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moutona2pis

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  1. Yeah, with Bullet Time - Slow Time the default is 70% reduction (meaning the time pass at 30% it's normal value). It is configurable though. I intend to add automatic changes on Bullet time with the perks though (dillatation factor and/or AP cost), if I can.
  2. I made a mod changing the perks to complement Bullet time - Slow Time here it is : http://www.nexusmods.com/fallout4/mods/15132/ The description says it all. It's my first time doing a mod and constructive critisism wil be greatly appreciated. For now I'd like to focus on what's there (for improvement tweaks and balance). Later, here and in the posts section of the mod I'll post what I intend to do with the other S.P.E.C.I.A.L. Edited 15/06/2016 : I won't be working on the mod for a couple of days. Well only on conception/ideas anyway.The next thing I'll do is make an NMM and Fomod install.I was thinking of perks to change the dillatation factor of the bullet time on conditions (for now it is configurable via the in game menu) but since I have no news from registrator2000 yet I won't post anything that touch his mod further. At worse I'll implement my own Bullet time, but more stuff to do then :/ Here is my ideas for the perception tree so far ([TODO] are what I'll try to implement) : PERCEPTION : Awarness : To defeat your enemies, know their weaknesses! You can view a target's specific damage resistances in V.A.T.S. [TODO]Do it in Bullet time. I don't know how to do stuff on the UI so may take some time, any other idea will be appreciated. Demolition expert : rank 4 Your explosives now do double damage. Mines and grenades shot in V.A.T.S explode for double damage, too.[TODO]Do it in Bullet Time. Pretty straight forward. Sniper : Rank 3 Non-automatic, scoped rifles gain +25% accuracy to head shot in V.A.T.S.[TODO]In Bullet time you gain more crit chance on head shots with scoped rifles? More chance to criple maybe ? More range ? Less recoil ? Penetrator : rank 1 There's no place to hide! In V.A.T.S you can target an enemy's body parts that are blocked by cover, with a decrease in accuracy.rank 2 In V.A.T.S when you target an enemy's body parts that are blocked by cover, there is no decrease in accuracy. [TODO] The ideal would be to be able to shoot through cover in Bullet Time with a penalty to damage/crit chance but I have no idea if it is possible to shoot through things outside of V.A.T.S. Concentrated Fire : rank 1 Stay Focused! In V.A.T.S every attack on the same body part gains +10% accuracy.rank 2 In V.A.T.S every attack on the same body part gains +15% accuracy.rank 3 In V.A.T.S every attack on the same body part gains +20% accuracy and does 20% more damage.[TODO]In Bullet Time Increase damage on consecutive hit on same body parts (don't know if it is possible), or simpler : In Bullet Time increase limb damage overall. Or maybe reduce spread of equiped weapon (to mimic the gain in accuracy) for the 1st 2 ranks and dmg for the 3rd.
  3. Yeah it seems so. VATSMysteriousStrangerPerk is used by MysteriousStranger01 and it seems it is a default object hard-coded ... too bad :/
  4. I'v looked at it in the CK and MysteriousStranger01 way of applying to the player eludes me. For MysteriousStranger02 and MysteriousStranger03 I do understand it sets the stages on PerksQuest to modify the global value VATSStrangerOdds. What I don't get is that VATSStrangerOdds is set to 0.1 by default, and MysteriousStranger01 seems to do nothing (no script, no entries).So how does MysteriousStranger01 allow the player to get the stranger a chance to appear ?
  5. Bump ! Can't find anything on the net for this problem.
  6. Well it's the same, just have a different name. On the Reddit post, this method is illustrated with a screenshot (of the folder) for an armor. Regarding the custom armors I'm sure someone will do it eventually, but keep in mind that modding for DDDA is not very userfriendly at all.
  7. try this : http://forums.nexusmods.com/index.php?/topic/3743350-request-model-swapping-for-dummies/
  8. hmmm yeah same here in fact. Well maybe the Hex editor version of model swapping (detailed in the reddit post) works better. I'll try to figure it out at some point later in the future ... maybe :/ edit : but first I've asked the person on reddit who has posted this method to check if what I described is the correct way or not.
  9. I think I got it from here somewhere : https://www.reddit.com/r/DragonsDogmods/comments/42iws8/a_guide_of_sorts_on_model_swapping/
  10. Anyone knows where the footsteps sounds are ? I'd really like to make them louder, bu tI have no idea where they are.
  11. If that can help there is that : https://docs.google.com/spreadsheets/d/1YVYdahFlTlA5arybKzezbLZclKb4rSaMQEwL_Czzjo4/edit#gid=0
  12. Or you can do it yourself ... yeah I'm a lazy f*#@er :/ But at least you will have exactly what you want : http://forums.nexusmods.com/index.php?/topic/3743350-request-model-swapping-for-dummies/
  13. It's not that hard (though I had some trouble with it too xD). Let's say I want to swap the Carnation appearance with the bastard sword appearance. First you download ArcTool.exe and the Batch files here : http://residentevilmodding.boards.net/thread/481/arc-unpacker-repacker-v0-26 Then you locate your items in the game folder (the reddit post you linked has information on the game folder structure) : We want to swap weapons from DD, so we look in SteamApps\common\DDDA\nativePC\rom\wp (For Dark Arisen weapons it's in the dl1 folder I think, I'm not sure where exactly edit : nope the weapons are in the same place as the other). and with https://docs.google.com/spreadsheets/d/1YVYdahFlTlA5arybKzezbLZclKb4rSaMQEwL_Czzjo4/edit#gid=0 you can know which weapon is which arc file. We want the Carnation, the one we will change so it is : one009.arc and we want Bastard sword, the one we will be taking models and texture from : one008.arc You copy the 2 weapons arc files in the same folder as Arctool.exe and the batch file (pc-dd). Make a backup of the one you want to change, in our case the carnation file : one009.arc. Drag and drop them, one at a time on the batch file. You will have 2 folders and 2 .txt who will appear. Go in the one008 folder : "one008\model\wp\one\one008" From here you coppy the .mod and .mrl files. Put them in the one009 folder at the same place. Delete the one009.mod and one009.mrl rename the one008.mod and one008.mrl that you just paste here to be one009.mod and one009.mrl (here is the swapping). Now, go one folder up : "\one009\model\wp\one" create a Folder named one008 ( you should have 2 folder there now, one009 and one008). Paste from the original one008 folder ("one008\model\wp\one\one008") all the .tex files in the new one008 folder ("\one009\model\wp\one\one008") Go back where the arctool.exe is, open the one009.arc.txt and add the location of the files you added in "\one009\model\wp\one\one008". you shoul dhave this : model\wp\one\one009\one009_NM.texmodel\wp\one\one009\one009_BM.texscr\sky\DDCube2_CM.rtexmodel\wp\one\one009\one009_CMM.texmodel\wp\one\one009\one009_TM.texmodel\wp\one\one009\one009.mrlmodel\wp\one\one009\one009.modmodel\wp\one\one008\one008_CMM.texmodel\wp\one\one008\one008_TM.texmodel\wp\one\one008\one008_NM.texmodel\wp\one\one008\one008_BM.tex Edit (thank to Bakedlcookie on reddit) : You need this (if the .arc isn't repacked in the right order the game will crash):model\wp\one\one008\one008_NM.tex model\wp\one\one008\one008_BM.tex scr\sky\DDCube2_CM.rtex model\wp\one\one008\one008_CMM.tex model\wp\one\one008\one008_TM.tex model\wp\one\one009\one009.mrl model\wp\one\one009\one009.mod And yes, you can flat out delete the unused files (so old textures basically) You know just have to take the one009 folder and drop it on the batch file to repack it in one009.arc, and place it in the game folder (by replacing the original one). And that should do the trick. At least it did for me and those 2 weapons.
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