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Anvillior

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  1. Hey, thanks for responding. So this is what my code looks like: //Import some assets from Vortex we'll need. const path = require('path'); const { fs, log, util } = require('vortex-api'); // Nexus Mods domain for the game. e.g. nexusmods.com/battlefleetgothicarmada2 const GAME_ID = 'battlefleetgothicarmada2'; //Steam Application ID, you can get this from https://steamdb.info/apps/ const STEAMAPP_ID = '573100'; function findGame() { return util.GameStoreHelper.findByAppId([STEAMAPP_ID]) .then(game => game.gamePath); } function prepareForModding(discovery) { return fs.ensureDirWritableAsync(path.join(discovery.path, 'BattlefleetGothic2', 'Content', 'Paks', 'Stock')); } function main(context) { //This is the main function Vortex will run when detecting the game extension. context.registerGame({ id: GAME_ID, name: 'Battlefleet Gothic: Armada 2', mergeMods: true, queryPath: findGame, supportedTools: [], queryModPath: () => 'BattlefleetGothic2', logo: 'gameart.jpg', executable: () => 'BattlefleetGothic2.exe', requiredFiles: [ 'BattlefleetGothic2.exe', ], setup: prepareForModding, environment: { SteamAPPId: STEAMAPP_ID, }, details: { steamAppId: STEAMAPP_ID, stopPatterns: ['(^|/)Content(/|$)'], }, }); return true; } module.exports = { default: main, }; I did try including the line about required launcher and the function above, but it would lead to the extension failing to load. I did try changing function makeRequiresLauncher(api, gameSpec) { return () => Promise.resolve((gameSpec.game.requiresLauncher !== undefined) ? { launcher: gameSpec.game.requiresLauncher } : undefined); to function makeRequiresLauncher(api, main) { return () => Promise.resolve((main.requiresLauncher !== undefined) ? { launcher: main.requiresLauncher } : undefined); and while it detected the extension that time, attempting to run it gave me: game.requiresLauncher is not a function I do notice that AddGameWizard structures the main part as a constant, so I'm guessing that could have something to do with it, but I'm barely wrapping my head around javascript.
  2. Ages ago I made the Battlefleet Gothic Armada 2 extension for Vortex using add game wizard. It worked great. Recently I tried recoding it in the more standard way and it works, but there's one thing I can't get it to do: Launch through steam. BFGA2 modded requires launch commands for its mods to work, but recently it also now crashes unless another line of code is added to its launch commands. As such, launching through vortex, through the executable, is no longer viable unless the play button on vortex routes through the steam app, and thus, runs your launch commands. I've tried grabbing the code from the old index.js and it doesn't work, likely because the two files are structured differently. I'm stumbling through javascript, so I can barely read and understand the code as it's already written. If someone knows the code to make the vortex extension launch through the steam app, or can guide me on how to code it, I'd be grateful, and so would all 3 of the people still playing Warhammer 40k: Battleboats.
  3. Really? Some broken extensions is still better than no extensions at all. Terrible frigging move by nexus.
  4. Has been happening consistently for about a week to me too.
  5. I'd like it if there was a mod that allowed you to toggle the gas mask voice filter found on some headgear on/off. If it could be by character/class or even by loadout (no idea if that's possible) that'd be great!
  6. If this is already a mod or in the game and I'm just unaware, then apologies. I just recently found out there are sets of armor in cyberpunk based off of the tabletop roles like solo, netrunner, media, badge, etc. I also realized there's no disassembly protection tied to them or the ability to recraft them. Because of that I'd like to suggest a mod that makes them iconic and/or craftable once picked up so that they aren't gone forever if you take them apart. I've never gotten the silverhand set, but I heard that's craftable and listed as iconic so I was hoping the same could be done for all the other role set items on this list: https://cyberpunk2077.wiki.fextralife.com/Legendary+and+Iconic+Armor
  7. So this has been something I've been thinking about ever since launch about power weapons. Smart weapons needs cyberware to activate the ability that brings them to their full usefulness, power weapons (in theory) are very similar. They require certain cyberware to let you maximize their ricochet chance and visibility, but in practice vanilla power weapons just show you an arrow of where the bullet will go. I'm sure this can be used in certain rare situations, but in practicality it just forces you to look away from what you're usually trying to shoot and blindly guess if you're hitting properly. To that end I have a couple suggestions, though I have no idea how implementable they are. Ideas to remedy this are: Have the ricochet line snap to closest enemy in the area.Have the ricochet line change color when lined up for the shot to hitChange the underlying mechanic of power weapons away from ricochet, perhaps to knockdown, stagger, or even limb damage.Like I said, no idea how feasible any of it is, but I thought I'd throw it out there in case someone has the tools and the talent.
  8. I've shot off a message to the creator to see if he's willing to allow someone to do it or port it himself. Fingers crossed.
  9. nexusmods.com/skyrim/mods/33720?tab=description This is a mod for oldrim that's honestly always felt like the best library/book collector mod I've come across. It'd be nice to have it again for sse. I know it's not really a big thing but it felt great as a mage traversing skyrim trying to collect every book.
  10. After seeing how good these two are I really want to see terminator armor. https://www.nexusmods.com/fallout4/mods/15901/? https://www.nexusmods.com/fallout4/mods/22481/? And I also found this
  11. Bethesda: Releases broken empty games expecting modders to fix and add content, breaks the content thanks to a shoehorned store that can't even stack up to the modders' content. Why do we play this game again?
  12. Sorry for the wait but I had some hard times thinking of where new skillchecks could fit in. Since dialogue isn't built for it and there aren't really more than four option at any given time or choices that require certain skills to make them it was a little difficult. The first thing I might add to the list is the requirement of differing degrees of agility or luck to disarm trap triggers.
  13. It would be nice to have a mod that adds skill checks to things, similar to the skill checks encountered when repairing the uss constitution.
  14. Bolters, scouts, assault marines, devastators, tacticals, techmarines, and more! The Players could be part of the Deathwatch, The aliens replaced with tyranids with hybrids as Advent Scouts could be recruits, armed with boltguns SpecialistsCould be Techamarines, and could be given servo skulls. Sparks could be replaced by centurions Grenadiers could become Devastators Rangers could be Assault Marines without jump packs and given bolters. The jump packs could be part of a special armor for them with the same effect as the Icarus armor. It could have two different melee weapon trees with the sword and axe. Chainsword<Power Sword<Relic Power Sword. The Axe could go One-Sided Power Axe<Two-Sided Power Axe< Relic Power Axe Unfortunately I'm out of time for right now, hopefully I can edit this later, but the idea is there.
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