Jump to content

darkdill

Members
  • Posts

    383
  • Joined

  • Last visited

Nexus Mods Profile

About darkdill

Profile Fields

  • Country
    Canada

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

darkdill's Achievements

Experienced

Experienced (11/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. The Challenge/Provoke fights that can get you Battle-Tested weapons (and the shield) all have a terrible 2-3% droprate, meaning you need to spend a lot of time and energy to get more than one copy. You also can't use the Steal command to get them. I don't know how to mod the game files, so does anyone think they could make one that increases the drop rates? That'd be a big help.
  2. We presently don't have a mod that allows us to adjust the various parameters of air combat. Presently, the air game can feel kinda lopsided at times. I was hoping for the Assorted Adjustments mod to do this, but the modder behind that one isn't doing much for PP at present. I've already brought this up on the PP Discord, but in case anyone comes here, it'd be nice to have a mod for adjusting aircraft parameters.
  3. Unfortunately, I really suck at coding things, even with instructions. Hence why I made a request for someone who knows what they're doing.
  4. In Long War, all shots made by the Aliens against civilians are 100% accurate, regardless of distance, cover, etc. Unfortunately, this cannot be changed in the INI files; I've tried giving the civilians 99 Defense, but it made no difference in the accuracy of the Aliens. Just for some more perspective, in my last sandbox LW game, I was using an inverted Quick and Dirty Second Wave option so that enemies would generally be twice as numerous. With so many enemies in play during Terror missions, trying to save more than a couple of civilians was unrealistic because of their 100% accuracy. I tried offsetting this by increasing the health of civilians to 8-10 and reducing the panic impact per civilian death, but this still resulted in a lot of dead bystanders. It would be nice if there was a PatcherGUI mod (or maybe one for Mod Manager) that let us tweak the Aliens' accuracy against civilians. I'm aware that lowering the Aliens' accuracy against civilians may make them more inclined to attack XCom's troops, but that would sort of be a blessing in disguise.
  5. In LW, if you give a certain perk to an enemy, its name changes to something else. For instance, a Heavy Floater with HEAT Ammo gets the name "Heavy Floater Destroyer", while Thin Men with Lightning Reflexes get the name "Sidewinder", Mechtoids with RTS get the name "Leviathan Mechtoid", and so forth. Now, when you're like me, and you want to make the Aliens nastier, this can create a problem. A big example is with Mechtoids; if a Mechtoid has the HEAT Ammo perk, it gets the "Colossus" name, which is supposed to be reserved for monster-level aliens (i.e. Mongo Berserker, Outsider Overlord, Dreadnought Cyberdisc, etc). Unfortunately, changing which perk will apply a particular name is something that requires hex editing, something I know nothing about. If I could change it, it'd help quite a bit in allowing me to give the aliens additional perks as their Alien Research increases. For instance, I'd be able to give all Mechtoids HEAT Ammo in late-game so they could threaten my mechanized units, without causing all of them to be renamed. Instead, I could tie the "Colossus" name to another perk, something like Run and Gun (which the computer can't use). Would it be possible to make a mod that allows for this? Maybe something for PatcherGUI?
  6. I found out the problem. When I was starting UDK, I was being prompted with "Scripts out of date". I kept saying "No" because I thought it would update UDK to a version that wouldn't work for this, but it turns out I had to say "Yes" in the prompt to allow it to read the XComGame.U file. Issue resolved.
  7. I've been following the steps in this guide: http://wiki.tesnexus.com/index.php/Sound_Files_-_XCOM:EU_2012 However, for some reason, I'm stuck at a certain step. I'm unable to "Create the Archetypes" as XComCharacterVoice and XComCharacterVoiceBank are not showing up in the Actor Classes menu. Here are some pictures of my setup. https://imgur.com/a/XvntZLY I was getting help from Ruby Jabberwocky (he does VP's for XCOM) on Discord, and he's just as stumped as I am. Any ideas? I think it may have something to do with the XComGame.U file; maybe the one available on Google Drive is invalid?
  8. I've been trying to follow the steps in this guide: http://wiki.tesnexus.com/index.php/Sound_Files_-_XCOM:EU_2012 However, for some reason, I'm stuck at a certain step. I'm unable to "Create the Archetypes" as XComCharacterVoice and XComCharacterVoiceBank are not showing up in the Actor Classes menu. Here are some pictures of my setup. https://imgur.com/a/XvntZLY I was getting help from Ruby Jabberwocky (he does VP's for XCOM), and he's just as stumped as I am. Any ideas? EDIT: Figured out the issue. There was a prompt for "update your scripts" when I started up UDK, and I kept saying "No" because I thought it would update UDK to an incompatible version. It turns out I had to say "Yes" to make those Actor Classes show up.
  9. When your soldiers reach a certain level of Will, the Intimidate ability of the Mutons becomes useless, and even if your soldiers take injuries they are unlikely to panic if their Will is high enough. Unfortunately, there doesn't appear to be a way to change these Panic checks in the INI files, and the only way to make your soldiers easier to panic is to lower their Will, which is an inelegant solution and comes with a number of drawbacks (i.e. your Psi powers are less effective). It would be nice if there was a mod that allowed us to alter the Panic check values of things like Intimidate, injuries, etc. I tend to run a number of personal INI modifications that make my soldiers have a high casualty rate (but they're quickly and easily replaced, even in terms of rank) and would like it if more of my mooks could get spooked by Mutons without sacrificing their chance to hit with Mindfray.
  10. Looking for the following outfit: http://www.abload.de/img/15dl2isur40f.jpg http://www.abload.de/img/15dl2isur40f.jpg Please PM me if you know what it is.
  11. Every time I pause, open a menu, or something like that with a weapon drawn, my character goes through the "draw weapon" animation. Any idea what could cause that? It's not gamebreaking, but it's annoying.
  12. Looking for the outfit in this artwork. Please PM me an answer.
  13. I've been asking Nicoroshi's help on Nexus to convert one of his bows from Skyrim to Oblivion, but in order to do it properly he needs an old version of NifSkope. Specifically, he'd need version 0.96 or 0.98, or something below 0.96, due to a specific function that was in those versions that got removed in later versions. Here's what he wrote to me, which might explain his problem: Specifically, he needs an "Import .obj mesh" function on NifSkope, but the latest versions don't seem to have that (AFAIK). Can anyone help? I've tried searching on Google, but no such luck.
  14. I've gotten his permission to convert his Bow of the Dark One to Oblivion from Skyrim, but I don't have the skill or knowhow for the job. So if anyone is willing, could I get this bow converted?
  15. I can't think of any outfits from other mods that would emulate this, so I feel a request here is appropriate. Note that I wouldn't recommend taking assets straight from FFXIV, as Square Enix would probably slap you with a C&D. http://i.imgur.com/uaWiKXB.jpg Anybody up for this? Or would this be against Nexus rules? To me, this could be considered a grey area.
×
×
  • Create New...