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Ehamloptiran

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Everything posted by Ehamloptiran

  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
  14. You cant open an fbmod in the editor, so ur unable to view other peoples changes at all. When looking in the editor, ur looking at the vanilla files only
  15. Unfortunately I know of no other fix when it comes to running the game outside of Origin. So am unable to help any further
  16. DRM free version? from where? as last I knew it was only available from Origin (even the store bought copies were just linked to an origin serial).
  17. When you expand a WeaponTableProvider it tells u the table it is referring to, the WeaponIndex is the index into the first array of that table, and the field index is the index into the next array, giving you the value. This is how ppl increase damage strength and such for weapons already. As you have found out, you cannot change the actual class reference because it is not an asset in itself, it is a class instance, in v1.0.3 of the editor, you will be able to instantiate new instances of classes, so then you would be able to change the WeaponTableProvider to say a FloatProviderConst and feeding in a constant value.
  18. the main issue (when mesh editing is released in v1.0.3) with porting over older armors into a newer game, is not just the mesh side (where it'll have less polygons and wont look as good as the other armors in overall silhouette). its also the textures, the older trilogy were just plain ol' standard lighting and MEA is PBR, so someone is going to have to create whole new textures for the armor to have the full effect of PBR, otherwise it'll look especially bad compared to the other armors, and just to other elements in the game itself. Not saying it wont be done, just that its going to be a considerable amount of work for someone who wants to attempt it.
  19. some hairs will work with some heads, others will cause massive clipping, so uve seen coras hair working on a head that it works with. The reason for all the different hair models and not morphs is probably coz the data is cooked, they most likely started with one hair model and 20 morphs, but when the game cooked, it made 20 hair models (for easier loading, and so it doesn't have to do runtime morphing). but thats just a guess really.
  20. One difficulty u'll face with hair is each hair model is morphed to a particular head, thats why u see different instances with different names in them, the name represents the head it is morphed to, there are some mods here on nexus that unlock (overwrite other hair models) npc hair for the player, but they have varying degrees of issues, such as freezing the CC. Even when mesh importing does become available in v1.0.3 of the tools, editing hair models may still be out of the question due to the morph data.
  21. okay then follow the tutorial linked on the Frosty Nexus page, should walk u thru how to edit and save the texture, TF_BC7_UNORM is just BC7 format in the Intel plugin
  22. because u need the intel plugin for saving DDS files, NVIDIA plugin is too old, it cannot handle the new DX11+ formats, and photoshop by itself doesn't know what a DDS file is.
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