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Obdulio

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Everything posted by Obdulio

  1. Personally I use Input Mapper for all the extra features it gives my controller, the problem it emulates it to be a 360 controller. So a UI mod for PS4 buttons would be extremely helpful.
  2. Yes I'm beginning to get the hang of the load before and after stuff and I see why Vortex would be a better mod organizer it just has a learning curve. I'll try what you said and If no one has replied again I'll edit this post to let you know the results. UPDATE: Thank you so much, the order of things you suggested has solved all my problems. Once again Thank you!
  3. Alright so, all the mods seemingly install fine on the Vortex however upon launching the game it keeps telling me that Project Nevada has missing HUD extensions and Darnified also is missing extentsions that MCM has errors might need to be reinstalled. I remember this wasn't so difficult before it just simply installing them in the right order and overwriting, but i notice this never asks me to over write anything just load before or after then i get caught in the cycles and this whole thing is just really confusing. Does anyone know the proper order and settings to get this all working together properly in Vortex? I'd go back to NMM but according to what I've read Vortex can handle big mods without issue I remember NMM would crash with big mods like TTW or New California for example.
  4. Thank you for replying to my question Antistar, I'll have to study up and now i have an idea where to start. Looking forward to the release of your mod. Thank you for sharing your work with us.
  5. Alright, since I know there won't be a stand-alone version of this mod being a replacement after all. What would i have to do to preserve the original weapons? Perhaps making duplicates of them? One of the reasons i ask is because i favor having as many different kinds of weapon as possible plus the mod Extended weapon mods by Akhanami https://www.nexusmods.com/fallout4/mods/8276/?tab=3&navtag=https%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D8276%26gid%3D1151 I imagine will not work once WARS comes out and i'd like to keep using it. If i were to make own patch for W.A.R.S what should i study up on so i can make my own?
  6. So here is a mystery i've been having for quiet a while, certain weapon mods i try to edit within the creation kit cause the program to crash, yet others do not. It only happens with a few, example... 10mm SMG by Major_McCrackin http://www.nexusmods.com/fallout4/mods/22223/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D22223%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D5390900&pUp=1 Is one of the mods that crashes, The creation kit loads it up just fine but if right click on the weapon and hit the edit button it just immediately crashes. Another one is... Glock M78 knife by KittyThePwner http://www.nexusmods.com/fallout4/mods/17071/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D17071%26preview%3D&pUp=1 Same thing, creation kit loads up the mod just fine but as soon as i tempt to edit the weapon itself "Creation kit has stopped responding " Does anyone have an idea of why this might be happening? is there something else i need to do to edit the mod?
  7. Gotcha. I'm not demanding vanilla weapons be spared, I just wanted to have a clear picture of the mod with no misunderstandings. Thank you for taking the time to read reply to my post. Looking forward to seeing the mod finished.
  8. So are the weapons going to replace all the original weapons out right within the creation kit? or only replacing the weapon with your own weapons in the level lists? In other words could i go into the creation kit and reintegrate the old weapons myself back into the level lists or were they overwritten by the WARS ones?
  9. My apologies for not noticing that post Anistar, thank you for taking the time to read and respond to my question. Looking forward to seeing your work, I'll find a way to manage.
  10. My only hope is that there will be an optional stand-alone option of this mod that works along side the vanilla weapons.
  11. As the title says I'm trying to figure out to create a music type playlist set to play for only specific enemies, I notice Bosses have specialized tracks just for them and from what i can tell its due to a keyword being tied to them. So I created my own keyword and applied to the template of the npcs i wish to have a custom track for then when i put the song in the kit i did copied the same method the keywords for the other songs did. http://i1180.photobucket.com/albums/x419/Obduleo/example1.jpg However in-game the track still doesn't play, I get the vanilla combat music. Is there a step I'm missing?
  12. Thanks for the info, changed the initial post !
  13. How did you do the spoiler ? I wanted to do so but I couldn't find the option.
  14. Just the X-COM 2 Wiki http://xcom.wikia.com/wiki/XCOM_2
  15. Seriously man, even though there isn't an option yet for 2 rows like you wanted that mod you created is much better then having nothing at all. Great Work !
  16. I've put together a list that will hopefully make it easier for people to find the abilities they need for their custom class or just want the code of the ability along with the in-game name and description. I was going to continue further adding which abilites were passive and which need a button press to help thoses trying not to go over the 15 limit but a new mod came out that pretty much renders that issue null. Cycling Abilities With F1 and F2 by swinka spinka sernik whatever XCOM 2 » Miscellaneous http://www.nexusmods.com/xcom2/mods/393/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddescription%2F%3Fid%3D393%26preview%3D&pUp=1 ======================================================================== Since none of the classes repeat abilities I've seperate them by classes. And since Some require a particular weapon I'll inculde the code for it when needed. ======================================================================== === Ranger Abilities === Rangers use a sword to deal a hard-hitting melee attack. +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword") ==== Sharpshooter Abilities ==== The Sharpshooter class utilizes high-caliber sniper rifles as primary weapons and pistols as secondaries. The Sharpshooter does not need to manually switch to the Pistol to use it, with both pistol attacks and pistol overwatch being available as commands to instantly use the weapon. +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol") ==== Grenadier Abilities ==== The Grenadier class is equipped with a cannon and a grenade launcher, being able to choose to specialize in demolitions, focus more on making the most of their cannon or go for a combination of the two. +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="grenade_launcher") ==== Specialist Abilities ==== A Specialist's abilities primarily focus around improving the functionality of their GREMLIN in multiple ways. +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="gremlin") ====== Psi Operative Abilities ======== The Psi Operative class uses assault rifles as primary weapons, and a hand-held Psi Amp as their secondary weapon, which they will automatically use when casting psionic abilities. Upgrading the Psi Amp will increase the effectiveness of certain psionic abilities. +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="psiamp")
  17. I've started compiling my own list using the XComClassData and the wiki to cross-reference, I'll post it up on a separate forum once I'm done hopefully help others have an easier time picking what abilities they want easier without having to go to the wiki all the time see what it does.
  18. As the title says, has anyone complied a list of all the soldier abilites and what they do ? I don't mean just their in-game names but also the name in the code and what they do. Like for example.... Slash - Attack any enemy within movement range with your sword. (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) and if they're passive or not to avoid going over the 15 action button limit.
  19. huh that sounds interesting! I've decided to take a shot at making my own classes inorder for my "Hero" troopers to have all the abilites and stats i desire. Using dumdelianpui's links, I'm going to try to use thoses 2 mods to try and have the special class have many abilites in each rank and the be able to pick all of them. then I'll just use the console command to set the soldiers i want into that class. I've been bumbling around for a while but i finally managed to get my custom class to appear in game but the abilities don't come out right. I'll working on it see if i can get it fixed.
  20. Not quite what I mean... Those mods let you create your own perk tree but your still limited to having only 1 perk per rank plus it extends to all the other soldiers. What I'm talking about is like what you can do in JumpStart by tracktwo http://www.nexusmods...xcom/mods/611/? Jumpstart [ Web Version ] http://jumpstarter.tracktwo.net/ Check out the web version and head into barracks you'll see you can add a soldier and edit everything from nationality to stats to skills [ or Perks as it was in XCOM 1 ] You'll see you can set their rank and what perk they have for that rank but in the bottom you'll see "Additional Perks"... and that lets you add any perk from any class and as many of them as you want on that soldier. I'm no longer too concerned about stats as console commands let you adjust that. Press "~" to bring down the console SetSoldierStat eStat_Mobility SetSoldierStat eStat_HP SetSoldierStat eStat_Will SetSoldierStat eStat_Offense SetSoldierStat eStat_PsiOffense SetSoldierStat eStat_Dodge followed by their name so example " SetSoldierStat eStat_Offense 100 [soldier Name] " will give the desired soldier 100 Aim. [ credit to Cheat Engine for the above commands http://forum.cheatengine.org/viewtopic.php?t=587559&sid=b91e46af1aeb3e3e9e2ceea8bdb2158f ] What I really want now is to be able to give them any skills and as many skills as I want. Unfortunately I have been unable to find a mod or console command capable of doing that. Although its most likely that it just doesn't exist yet, XCOM 2 is only a few weeks so not everything has been discovered. That Jumpstart mod has really spoiled me I'm afraid and Jumpstart came out near the end of XCOM EW's life cycle before XCOM 2 came out so it might just take that long for this to happen. UPDATE: Found a handy way to adjust stats for your Soldiers on this site. XCOM 2 Soldier Booster and ClasschangePublished February 22, 2016 | By Myrddinhttp://www.mmo-game.eu/xcom-2-character-cheat/ Still nothing with for the skills unfortunately.
  21. Jumpstart/Toolbok-like or Save/Soldier Editor... giving you full control to make your own solider set with his class, rank and skills in anyway you want.
  22. Like give them any abilites like the "Jumpstart" mod from XCOM EW. JumpStart by tracktwo http://www.nexusmods.com/xcom/mods/611/? I've seen console commands can level up soldiers and edit stats like aim and will, but i haven't seen anything to give them abilities via console command or ini edits. I don't mean to just level them up and give them abilites from the their ability tree, but give them any abilities from any class. Or is there way to edit the character pool so that when you recruit them they're already a predefined class, level and with abilities?
  23. If there is one thing i'm sorely missing is making my own "hero" soldiers completely customizing their rank and mixing perks from a classes to my hearts content using mods like.. Jumpstart by tracktwo http://www.nexusmods.com/xcom/mods/611/? or XCOM ToolBoks by bokauk http://www.nexusmods.com/xcom/mods/79/? [ Back when that used to work ] From what we know of XCOM 2's modding so far is anything like the two above mods possible this time around ?
  24. None of it is working for me, did an update make all of this obsolete?
  25. n/m found out that the troopers don't spawn in that spot and whats on the GECK are unused leftovers. Though i wonder if there is a way to have them spawn at that point?
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