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I'm still learning what the limitations are for space marine 2 modding, so I have no clue if this is possible yet with the current tools, but my biggest frustration trying to get good at this game is differentiating in a snap decision, which attacks are blue parryables, and red unblockables that must be dodged. Yeah, sure, when you see it, one's red, one's blue, there's a pretty clear difference between the two, visually. The problem I'm having, though, is that the sound cue for the two are almost identical. I know they aren't actually identical, but they're so similar that, when push comes to shove, and bolter fire is flying every which way, tyranids are screeching and slashing for your eyeballs, and blood is raining from the hordes, in that short moment when you hear the alert, and need to decide whether to parry right away to hit the delayed timing for a perfect parry by the time the attack lands, or to hold back and wait for the perfect moment to hit the immediate iframes of the dodge, red attacks always seem to sound way too similar to the blue ones, and instinctively trigger the "parry" response from me, and, of course, getting nailed by the red attack instead. Could mods be able to change the sound effects for the red attack alerts into something more distinct from the blue attack, so that it can be more immediately recognized?
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In the standard game, the Expeditioner's Cloak, which is the basic blue cape that matches the marcher's armor set, will hide the shoulderplates of most heavy armors that have them, despite not draping too much over your shoulders, and mostly hanging behind you. Meanwhile, I've noticed there are several other capes in the game that have a similar profile to the expeditioner's cloak, but do not hide shoulderplates. I have not explored making any mods for this game myself, yet, and I was wondering if this would be an easy change to make.
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Fallout 4 has a longstanding bug in third person where some weapons will incorrectly move forward/left when the backwards/right input is pressed. This is easy to replicate as it's nearly guaranteed to happen with shoulder fired weapons like missile launchers, but it also can happen on rarer occasions with other weapon types. Ive searched for a while, but can't find a mod that fixes this, even complete animation replacements. Does anyone know of one? If not, do you think its a fix that can actually be accomplished?
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It's wild how many torrent replacer mods there are on the nexus, but how hard it is to find a tutorial showing how to do it. Anyone know, or can quickly whip up a tutorial on how to replace torrent's model properly? Everything i try ends up textureless, unanimated, or not lining up with torrent's model at all creating a twisted horselike abomination of stray polygons, assuming it doesn't crash my game immediately on load
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The godrick knights, cuckoo knights, etc. they all have a mounted variation that has a cool looking barded horse. I'd like to ride that horse myself, but I don't know how to create horse replacement mods. Can someone take this idea and make it a reality?
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I got the video's method to work. Since it wants you to check the file sizes to compare and know what to replace, i was at a bottleneck since the bnk compiler wouldn't work for me...issue was that I didn't have the older version of .net framework required to run it, so I was able to get all the included sound files replaced successfully...HOWEVER I now have another issue With the hard part out of the way, I went to go replace some streamed sound files which seemed easier to accomplish. Yeah, apparently not. Having followed all the steps correctly (Identify the correct sound file names, convert new sounds to WEM, rename files to the corresponding sound file names, arrange in correct folders, repack folder) but when I put the newly created pak in my mods folder, only the included sounds are replaced, and not the streamed sounds. Anyone know whats up? has anyone else had trouble replacing streamed sounds lately? Specifically, I'm trying to replace the sounds for the Infraknife Accelerator firing (this was the included file set and is now finished) and the Cyclotron Ballista firing (this is the streamed sound file set that doesn't seem to be getting properly replaced) Edit: Fix found https://www.reddit.com/r/NoMansSkyMods/comments/xb4p84/unable_to_replace_streamed_audio_files/
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I've been following this video tutorial to try and change the sound file I wanna change: https://youtu.be/bxc40UDmaAg Every other method I've tried for changing audio files that are included in bnks seems to be busted, but the audio file IDs for the sound files in the soundMod's extracted .stream files dont line up with the ones listed in the xml file for the respective bnk. As a result, while trying to replace something in NMS_AUDIO_PERSISTENT, I can't find out which file ID i need to add the replacement filename to in the data.txt. Does anyone have a method for Identifying this? Alternatively, is there a method for unpacking, changing, and repacking BNK files for NMS that works today?
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I've noticed a couple different mods on the ds3 nexus page for bloodborne animations in DS3, such as different roll animations so the player does the bloodborne dash or the broccoli dash, or whatever. However, There's one thing I don't see and that's the bloodborne roll animation. Now, yeah, theres less reason to make that mod since you're just changing a roll into a different roll, but there's something about the "ds1 fast roll" animation that ds3 uses for every roll weight except the fat roll that really bothers me. It looks, somehow...cartooney? like the player hangs in the air longer than they should and comically rolls snappily back to their feet. Ideally, I'd like the ds1 mid roll animation to return, since that one felt properly weighty in how it was animated (say what you will about how it performed, the animation was solid), but considering bloodborne's animations seem frequently modded into ds3, it makes me think there's already some kind of base for making bloodborne animations easier to import, and the bloodborne roll is a noticeable improvement over ds3's. Alternatively, if someone can point me in the right direction for how to make this myself, I have no idea where to start for modding animations in dark souls.
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Specific Texture won't dump
TheWideMurloc replied to TheWideMurloc's topic in Dark Souls's Dark Souls 2
I slept on it, and tried again this morning, and for some reason, the texture decided to dump properly, I don't know what the issue was, but it's apparently fixed now -
I'm having trouble getting the texture "32758_14467864812956854312" (The health bar and its border/background) to appear in my texture dump folder when I load up the game in dumping mode. It seems like practically every other texture is dumping correctly, even other UI textures, but this one refuses to leave the game. I've seen plenty of mods that change this texture, which is the only reason I was able to find out the texture's file name, so it feels like I've done something wrong somewhere along the line. Anyone have any ideas for getting this texture file extracted? Alternatively, if someone can share their own dumped file of this texture with me, I'd be satisfied to leave the issue alone
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[modding help] Weapon animation swapping
TheWideMurloc replied to TheWideMurloc's topic in Mass Effect's Andromeda
update: there also appears to be some flickering while the model swapped weapon is equipped to a loadout...like a stray pixel is jumping across the map for a split second. Its possibly an animation related issue, so maybe finding out a way to swap the weapon's animations will fix this. -
I'm trying to make a mod to swap the model of one weapon onto another that has a different reload animation (piranha shotgun over falcon grenade launcher) I've successfully managed to replace the model, and the weapon folding and unfolding, carry, and attachments all seem to work properly, and when reloading, the weapon even animates the breach opening properly, but the character still does the slam the bottom of the gun and pull the bolt back animation from the falcon. How can I get that animation swapped to the piranha's character animation? I've been digging through files related to the falcon and piranha, but can't find what needs to be changed.
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I've been trying to make this myself, but I can't figure out the mod tools for frostbite engine cuz im dumb. I've seen lots of blaster model swaps on the nexus, but I was surprised to see not a lot of love for the A280c (the standard issue rebel assault blaster) I was wondering if it might not be too much of a bother to replace all the factions' default blaster rifles with the A280c that the rebels have (effectively making it so everyone can use the fully automatic version of the blaster instead of the burst version).
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Fashion souls players may be familiar with a frustrating flaw with the lothric knight armor set. The chestpiece mixed with any other helmet in game that is not the lothric knight helmet leaves a SIGNIFICANT chunk of your character's neck exposed. This is because the armor set has a collar that typically hides the character's neck...but it's attached to the helmet rather than the chestpiece. It would be awesome if a model change can be made that removes the collar from the helmet, and instead puts it on the chestpiece, so that it can be mixed more seamlessly with other helmets. I don't know how to do it, so here I am in the forums.