Maybe he'll be next to your bed when you wake up. Staring at you with those red glowing eyes, the arm of a raider in his mouth, the dripping blood adding to an already blood-soaked floor...
×
×
  • Create New...