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Everything posted by BulletSix
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XCOM2 Continent Bonuses missing from ini and modding Weapon attatchments
BulletSix replied to Delta7's topic in XCOM's Discussion
is there any way to tie such a bonus to a project off the guerilla tactics school (or better make anew prject there with that effect) -
XCOM2 Is there a way to create a new game and skip the first mission?
BulletSix replied to BlueRaja's topic in XCOM's Discussion
ah, thanks :smile: and the console key is ^ (left of the 1) on the german keyboard. -allowconsole doesn`t seem to be valid for using via steams launch options as is the debug mode (tried by c&p the options from the bat-file) so in theory i could circumvent the first mission, look where i start and then decide to keep playing normally, right? btw. the second time i tried i had a KIA in my team, so the game seems to calculate the mission, not just skipping it as success. -
XCOM2 Is there a way to create a new game and skip the first mission?
BulletSix replied to BlueRaja's topic in XCOM's Discussion
but how? i`ve set -allowconsole and -nostartupmovies in the launch options but i just get the normal starting options ... and btw, whaats the console key on the german keyboard? -
XCOM2 [REQUEST] Hybrid Stealth/Sniper Class
BulletSix replied to HaikenEdge's topic in XCOM's Mod Ideas
cool, thanks for the how-to :) This helps a lot with understanduing the gerneral workflow. What prefix would i need to replace a line in a config file? -
is there a disadvantage to save changes in FO4edir with ctrl-s ?
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No internal walls and doorways to build with?
BulletSix replied to SpinningCloud's topic in Fallout 4's Discussion
well if you are missing something, i am too :/ bear with me on the next text it is confusing, even for me ^^ what you can do, is make a floor (bottom pieces), use the "floor with stairs to another floor" thingie (not the stairs only, the one with the two big floors where the upper one has an opening for the stairs) then build the roof as bottom for the upper floor. Then you can fit some wall pieces in the lower floor between floor and ceiling. With the half walls you can create something door like. i had no luck with the prefabs :/ It is a crude workaround, yes. I fell it is an oversight or a not finished feature, like some others in the game. Great groundwork but it severely lacks polishing. With the correct tools (nifskope, import/export to [insert preferred modeling tool, ideally freeware like blender ;) ] and the Construction Kit) it would be very much doable, but for now .... (maybe even just editing the collision in a upcoming nifskope version would suffice, if the snapping/placing is dependant on the collision box). If i am wrong, especially regarding the interior walls, please feel free to correct me :) -
works fine for me, thank you! :)
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well ... an M4 SOPMOD Tacticool club isn`t that bad ;)
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Mod to remove settlement size limit please
BulletSix replied to godofcookiez's topic in Fallout 4's Mod Ideas
isn`t only the maxium amount of settlers based on CHA? I think someone said 10+CHA- 7 replies
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cool :) hopefully we you will be able to add animations and not having to replace them (not doubting your ability but the engines flexibility :) )
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FO4snip? uhm where can i get it? :D
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[WIPz] Fallout 4 Script Extender (F4SE)
BulletSix replied to behippo's topic in Fallout 4's Discussion
*website bookmarked* You made so much possible with the other "-SE" ! Thank you for working on a FO4 Version, its much apprechiated! :)- 717 replies
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Hiya :smile: the title says ... not all ^^ First some ground info: i am making a firing range where the targets (all are persistent references) are "warped in" after pressing a switch ( [ref].resurrect [ref].enable [ref].moveto [otherref] ) which works fine so far (resurrect is needed for the ghoul-targets). But i want to shoot bottles, bottles that go "boom" i created a copy of the nuka cola empty bottle put destruction data on it (fire extinguisher explosion isn`t so bad for this) and set the item do "disable" (not destroy) when reaching the destruction phase. Works fine. Bottle goes boom an is gone. And stays gone :sad: when i switch off, the targets are moved off range and are disabled. But whereas the killed ghouls return in "working condition", the bottles stay gone. is there a command to get the bottles back? Do i need to "heal" them after shooting them (or before re-enabling them)?
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Modding Soldiers, weapons and items
BulletSix replied to versengeteriks's topic in XCOM's Enemy Unknown
yep, this helps ... the scope is called "Targetting computer" as for the abilities ... i found this list in the "DefaultEngine.ini" ; XCOM +Suppress=GameCore +Suppress=XCom_AimProfile +Suppress=XCom_Anim +Suppress=XCom_Checkpoint ;+Suppress=XCom_Content +Suppress=XCom_GlamCam +Suppress=XCom_Net +Suppress=XCom_Net_LoadHang +Suppress=XCom_Online +Suppress=XCom_Perks +Suppress=XCom_Squad +Suppress=XCom_XP +Suppress=XComWorldData +Suppress=WatchVariableMgr +Suppress=DevDestruction +Suppress=XComCameraMgr ;+Suppress=XComNarrative +Suppress=XCom_JetpackPath +Suppress=XCom_ClientPath imo that hints to a file called "DeafultPerk.something" but a search was fruitless(?). wasn`t there a listing of the files that are embedded into the exe and (possibly) are patchable with the modpatcher? -
Modding Soldiers, weapons and items
BulletSix replied to versengeteriks's topic in XCOM's Enemy Unknown
very useful info here, thanks for this :) ... and some questions: Where are the soldier abilities stored? (for instance to give the assault additional mobility if he selects [insert correct skill name] bonus) And where are the properties of items in the "small items slot" (scope, nano-fiber-west etc.) And where are the effects of foundry-researches stored (e.g. changing around pistol- or scope-upggrades) Aaand: are the according files patchable with the modpatcher-utility? -
JUst wanted to say hi and how much i am looking forward to this
BulletSix replied to Tanang's topic in XCOM's Discussion
what the OP said :) its great to have a nexus for XCOM :) -
Editing an ESM, could use confirmation
BulletSix replied to jonas66's topic in Fallout New Vegas's Discussion
no, as long as the required esm load before it. And it cannot rely on an esp because esm always are loaded before .esps (the file estenson has no say in this, btw, but thats no news for you, i guess :) ) -
Mature Discussion: "Offensive" Mods
BulletSix replied to FatherAzerun's topic in Fallout New Vegas's Discussion
wow ... a really touchy subject that is not turning into a flamewar :) And now my semi-coherent 2cts: This is one of the most neglected or ignored facts in the internet *g* But this is not only be true for private owned forums but by companies forums aswell ;) I think everybody has his own biased view of any mod he sees. I often think "wow, that was worth releasing?" but then again: if someone downloads it, someone wants to use or at least try it, so its not my place to judge. This applies to "quality standards" aswell as to "moral standards". I personally wouldn`r DL a mod that allows me to wear an nazi uniform. But i wouldn`t DL a mod that lets me shoot nazis because just of the fact that they are nazis, either. Either one is pointless for me. If there is a story and a new (invading) faction behind them, thats a whole other matter. And: anti-semitism was not inverted by the nazis. They just were very effective with it, because the possibilities existed and were fully commited to it. This kind of sick ideology (having one people more worthy than others), being based of religion, color or gender or whatever silly reason one can come up with, is very common in human history. Sure, the degrees vary quite a bit, and the different timely distances to todays viewpoint make them seem less cruel, the farther away they are. But being long gone doensn`t make it less wrong. So the comparison between the Legion as they are displayed in Fo:NV and some other totalistic movements isn`t that far fetched. My final statement for this post: Yes i am german. No i don`t want to trivialize the crueltys of the Nazis, nor do i want to say "they got a point" by any interpretation of my words. If someone is offended by my post, feel free to pm me. -
VSS? great :) but 9x19 mm pistol ammo? i think .357 magnum would be more appropriate if you want to stick to vanill ammo. anyhow please don`t take this the wrong way, its just an opinion and not meant to rant :)
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Weapons Mods that Change Caliber
BulletSix replied to oxymormon's topic in Fallout New Vegas's Discussion
hmm not with the weapon modding system, the vanilla game delivers. But making a crafing recipe that uses the original weapon and the "conversion kit" as input and the new weapon as output would work. The bad side-eddect is that you would loose the weapon mods on the base weapon, though, because you essentially make a new weapon. -
hmm ... you have a texture including alpha(transparency) and want to use yours instead of the vanilla one on a vanilla mesh. Am i reading this right? if so, swap out the texture with nifskope. It may be that blender isn`t able to handle transparencies the way the .nif file format wants/does/etc. If i assumed what you want to do wrong, then i`m talking mostly rubbish ;)
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sorry for barging in. the M1 Garnd was originally chambered in .30-06 Springfield (7.62x63mm) but according to Wikipedia-M1 at some point there were versions that were chambered in 7.62x51mm NATO (which is almost identical to .308 ... afaik the main difference is a higher pressure while firing the gun) So actually it isn`t a stretch having it use .308 ammo :)