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Sablicious

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Everything posted by Sablicious

  1. Could someone, please, direct me to a tutorial on how to adjust hero special ability damage output and range (where applicable)? Also, a method for tweaking char. stamina would be much appreciated, too...
  2. There was a mod of this kind for the vanilla game... But, it made all reloading / recoiling "Fast" by default, and it has since died (re. Iceborne). I would much like these two, specific attributes to start at a "Normal" -- thereby, allowing for more of the bowguns to be viable (with respect to their ammo sheets etc.), and without removing all related customisation. After all, and logically, only the "Wyvern", "Cluster" and "special" ammunition types should have varying reloading sequences (slower) and recoiling effects (higher), when compared to the standard bullets. All that the sometimes ridiculously slow reloading and over-exaggerated recoiling across the board was implemented for, were as ill-thought-out, artificial "balancing" tools -- because seemingly Capcom could not be bothered fine-tuning more logical aspects of these gun weapons (deviation, clip size, crafting requirements) to achieve the same ends. (thanks)
  3. Thank you, very much, to the mod-creator: https://www.nexusmods.com/monsterhunterworld/mods/2214?tab=description
  4. A good idea... and something that should be there by default... CRAPCOM!!
  5. That effect would be in the game's sound files somewhere. Get the "chunk extractor", extract the hefty 40GB .chunk file, then search for information on where the character sounds are kept. From there, you could mod that file (using the relevant tools), or, if you're lucky, and the sound effect in question has its own dedicated file, you could simply rename it, or replace it with a "null" (silent) file of the same name. I'd say it wouldn't be that difficult, given there already exist character audio mods. Someone here might even know the exact file name you'd be looking for...
  6. +1... They look ugly as heck, and it's even more annoying to have to remove them manually--once their duration expires.
  7. The one she's wearing in Selina currently -- for the "Grand Appreciation Fest - Seasonal Event". Would love this get-up... Reminds me of Ulala from "Space Channel 5". :dance:
  8. Same problem I'm having: trying to give Kylo Dooku's "Lightening Stun" for his "Force Freeze" (to use along side "Chuky's Asaaj Ventress" mod) -- it loads, but, the game won't allow me to choose Kylo (Ventress) -- momentary displaying a "Maximum unit number reached" when the button is pressed. Dooku also bugs out -- loads into the level, but, nothing appears (and the abilities icons seem to have "loading" icons next to them).
  9. Excellent idea! To go even further, custom difficulties (i.e., monster HP) would be golden. A mod like this would extend the game's replayability (and make the grind feel more rewarding) -- as MH:W is generally an easy-to-moderate game, challenge-wise (aside from the OHKO cheese spikes :dry: ), and ends up feeling hella repetitive after one gets to grips with the monsters' [rote] patterns.
  10. Yeah... I too could go for some custom FOV and camera distance mods. Failing that: a mod that allows for controller-based camera zooming -- as distinct from having to enter the 'pause' menu to accomplish thus.
  11. Would someone be nice enough to conjure a mod that 1) darkens the nights, such that the Scoutfly lantern actually has a useful function, and 2) increase the foot-candle illumination of said lantern, in line with the increased night time darkness...? Helming from consoles, the game has the obligatory focus on *shudders* "accessibility" -- an approach that, in most cases, diminishes the game more than it improves it, and the 'light time' perpetual twilight is a glaring an example of this. (thanks)
  12. Update: Okay. I see what the problems were: 1. Not using Nexus Mod Manager (does it all for you) 2. Not prefixing each mode name with a asterisk (*) in the "plugins.ini" Clearly Bugstheda changed the mod installation method somewhat since 1.4. ¯\_(ツ)_/¯
  13. I'm running version 1.8 of Fallout 4 (*don't want to upgrade unless absolutely necessary, as I'm reading that people are having some issues with update 1.9... and if it works, why fix it?). I've tried to add a few mods (e.g., DB Sniper, NIN radio music, Riddick Hero Rifle), but nothing is appearing in-game. I've tried searching using the console (via the "help" command, as well as the mod-specific hex codes), but there is nothing in-game. Moreover, as with the example "DB Sniper" mod, the ammo for said weapon is not craftable in the Chemistry Station (as specified it should be, by the modder), so it's obviously not there. Now, in version 1.4 of the game (the last time I played FO4), all mods worked fine -- had scores of them running with minimal issues. However, having re-visited the game, I can't get mods to work any longer. What I've tried: • manually installed mods to "Fallout 4\data" (leaving folder structure intact, where applicable) • added the ".esp" file names to the game's mod "plugin.ini", located in "AppData\Local\Fallout 4" (ensuring that the mod entries follow the main .esm entry and "ArmorKeywords.esm") • I've edited the "Fallout4.ini" ("STRINGS\, MESHES\," etc.) and "Fallout4prefs.ini" ("bEnableFileSelection=1") in "Documents\My Games\Fallout4" • I've tried launching the game via its default launcher, its executable, Bligo's configuration tool and re-naming the executable to "Fallout4launcher.exe" (*read the last 'fix' somewhere, so I tried it ¯\_(~_~)_/¯ ). Can anyone see anywhere I may have gone wrong here? Are there any 'base' mods I'm missing (e.g., ArmorKeywords) that I might need to get mods in general working? Does the version of the game matter so much -- do I need v1.9 for any mod to work? NB: There exists a "Mods" folder now in the "data" folder of the game's directory (*wasn't there IIRC) -- what is this for? Are they required for mods now / since v1.4? Or is this just for downloading mods from Bestheda's website...? (thanks)
  14. Is anyone able to or knows of a method to extend magic casting range? The game's magic ranges seem very arbitrarily designated, with some magic having decent range (Ingle), while others are oddly short (Maelstrom). I'd like to extend the magic range, ideally so that all magic can cast to Ingle range. Seism, obviously, is a different matter, given it has not range marker. However, even its casting range is very short, given how long it takes to conjure. I'm presuming the game files associated with magic have some range parameter that could be change (à la the jumping distance mods), but I wouldn't know where to start... Anyone? :mellow:
  15. Personally, I do not use those silly healing measures. I play as a Arch Mage (the one without the healing magic) and only use Healing Stones and have they slow health recovery perk equipped. This way there's not cheesy 'pause time' healing and the method to heal actually makes sense in the context of the class (magic). Now, I also play capped at Lv200, >1,600HP and without pawns; thus I've customised my game to suit my play style and challenge desires. As such, healing in the menus seems very cheap to me (as it has done since circa Resident Evil days) and that's why I do not use the fauna or other curatives. Disabling the curative outright would be a thing that I'd probably download... but, then what of these items: Status effect removers only? Aesthetic inventory filler...?
  16. Download RivaTuner Statistics Server and lock the frame rate to something lower --- say, 30fps. I play in 24fps by choice, for the DkS / filmic feel, and it runs a treat. Perhaps this program can help in your case also, OP.
  17. lol! kind of an ironic request, give how linear the game is compared to some other iterations in the series... Nevertheless, I'd also like to try a map... dunno how this could be done, however.
  18. Anyone know of a method, either through hack or mod, to enable more than one of the same ring type to be equipped? DkS3 is horribly and fun-stiflingly restrictive in its upgrading and accessory use. One cannot use any ring whose 'child' ring is already equipped -- e.g., Evil Eye and Evil Eye+1 together. Rings already have trade-offs built into them; not least of which is that [incongruously] only four can be equipped at any one time. As such, this vanilla game design is ill-thought-out and clearly wholly born of a myopic PvP "balance" mindset; a mindset that ignores the potential enjoyment of the game that could otherwise be had. Couple this fact with the non upgradable armours, non buffable weapons / shields once infused, and myriad other restrictions on how the player can customise their character builds, and DkS3 feels more homogenised than any iteration in the series before it... perhaps even Bloodborne! So, does anyone think it will be feasible to equip more of the same ring type than just one? Or, failing that, allowing for more than four ring slots -- say, eight or ten (see: homo sapien finger count)? Or is DkS3 doomed to be as mod unfriendly as DkS2....?
  19. Infinite buffs would be good from the point of view it would effectively free up an ability button -- buff before setting out and then swap the buff skill for another active skill.
  20. It could be gotten around with Xpadder (for example) or another 'hold' / modifier button could be assigned...
  21. Oh, I'm sure cravenly, avaricious Crapclown would have their viron lawyers out en masse. But they'd have to FIND those creating the mod; in the same way they have to FIND those cracking games for pirating. ...And in the Age of the Internet, everything is easy to find but people responsible. (Just ask "ISIS"...!)
  22. Clearly they have been making single-player game, but some crapclowns just fail to understand such concept :confused: Clearerly Crapclown put "A.I." devoid, dumbot pawns in the game because... you know, it's fun to play with inane CPU, pack mule allies the player has next to zer0 control over and who repeat the same few lines over and over and over (and OVER!!), instead of with real life thinking beings. ...And, of course, the subsequent DD MMO that they developed was just a matter of pure happenstance and coincidence and nothing to do with the seeming omission of co-op play in DD... https://i.imgur.com/AoxZ3yB.gif.
  23. It's the same dumb script the Souls games used, effectively making any battle (except those in an enclosed area) easily cheesable. I've had some Harpies chase me a while and the Dragon in the forest a bit, but most just 'reset' once you're a little ways away from their 'anchor spot'. Very dumb.
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