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Everything posted by Phnx
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I'd love to see the scarf on Sara Ryder's jacket removed, if possible. :)
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I've tried setting the fire rate to "auto" but my game crashes. So, yeah, I guess we can't do that yet. :(
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Finally made this s*** work! :D http://www.nexusmods.com/xcom2/mods/627 http://steamcommunity.com/sharedfiles/filedetails/?id=800684826
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I'm currently running the game uncooked. I can do whatever I want I cannot change the path to the skeletal mesh in the head archetype. It's deeply hard-coded. Choose any other path and the game CTDs. I even can't change the XComHeadContent.uc. The contents of that are also hard-coded. This is really depressing. :( The only option would be to give everyone glowing eyes. If only I could assign an MIC to the head mesh's eyes via a scripted condition or something. :P
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That's interesting, thanks! :D So, I guess the crucial part is this? I'm no coder. How would I do this?
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Hi. I'm trying to use a duplicate of the SM_Head skeletal mesh, but when I select the new head in-game I CTD. I think I may have tracked down why it crashes. Every upk that contains data for the different heads/faces/races has its own SM_Head in it. So that may be the issue why it can't be overridden by a mod. Can anyone help? :sad:
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I think I'm on the right track, although understanding all those parameters and connections is going to take some time. :P
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Thanks guys. After looking at the sectopod I think I have a rough idea of how glowing bits work. There is only the problem of integrating it into the game. There is no way of selecting eye meshes in the game, only colours. I don't see how I could tie the emissive property to eye colour. :P
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Hey there. Does anyone know if there's a way to make the eye meshes have an emissive property to make them glow?
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Do we know how that works yet? Is there a way to add it to head gear other than PA helmets?
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Survival Mode Bug - Game Freezes During VATS Mode
Phnx replied to RaffTheSweetling's topic in Fallout 4's Discussion
Yeah I get this too, on the PC after the 1.5 update. Before that I had 1 crash in over 200 hours. It also freezes on Synths and I had one freeze targeting an assaultron. The freezes are reproducible upon loading a save in the same spot targeting the same enemy it freezes again. -
Fallout 4 Creation Kit Beta and an Important Notice to Survival Testers
Phnx replied to SirSalami's topic in Site Updates
In response to post #37072310. #37072940, #37073560, #37080710, #37087165 are all replies on the same post. Found the issue. I did a clean install and now it works. Thanks! :) -
Fallout 4 Creation Kit Beta and an Important Notice to Survival Testers
Phnx replied to SirSalami's topic in Site Updates
In response to post #37072310. #37072940, #37080710, #37087165 are all replies on the same post. Still does not wrong. How do I tell NMM that I'm using the beta? -
Fallout 4 Creation Kit Beta and an Important Notice to Survival Testers
Phnx replied to SirSalami's topic in Site Updates
NMM does an incorrect formatting of the plugins.txt for the 1.5 beta! The correct format is: e.g. # This file is used by Fallout4 to keep track of your downloaded content. # Please do not modify this file. *ArmorKeywords.esm *CROSS_CosmeticFramework.esm *Unofficial Fallout 4 Patch.esp *BetterModDescriptions.esp Please note that the correct format has no "Fallout4.esm", "DLCRobot.esm" and "DLCworkshop01.esm" entries in the file and uses * ! -
Fallout 4 Creation Kit Beta and an Important Notice to Survival Testers
Phnx replied to SirSalami's topic in Site Updates
In response to post #37061470. #37061965, #37062160, #37062200, #37062315, #37062390, #37062435, #37062560 are all replies on the same post. ^This. :) It seems the CK uses the plugins.txt in the steam game folder. -
Freckles not showing properly after recent 6.4mb update
Phnx replied to StarlightGalaxi's topic in Fallout 4's Discussion
As a workaround don't go any higher than 50-60% transparency. -
I know, female soldiers in XCOM 2 are already pretty fit, but I think for all that muscle on arms and legs they are a bit lacking in the abdominal department. How about a little more than a hint of a six pack? :)
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Any chance getting this to work via scripting? :)
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XCOM2 [Request] Help with adding Hispanic female head C as new Caucasian head
Phnx replied to Phnx's topic in XCOM's Mod Ideas
Bumping this in hopes that someone is so kind as to help me. :D -
Sorry for being 2 years late. :tongue: http://forum.xentax.com/viewtopic.php?f=16&t=12995 Ever since the game came out I looked for a way to make the sexy Dokkalfar clothing wearable by the player, but I only got as far as unpacking big files without even knowing WTH I just unpacked. I could only make out dds files but nothing that told me what the clothing is I was looking for or how to switch it with something else. :tongue:
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I think you can also add additional skills easily to the squaddie rank. Then they're treated like AWC skills and are available instantly upon entering the first class rank.
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XCOM2 Recreate some of the XCOM:EW Helmets
Phnx replied to RadicalKnight23's topic in XCOM's Mod Ideas
Oh yes, please! :D -
So, what I'd like to do is take the head mesh from the "LatFemC" package and change the "MaterialInstance" in the "LODInfo" to e.g. "MaterialInstanceConstant'CaucFemE.Materials.CaucFemE'" so it uses the "CaucFemE" head diffuse map to get a lighter skin complexion. I've gotten that far, but I have no idea how to create a new package, least of all how to get the friggin' thing loaded into the game. :P
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If I do publish it, I will only release it as a modders' resource. I'm not in the mood to make 100s of combos with other mods included, nuh-uh.