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Everything posted by cojaca2
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cannot use multiple mods, each adding new enemies?
cojaca2 replied to davidlallen's topic in XCOM's XCOM 2
While these mods do have some inherent compatibility issues it would be nice to have a way of addressing, I think 'impossible to use any two of them together' is pretty drastically overstating the issue - I use several enemy adding mods, including A Better ADVENT and several of the stand-alone ones like the ADVENT Psi Operative, and they mostly work fine with each other, to the degree of it being possible to have enemies from multiple mods in a single pod as long as they share a valid leader. The 'valid leader' is something of a sticking point, of course, but one that (short of changing the way pods as a whole are constructed) I don't think can be solved without compatibility patches. The problem is that in each new enemy's CharacterStats.ini entry, it specifically lists all enemies that are allowed to serve as followers to that enemy. Mods can append new followers to these lists (and multiple mods can add to the same ones, which is why the mods sort of work with each other already), but for a mod-added leader enemy to accept a mod-added follower from a different mod, that follower would needed to be added to the leader's whitelist, and I don't know how, if at all, that would be done automatically, at least not in a way that was intelligent, so as to not, say, give one of A Better ADVENT's new Captain variants the Muton Demolisher as a follower, when vanilla Captains can only lead ADVENT units. -
Blender is a free modelling program that many people like. There is also 3ds max, which is free for students but otherwise needs to be paid for. That said, if you don't have any experience with modelling, it will be a while before you're making anything complicated, so be aware of that before you start.
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There are a few fairly basic combat and stealth mods out so far. Nothing like the big overhauls of Oblivion/Fallout, like has been said, but they'll get there soon enough. I'd link you to some, but I got mine off of Steam, so I don't know where they'd be on the nexus, if they even are.
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Would it be possible to take the player to a random *discovered* location? I mean, I'm assuming this mod removes fast travel, but you can do that and still have the game track places you've been, no? That doesn't solve the problem of if a player is in a quest area, but really, that's kind of their fault for getting wasted when they're in the middle of saving the world or whatever they're doing.
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There are already some mods that do this. Once the construction set is out I'm sure they will only get better. Check 'Deadly Dragons' - http://www.skyrimnexus.com/downloads/file.php?id=3829
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I have doubts that that would work, but there's no reason not to try, at least unless someone can say for sure.
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I've met a group of three that were just roaming around, and then a coven of maybe ten. Where are you going that you are getting so many spawns?
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Well, replace 'properly' with 'at all'. Skyrim doesn't let you equip shields in your right hand, and doesn't let you block with just a weapon in your left. (It makes your right hand an unarmed attack instead) I, too, would very much like to see this mod, and I find it silly that Bethesda would not include it from the beginning.
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I have a question about texture modding. About one thousand of these get asked every day, but I haven't seen something that pertains to this. I've extracted the textures, I can edit them just fine, I know how to do all that, but how do I change the skin tones of the human or elven races? When I look in the files, there is a .msn file in each race's folder, and then a generic body texture in a separate area. How then am I to change one without changing all of them? In Oblivion each race had their own textures right there, really easy to open up and modify, but that for some reason doesn't seem to be the case here.
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Well, I know that in previous Bethesda games there were always problems with archive invalidation and other such things which cause retextures not to work, but I don't see why the post process injector would fail, since it doesn't affect game files. Before anything else, go into your Skyrim install folder (Default C:\program files\steam\steamapps\common\skyrim, I believe). And make sure all the files are in the right place. I've had some problems with the Nexus mod manager putting my files pretty much wherever it feels like putting them, rather than where they are actually supposed to go. After that, you should take some before/after screenshots to make sure it's actually not doing anything, and not that you're just not noticing it. I know that sometimes I'll get a texture replacer that doesn't feel like it looks any different, even though it actually does.
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By skin tones you mean... ? The ones applied by the sliders in the race menu? Or the default ones for each race? The effects made by the various sliders I have no idea on (though it may be simple, I don't know) - The default ones are the game's texture files, which can be extracted from the textures.bsa using a program like the fallout mod manager and then edited in something like photoshop (with a plugin to open .dds files, which the game uses for textures). If you plan to do that, I warn that the textures for the beast races are a bit more complicated than the human/elven faces, because of the different head shapes. You should have a look at the 'khajiithead_n' (or whatever it's called) to see how the fur flows.
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Well, like I said, it allows Skyrim to use more memory, which may help, if that is your problem. Your CPU seems good - what about your video card? That's probably the most common weakpoint in a system.
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Well, what are your computers specs? If your computer has at least six gigabytes of RAM, you might wish to try the large address aware mods here on the nexus, which will allow Skyrim to use more memory.
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What I meant was an actual skill based around polearms, since they are, as weapons, very different from swords and hammers (Which really are different from one another as well, but Bethesda disagrees.)
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It also makes little sense to be a mage if you are a warrior, but I see your point. And yes, people's lack of reaction to your character's various amazing, unprecedented, super-human accomplishments was a very odd choice on Bethesda's part, I must say.
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I'm not sure if one would be able to have a seperate polearms skill, but you should certainly be able to make them.
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Making textures realistic is accomplished mainly in one of two ways. The first is to use a photgraph and turn it into a texture, which is pretty easy. Since dragon's are not real, however, that won't quite work for dragonscale armour, which means that you would probably have to either try to find some sort of lizard skin that looks how you envision dragon scales, or paint it yourself. If you need to paint it yourself, the realism is dependent on your artistic ability - there's no real 'easy' way to go about it if you haven't had practice doing that sort of thing. In order to edit a Skyrim texture, you need to first extract it from the textures.bsa using a program like the fallout mod manager (And a few others, but fomm is the one I use). This will give you .dds files, which you need a plugin for your image editor to open. (There are free ones for all the common image editors - If you're looking for an editor I would recommend GIMP, mainly because it is free.) Once you open the texture you can start editing it. That's the basics, I don't know if you need anything else, but feel free to ask if you do.
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When the construction set is out, I'm sure somebody will try to re-implement it. Whether it will be back the same as it was before is debatable - We may have to settles for a 'fake' attribute system, though hopefully not.
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January, according to Bethesda's statement on the matter.
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Those mods change the existing crafting systems, though. Spell making would require a whole new one, not to mention that making spells is different than making items. Only basic mods can be done now, everything else has to wait until the kit comes out.
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How do I do this? Started an alt, and would like to try this. Get enchanting to one hundred, get dual enchantment perk, get any other relevant bonuses, enchant set of items with reduce mana cost enchantments.
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To take this one step further, why can dragons not just use the shouts that the player can? Since the shouts were, you know, (Barring one) invented by them?
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That's pretty much your question answered. Depending on what you did to it, it may be covered under Fair Use of Copyright, but I doubt it.
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After you extract the textures, you will find the Argonian ones in <Wherever you extracted them to>/textures/actors/character/argonianmale (Or argonianfemale to change the female ones.)
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You kind of only posted half a request, but I am guessing you would like to change the argonian texture to be blue, yes? If you would like to know how to do it yourself, you need an image editor like GIMP or photoshop, a plugin that allows you to open and save .dds files, which Skyrim uses for textures, and something to extract the textures from the BSA file in your data folder. I use the Fallout Mod Manager for this purpose, and it works well. From there, it's pretty easy to change the colours, though more complicated if you would like to change anything else.