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KainPrimus

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Everything posted by KainPrimus

  1. Does anyone happen to have the latest version of Glowing Witcher Eyes by ScoutBr0 available? Since he has hidden all of his mods on nexus, I've only been able to find old versions floating around the net.
  2. Some of them are in the actual folders inside the zip, rather than having the contents loose inside it. Check for that, unpack the zipped folder into the Mods.
  3. As the title says, I'd like to request Nero's DT to have the wings removed from his back. The slashing arms would still apear during combat, just not during the idles.
  4. Like the title says, not a mod request per-se. Since Femshepping's video tutorial is no longer available, I'd simply like someone to point me to an idiot-proof tutorial for making mashups.
  5. Unfortunately, the videos are no longer available. Does anyone have similar tutorials handy, either in video or written form?
  6. The Iron Man mod is a tremendous timesaver in that regard.
  7. While tinkering with the NPC underarmor replacer, I've noticed the lights on the body are nowhere near as bright as the default underarmor, nor do they produce the bloom effect, even when camera zooms in on them. Boosting the texture's blue channel didn't really help, and oddly enough neither did increasing the Emissive_Intensity parameter in the shaders. Soooo, I am in a bit of a loss, and would welcome any suggestions.
  8. It's been done, mate - http://www.nexusmods.com/masseffectandromeda/mods/348/?
  9. Not a mod per-se, but I'd like some help with finding the NPC Underarmor model file within the game's files. This one - https://staticdelivery.nexusmods.com/mods/1894/images/399-2-1498860515.jpg The Game/Characters/Human/HMM/Proto/HMM_UND_Proto/ path only contains the textures.
  10. Well, you could always craft these pieces with some augmentations, as a workaround.
  11. Thank you mate, you've saved me a massive headache, and sped up the release significantly.
  12. So, I've unsuccessfully been attempting to change color of the basic Pathfinder helmet visor. However, all my attempts of editing the VisorColor parameter in Materials>Shaders, have failed. Other tiers of this helmet doesn't seem to have a problem with accepting the changes, but the Tier 1 and 2 helmets stubbornly retain their piss-yellow visor. For reference, I've tried changing both the hmm_arm_patha_base_light_hlm_skinned_mesh in game/characters/human/hmm/0_armors/hmm_arm_patha/model/ path, and hmm_hlm_c_skinned_mesh in game/characters/human/hmm/0_helmets/hmm_hlm_c/
  13. Thank you, I got it ti work. Could you specify which values you've changed? Nevermind, figured it out on my own.
  14. A new little request from me - a mod that would change the position of the holstered pistol to always be on the back of the right hip. Currently, it's only possible if you have two pistol-type weapons equipped. If only one is equipped, the holster defaults to the side of the left thigh. Basically, a swap of the holster slots/hooks/however else you want to call them, so the back of the right hip would be the primary holster, and the side of the left thigh would be the secondary one.
  15. Still waiting for that update which will let me mess with audio files. Uncharted Worlds for the galaxy map, here we come.
  16. You literally just had to alt-tab out of the game while it loads the main menu, then alt-tab out again when it loads the savegame.
  17. Some might have noticed this discrepancy between Voeld and other worlds, where the hazards are completely eliminated either instantly or over time in case of Eos. Upon exiting Voeld's vault, SAM declares air temperature has risen by 15 degrees. With Voeld's Safe Zone temp being -30.66C, L1 Cold Hazard being -41.93C, and L2 Cold Hazard being -52.79C, the Level 1 hazard across the planet would be effectively eliminated, as the atmosphere shoulld be sitting at -26.93C, well within the Safe zone temperature, while Level 2 hazard zones would be reduced to -37.79C. Now, some people counter this with the fact the planet is going through the ice age. I don't see this as an issue, considering how in comparison Eladeen remains a scorching desert, and yet the ambient temperature is instantly lowered to habitable levels upon the Vault's activation. Not sure whether it's just a trigger not firing properly that's been overlooked throughout all the patches so far, but if anyone could look into this and possibly apply even a dirty fix that could be turned on and off via mod manager, and eliminated level 1 hazard planetwide, while changing level 2 zones to level 1 hazards, I'd be a happy camper.
  18. Oh god, yes. Especially since 1.08 broke the X5 Ghost, and stock mods recolor the entire gun to brown now.
  19. I'd like to request a Galaxy Map music replacement. Yes, you guessed it right, I'd like it replaced with Uncharted Worlds.
  20. Since the models have been extracted and put up on DA - http://champion-0f-kirkwall.deviantart.com/art/Dragon-Age-Awakening-The-Disciples-504046187 - I'd like to once again request the Disciples to be converted into playable armors.
  21. I'd like to request this as a playable light armor - http://3dmodelssanctuary.blogspot.it/2015/03/shay-cormac.html
  22. First of all, let me say that I'm not up to date on current progress with the modding tools, so I'm not sure whether importing completely new models is possible right now. If it is, however, I'd like to request this model to be added into the game, as an one-piece armor, minus the head of course - http://3dmodelssanctuary.blogspot.it/2015/03/shay-cormac.html Cheers.
  23. Well, you could get the Awakening in the OC mod, to bring its two additional specializations into the main campaign.
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