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Everything posted by Solid8Beard
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Indiana Jones And The Great Circle has made a great impression by recreating the feel of the movies, however we can all agree that gameplay mechanics of stealth and combat are not really satisfying or fun as we thought. So maybe I'm wondering if there is a possibility of tweaking the mechanics to make fun. I'll share some ideas that I had in mind so maybe someone will give a try to mod it, maybe using the same assets of Doom Eternal modding tools could do the trick. -Make the firearms deadly, powerful enough but not OP. In case that doing this it will make the game easy by simply using guns (especially in the levels of Vatican, Gizeh, Sukhothai and Ur) when alarmed in the restricted areas using firearms would cause an alarm that spawns multiple guards with guns, think like the Wanted Level System in GTA games. -Maybe hand to hand could use an overhaul. Maybe something like Emperors Tomb. -AI improvements in stealth, the enemies should be suspicious if not alarmed when you climb in places that they should not go or climb and of course able to hear loud noises when you knock out enemies, at least not too close or make sure there is a fair distance to each other. Feel free to share other ideas and good luck.
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Would be great for all weapons too !
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Wait until some group of modders makes a Standalone Expansion with the same approach of Enderal or any Fallout Fan Made Expansions. So, wait for 5 to 7 years to play it.
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In case you're struggling to install Reshade in AVP2 follow the linked video, it will show you how to install it with the help of dgvoodoo2. It also works with the latest version of Reshade !
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I've seen some interesting mods that I would like to make a couple of mods to share, like everybody else. But we've been struggling to make one using UE4 tools. We might need a step by step tutorials for all kinds of mods we want to make.
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Unable to find a good tutorial for the weapons sound modding for Mafia III I've tried to recover a tutorial from the MafiaMods site with the Wayback Machine and I thought to copy and paste the topic made by MycGyver (you may know him as a sound modder for various Mafia 2 and GTA V Sounds mod, YT Channel: https://www.youtube.com/c/MacGyver90) just in case if someone want to try to mod the sounds of the weapons in the game. _______________________________________________________________________________________________________________________________________________________________________ MycGyver: I want to make a mod of realistic gun sounds for Mafia 3. I have been able to extract BNK files with the MafiaIII_ResourceExplorer_1.1 from SDS Weapons Files. I could also convert the BNK file to Wav with Ravioli Explorer, but now I do not know how to convert Wav files to BNK. When extracting the BNK in WAV, several Wav files are created that I can easily edit them; but I have no idea how to turn them back into BNK. In Mafia 2 you could with the FSB FMOD Converter. Kentek: 1 -https://www.audiokinetic.com/download/ 2 – https://www.audiokinetic.com/files/?get=2014.1.6_5318/Authoring_Win32.msi 3 – https://www.audiokinetic.com/files/?get=2014.1.6_5318/Authoring_Data.msi 4 – http://forum.worldoftanks.com/index.php?/topic/488138-how-to-create-voice-mods-914-version-and-onward/ 5 – read (Step 2: replacing voices and creating new .wem files) 6 – replace .wem in Mafia III Resource Explorer 1.1.2 _______________________________________________________________________________________________________________________________________________________________________ Happy modding.
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As someone tried to add custom weapons sounds in the game ? I only managed to extract the sounds from the sds files, but I don't know if how do they work.
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- weapons sounds
- weapons
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I'd like to know if there is a tutorial for texture of clothing, weapons etc... I was interested to included some custom textures in game made by myself, include them on the Nexus and add in the game as .archive file. Can someone help with that ?
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Can I add more voice variants for V ?
Solid8Beard replied to Solid8Beard's topic in Cyberpunk 2077's Discussion
I was also thinking a couple of variants for a Maelstrom Role Play !- 3 replies
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- character creationvoices
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Is there a .ini file for weapons ammo capacity ?
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Mod Idea: Rebalance Difficulty
Solid8Beard replied to Solid8Beard's topic in Cyberpunk 2077's Discussion
There is no .ini file to make some tweaks ? -
I think the game as some difficulty spikes as if the Normal difficulty is easy and Hard mode is way too hard if not too way too hard. Might be a good idea to rebalance the difficulty.
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Would be cool if the vehicles have a speed limiter like in the Mafia games.
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I was thinking, if you can play with only two voice types as a male and female with no restrictions, is it possible to add different types of voices like a deep tone or a faster tone ? Think like if you can put more voices edited via scripting and programming to make it part of the character creation with multiple voice options for V.
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Hello there. For the last month's I've been working on a custom weapons sounds for MP3 and I figured out how to import them into the game since there's not a good and specific tutorial for it, aside from this one. https://www.youtube.com/watch?v=hL3fgir_MAc&lc=Ugw8_tsC0XSokdVavnx4AaABAg.9BPQtNbNOLc9DESVpdsbSw How it works. So, the way the sounds works on MP3 is there are made in a particular way and different compared to GTAIV and GTAV (maybe in the same way, I don't know). The sounds are composed in separated audio samples and with a unique and different frequency (Hz) for each weapon such as the gunshots. TAURUS_PT92_SHOT_01_RIGHT - 32009Hz TAURUS_PT92_SHOT_01_LEFT -32009Hz TAURUS_PT92_TAIL_01_RIGHT -32002Hz TAURUS_PT92_TAIL_01_LEFT -32002Hz And the Echoes for weapons of "small" and "med", but those are named differently than simply "echo" on the folder and have a specific frequency but most of the files have same frequency. GUN_REPORT_MED_01_LEFT -22500Hz GUN_REPORT_MED_01_RIGHT -22500Hz GUN_REPORT_SMALL_ST_02_01B_LEFT -22500Hz GUN_REPORT_SMALL_ST_02_01B_RIGHT -22500Hz And also the gunshots in Bullet Time which they are unique and have more length the gunshots and like most of the sounds have a specific frequency. PT92_SHOT_01_L -32000Hz PT92_SHOT_01_R -32000Hz The way to add your custom weapons sounds is edit all of the seperate sounds for every weapon that are in the game and staying close to the length and frequency to the vanilla ones (it's a slow process). Exporting the files. Export the weapons sounds of the game using OpenIV. Max Payne 3/audio.rpf/sfx/main/weapons Export the audio files separately, Right click on the same file and click on "Export to Openformats (.oac)" this will import your custom sounds after you have done with the editing. Make a backup copy of weapons.awc in case something goes wrong with the import and the game launch. Now, to the sound editing. For the edits you can use Audacity for that which is easy to use and free. Create a folder for your "Custom Weapons" Open Audacity and drag the vanilla weapons sounds that you want to edit as mentioned above and use it as a reference. Drag your custom sound and cut the specific parts you need for the sound files to work. Note:The Tail Part keep it seperately. Seperate the "Stereo" files on "Mono". Note: Don't worry with the final part of the file of your customed one compared with the Vanilla one, that is not important. Keep or change the frequency closely to vanilla files (depending which one you dragged first) Mute the files you don't want to export ("Muto" Button) and export you custom sounds, one at the time replacing the original ones. Now with Tail ones: Same process as the other one. In the the last few seconds edit the part that is not important using "fade out" on effects (That's what I did with my files, you can edited freely as long it has the same lenght of the vanilla file). The shots in Bullet Time like all the rest of the files need to have the same lenght and frequency of the vanilla ones, you pretty much have to make a bulletimize version of your custom sound. After you have with the sounds drag the weapons.oac on OpenIV and it will import your custom sounds in to the game. And that's pretty much it. Keep also in mind that most of your custom sounds may not be heard most of the time or sound differently in game. I hoped that I was pretty clear with the Tutorial, let me know if that work for you and leave some feedback if you had some issues. Have fun.
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HelloFirst of all I would like to warn you that I am not into modding. I like XCOM 2012 and love the Long War mod. But whether the vanilla game and mod has the same problem of the inventory someone of you already said that the inventory system in the original was better but I am not speaking of nostalgia here and i am not asking to recreate the same inventory of the Original (we'll see but maybe not :) ). I've already seen that you have added more slots and i know that you are still working on alternatives. Now let me tell you about the alternatives that I would like to offer a new inventory system that I thought in the last few weeks. I want to warn you that these are some ideas that I would like to share then the creation of a possible will be up to some (the LW mod creators or other modders) to decide. Here are the ideas. 1) How many items can carry a soldier (Item slots weight stat):Here I had the idea that soldiers have a statistic for how many items can bring with him to a specific number of slots possible (similar to the weight limit of the original XCOM).Example: If a soldier has 7 strength can take seven objects small: grenades, armor bonus or a medical kit with him (even three if you count the armor and weapons that should bring with). I already know that there is a similar feature in versions of Long War that certain items can lower mobility in this I also thought there should be 12 slots and that the strength of the soldier still has the limit to carry items can reduce the mobility stat ; example: if you are 12 slots but the soldier can carry only 8 objects, if you choose to bring an extra item that exceed these limits will lower the mobility. 2) Slots specific.The 'other idea is the slots are limited and confined to specific objects.example:1 Slot that soldiers can wear the protective equipment (suit plating).4 Slots that soldiers can carry all types of grenades, medikits, battle scanner etc.2 Slots that soldiers can carry weapon attachments and special ammunition.Unfortunately I don't have a some sort of graphic example but I hope you understand what I mean. Well, it's all for now i hope you like these ideas. Feel free to propose alternative ideas and this applies to cretori the mod and for those who love modding.