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thereallaslo00010123

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  1. Hi, While trying to find a free alternative to the prototype gauss rifle, I discovered that the gauss rifle was based on the L39. Which is why I would like to request someone make a mod adding the Lahti L39 anti-tank rifle. I envision the mod being on par with the existing PTRS mod, achieving that level of quality and modularity. In addition, gauss receivers could be added to convert the weapon into the gauss rifle we all know and love from previous games. If the permissions can be obtained, many of the PTRS's parts (especially the muzzles, bullets, and barrels) could be used in an L39 mod. -- Notes The L39 was chambered in 20mm, but there were conversions to 50 bmg.There was a full-auto variant that was used as an anti-aircraft batteryThe sight is directly to the left of the magazineThe crank is for cocking the weapon after loading a magazine (it is semi-auto, so this only happens after reloading) Reference
  2. As i said earlier, there are open source tools that you can use. As far as i can tell, me being by no means an expert, together these should do the job if you don't have the money to get IDA Pro. x64dbg radare2
  3. Everyone telling you the opposite, and here you are the confirm their words by throwing insults around. You do some decoding yourself and send a sample. If it's good they'll talk to you further. Everything on this forum is just speculation and opinions. IMO I think that the SKSE team will work for Bethesda and make money doing it. Happy for them. :smile: It would be too much of a liability. If they release an official skse, they would have to be held responsible if someone is able to exploit it and put virused on your pc, or wipe your drive. The Creation Club's purpose is just to outsource the task of making dlcs to other companies bc bethesda doesnt want to deal with it anymore. Most modders wouldnt be eligible for consideration.
  4. Unfortunately, i doubt i will be able to do anything rn, but i did find an open source debugger and decompiler which, afaik, should work as a decent free alternative to IDA Pro for those that do have the interest and skills to help, but don't have the money to buy IDA Pro. Keep in mind that they are open source which means that, while they should have the functionality, they are probably not the prettiest or easiest to use. Debugger-x64dbg Decompiler-Radare2
  5. I am afraid, I have to wake you up out of this dream. Bethesda don't want SKSE. They did their best to make it unavailable. SKSE makes things possible which they tried to avoid. It also is a slap in the face of Bethesda about their skills. I even think when FO5 and/or TES6 comes out creation kit won't be for free any more, or at least you have to subscribe to them and all you try to make with the CK will automatic saved at, and controlled by Bethesd If Bethesda will make money off SKSE they want SKSE. Learn about marketing please before you post something stupid. If Bethesda wanted to make money off SKSE, they'd have done it by now. Learn about the past before you post something stupid. Bethesda will be making money off SKSE. It's called Creation Club. Again another idiotic post. I don't get it... People should be excited if SKSE is mandatory payment out of our wallets. For those bitching that or do not believe SKSE will be under creation club, they probably live in their parents basement with no job hence people like EB64. :wink: Creation Club is only going to be open to established studios. The community authors they talk about will have to jump through several difficult hoops to even be considered.
  6. Yes, you're missing something very important. The SKSE source code is available but the Skyrim source code is not. There are no "corresponding classnames" there are only unknown memory addresses. SKSE code isn't compiled against the source code for the game it's built against raw memory addresses used by the game. All of those game addresses have to be located and verified (which is a mostly manual process although there are some tools to help). The problem isn't making the SKSE code 64-bit. It's finding all the places it needs to hook into in the Skyrim executables, TESV.exe and SkyrimSE.exe, without having any access to the source code. This is a very specialized type of programming. Anyone who has the skills, experience, and tools required to work on the project has enough information about how to contribute. Anyone looking at what's been posted by the team and is still uncertain about what to do simply doesn't have what it takes. I realize we don't have the SE source code. What i meant was, since the first skse is already done, and SE's source (afaik) is more or less identical to the original (obv with some key differences), Wouldn't most of the existing skse be fine either as is or just switching the system references to 64-bit? What changed between oldrim and SE other than switching to 64-bit references and recompiling? -- Okay, so i found this and i think i understand the situation a bit better. It seems like most of it shouldn't be very difficult; unfortunately it also seems like everything else would be very difficult and time consuming. Still, it seems like they were able to translate quite a bit already. If there are people that are trying to work on this, how would they know what they have already done?
  7. Okay, correct me if i am wrong, but the source code for SE and oldrim are more or less identical save for a few additions and name changes, right? Now, as i said, i am a novice at best, but from what i understand, if the source code is more or less identical, then skse shouldn't need to change very much. It seems to me like all you would have to do would be to make sure the corresponding classnames are the same, switch the system references to 64-bit, and recompile. Ofc, i could be very wrong, so if i am, i would appreciate it if you tell me why i am wrong and what is different. I know i don't know much, but i am a fast learner and am passionate about this.
  8. http://bbs.3dmgame.com/thread-5568035-1-1.html It is on that page somewhere. Idk chinese and google translate is s***, so i couldnt figure out how to get it, but from what the translation did say, it is somewhere there. gl Update It seems like you need to make an account on the site and comment something to get the links for mods.
  9. First one is vanilla, second one is the pirate armor in zzjay's wardrobe. http://www.nexusmods.com/skyrim/mods/53442/?
  10. http://www.nexusmods.com/skyrim/mods/75625/? That should do it -- Does anyone know of a mod that adds the female outfit from the cover of TES Arena? People seem to think it exists and it looks really familiar, but i cant find it.
  11. Expired and schlangster both have said that anyone that wants to help should, to quote schlangster, "just do some work and submit it for review." How would someone know what to work on? How would they know what has already been done? I'll admit that i am a novice at best when it comes to programming and coding and such, but it seems to me that even if someone had the time, skills and wanted to help, they still wouldn't be able to.
  12. I have contacted the original author and they have given me, and any other potential contributors, permission to begin work on the project. I am going to begin work on possible assets. If anyone is interested in modeling organic assets, please talk to the RP OP about their flora and fauna.
  13. Hello everybody, After perusing the internet, I came across an interesting roleplaying guide thread describing what Alaska would be like in the Fallout universe. My idea is to make a DLC-sized mod that takes place there based on the setting, factions, and atmosphere described in the aforementioned thread. I realize this is a big undertaking and i also know that I lack the time or the refined skills to make it myself. What I propose is a collaboration with many mod authors to create the content together so that everyone can work in their niche. In addition, i know that there are many mods that would need very little work to fit the role of assets needed in this mod. What I can do is help organize the mod, work on a story, and model weapons (due to technical difficulties i currently can not add them to the game) If you are interested, please post what you are interested in working on along with posting the finished resources in the unfortunate event that you should decide to move on to greener pastures. If you are not a modder, but are still interested in helping, you can spread the word to potential modders, voice your support and suggestions on this page, and, if you are up to it, take over leading the charge if, for whatever reason, I become unresponsive.
  14. Hi, I am trying to get the fallout 4 CK installed on my pc. Unfortunately, whenever I try to open the Bethesda.net launcher, I get an error saying that my MSVCP110 and MSVCR110 .dll's are either missing or corrupt. After getting that error, I checked to make sure that I had those .dll's, reinstalled the windows vcredist packages to make sure they weren't corrupt, and reinstalled the launcher. Despite my troubleshooting, it still doesn't work. If anyone has a solution, or a way to get the CK without the launcher, please tell me. Thanks in advance
  15. holy f*#@shit this looks awesome! I would be happy to take over if the modder abandoned the project... :3
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