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Posts
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Everything posted by Thoramyr
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Thank you those are still a little too 'male model'-ish for me but thank you for the suggestions regardless.
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Looking for any suggestions for mods that add more manly heads for the bulky male body. Something that looks more like Bruce Willis and less like a tiktok model with broccoli hair. If anyone knows of any mods that fit this description please drop a link. Thanks!
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[Request/Idea/Help Wanted/Comission] WoW Paladin Spells
Thoramyr replied to Thoramyr's topic in Baldur's Gate 3's Mod Ideas
I'm going to post more resources for spell ideas here. Repentance - https://totally.fandom.com/wiki/Repentance Holy Wrath - https://totally.fandom.com/wiki/Holy_Wrath Warcraft Heroes Handbook has a lot of cool stuff not just for paladins - https://www.gmbinder.com/share/-LFhhtssjN-teWCOregn -
I'm new to making mods for BG3 and tbh I don't know where to even begin. I'm looking for any help in implementing some homebrew spells from WoW into BG3. I can do 2d art but coding and modeling are not my strong suit. I'm also willing to do a reasonable commission as well. Attached are some examples of the spells made by Matt Mercer. These are only an example they don't need to be exactly the same and there are some other spells like avenger's shield i'd like to implement as well. Ideally i'd prefer if all paladin subclasses could obtain these spells but i'd be down to have them in a custom subclass as well.
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How to raise existing navmesh?
Thoramyr replied to Thoramyr's topic in Fallout New Vegas's GECK and Modders
Thank you! I couldn't find documentation on it anywhere! -
I'm editing a bit of vanilla landscape and I need to be able to raise the existing navmesh along with it but as far as I can tell, there is no clear way to do that. I know you can drop it using F and that sometimes raises it if the landscape is just over the navmesh but that's not going to work in this case. Is there any other way to raise the navmesh?
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In response to post #50239892. #50240062, #50244007, #50246277, #50249942, #50290947, #50294092, #50304812, #50311632 are all replies on the same post. You don't need programming experience to use MO... I'd say MO is even easier to use than NMM because you don't have to worry about installation order and uninstalling and installing tons of different versions of mods when they get updated.
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I'm still confused about the difference between virtualization and vfs. Will mod files be outside the game directory? Will we be able to move the order of installed mods at any time like in Mod Organizer or will be have to uninstall->install->reinstall conflicting mods like with NMM? Also will we be able to edit mod files and meta deta without having to reinstall them? If its too much like NMM I'll be sticking to MO for New Vegas and see what happens with other games.
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How can I remove radiation from sinks, fountains, pumps, etc?
Thoramyr replied to Thoramyr's topic in Fallout 4's Discussion
Ah I figured it out. I had to change HC_SippableDirtyWater rad effect to 0. -
I've created a new worldspace and set WastelandNV as parent. I'm also using land and map data from parent. Everything seems to be working fine except I have a huge square covering most of the render window when I try to view the new world space. Here is a picture of the problem: http://imgur.com/a/jNJ2Z If anyone has any suggestions as to how I might fix this or if I've done something wrong please let me know.
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Anyone want to try creating a console in-game? Basically, it would be like any terminal except it would run all the games at terrible frame rates and eventually overheat and explode if you play it too long. Edit: could also be a new type of thrown explosive you could craft :laugh: