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Ehamloptiran

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  1. To add to what JimmyRJump has already stated (valid points). The tools are still quite immature, compared to ME modding tools (which have been around how many yrs now?). So just give it some time, when the tools are sufficiently advanced, you'll see some more complex and enjoyable mods. But saying all that, some of the mods available have even exceeded my expectations of what the tool is capable of currently.
  2. Cant speak about the first request, but for the second one, probably not a reality unfortunately, this is because the take off animation hides the fact that the tempest sublevel is being loaded in. Without it, ud just be looking at a load screen instead
  3. Most likely waiting for the tools to advance further before any kind of big undertaking like this.
  4. if u want the designer of the mod manager to help, maybe join the discord channel and report the issue there, as he (or I) can't keep track of problems everywhere. Plus the troubleshooting channel there has a tonne of different suggestions for u to try for the above issue.
  5. As per nightscrawls comment, I already help, by developing the tools used to mod the game, however I am willing to work with any team who wants to take on ambitious mods, to try ensure that features that may help push the mod along are given some form of priority. However do be aware that the tools are still very immature at this time.
  6. Dont bet on it, Frostbite is actually a reasonably nice engine to work with, limitation wise, its all fairly extendable, the main issue is resolving the unknowns, and then writing tools to accommodate the end user, actually make it easy to mod, rather than having to require a degree in game design to know how to use the tools. Yes its going to take time, yes most of the scenes will be dead by then, but new games are always coming for me to work on (which i will continue to work on the older games as well). And if anything over the last couple of months, ive learnt that even a seemingly dead modding scene (eg. SWBF) can be reignited by the presence of decent tools.
  7. I think there is already a mod for that, check nexus, otherwise id suggest maybe looking for the UIWidgetBlueprint thats responsible for drawing those elements and remove it from there
  8. u dont, unless the mod author decides to share their project, the data is inaccessible.
  9. download meamod, open editor, go to file, import MEAMOD, select, then export as a fbmod.
  10. this will only be possible in v1.0.3, as the necklace is part of the body section, but have experimented with removing the necklace, headphones (which can already be done by nullifying the entire section as the headphones is its own section). and the sports bra, all without issues.
  11. Yeah as LegendDarkness97 said, eventually there will be a way to see conflicts in the mod manager itself, maybe around v1.0.4
  12. However iron man mod is not a vehicle, its making it so the character can fly like iron man
  13. Well I think Limetrip is saying he didnt use mods to begin with and the issue occurred, so this isnt caused by applying mods, and so id suggest putting in a bug report to EA
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