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Ichthyic

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Everything posted by Ichthyic

  1. I was just thinking the same thing, after ADA for the umpteenth time asked me if I was going to shower ever.
  2. I love Rex, really, but him growling constantly every time I draw a weapon is literally driving me insane. is there a way to simply blank out his growl noise entirely? thx nevermind. turns out I had the option for "draw when player draws" in the JIP companion mod. turning that off means he only growls when he attacks.
  3. a bit late, but this is how you fix your mounts if you are using the old version of the mod manager: Once you've installed your mods, go in "Origin Games\Dragon Age Inquisition\Update\Patch\Data\Win32" find and COPY the following files (if you don't find all the 6 files, it's probably because you don't have a DLC that I have, but you can keep going): ip2_mounts_o.sb ip3_mounts_o.sb mounts_sp.sb ip2_mounts_o.toc ip3_mounts_o.toc mounts_sp.toc Then you PASTE them in "Origin Games\Dragon Age Inquisition\Update\Patch_ModManagerMerge\Data\Win32" this won't work if you are using mods that also mod mounts, but how many of those are there? otherwise, it works just peachy. makes me wonder if I need to do the same thing for the rest of the DLC content.
  4. there is a mod for that, and it works great for version 3.01, but not for the latest patch.
  5. Is there any guide to editing the main Assembly-CSharp.dll file? I hate how so much of the game mechanics is wrapped up in a file that I can't edit easily (not like even editing the unity files was a cakewalk), but I see others have, so I'm assuming someone has posted something, somewhere, that will help. thanks
  6. you want the largest mono behavior file, none of them are exactly 688 in size any more. you'll know you have the right one, because it will list the base stats on dump to text.
  7. the Legendary effects mod (that lets you craft and swap legendaries) created a "diurnal" effect as part of that mod that does EXACTLY what you want. it applies a perk as a magic effect when using a weapon with that specific legendary attached to it. you might take a look at that... although, AFAICT, there are still some issues with it, as while it tries to mimic the "nocturnal" legendary, it also makes the weapon have zero fire rate. I think that's likely just a record oversight instead of a limitation though. I any case, it's proof of concept that you can apply an on-item effect via the perk system. http://www.nexusmods.com/fallout4/mods/4042/?
  8. you shouldn't need to wait for the GECK. I have seen in just FOEdit that each weapon has a max range, and that max range is modified by item addons. so... go find an item addon you use with your rifle that affects max range... like say the silencer. then mod it such that it INCREASES max range instead of decreasing it. then you will find out if there is a range cap or not for the game itself. a sniper rifle with maxed out range mods, but with a slencer, is maxed at 185 IIRC. go and change that value to something like 300 (or more likely you will be changing a range multiplier value), then see what happens.
  9. are you using the latest NMM? I believe what it does is make the file read/write for itself, and then reset it back to read only on exit. so, you probably need to reset the attributes manually before using loot. then after using NMM, reset the attributes again, use LOOT again, and then reset it back to read only. ...and don't use the game launcher, just run the direct EXE instead. should work. or, there might be an option within NMM (since Loot is popular) to actually have it look to the LOOT load order tables instead of its default load order tables, in which case you should be good to go.
  10. there is a mod that lets you craft every version of the railroad coat, from MkI to MkV look for the mod that adds new crafting tables.
  11. I'm not sure how much of the Flash UI can be decompiled and edited. I've scanned a couple of them, and it *looks* like there is enough structure left in the compiled versions to edit links easily enough, but I haven't actually tried editing and recompiling to see if it then actually works. there's a thread in the ModTalk forum where there is a group trying to do just that though, might want to check that out.
  12. while u wait... there are a lot of mods out there aiming to add challenge back into the game. the simplest one that is effective at this is "Arbitration". The AI actually seems better at killing you with the settings in that mod. I get headshotted frequently if I'm not paying close attention to the serious threats in many areas. also, there is a rezoner mod that re-levels creatures based on the zone you are in. that has added a lot of variety as I move around the wasteland. also, there's a mod that removes your level contribution to health, so that your health relies strictly on base plus endurance boosts (which are now higher... for ALL creatures). so now a deathclaw actually has way more health that say, a gunner of the same level. also... someone created a "dangerous creatures" mod that really boosts all the wasteland critters (including deathclaws), and even makes them run the same speed as you can. it's become much more interesting out there with these mods in play; they make a big difference.
  13. I'd love it just to be entirely random. sometimes you see vault girl representing something vaultec-y and sometimes it's vault boy. let it be randomized with each new game, and every time you get one of the "special" animations on loadscreen. variety!
  14. you can try something like this to see if it is able to decompile the SWF files so you can edit them: https://www.free-decompiler.com/flash/ but it really depends on how they finished the compiled SWF files. sometimes, you can leave the original templates and image files in them, but usually best practice is to remove everything unnecessary during the compile to save space. A quick look suggests they did leave enough data in most of their SWF files to play around with, so you might indeed be able to use that decompiler to edit the files to your liking, or at least decompile them enough so you can edit them in a different Flash editor and then recompile them. make sure you pay attention to whatever setttings were used during the compile (the program should give you that info somewhere when you open a file) and don't f*#@ with that, or it might not work when FO tries to load your now edited file. good luck!
  15. assuming the SWF files are actually Adobe Shockwave Flash format... you want to learn how to do Flash, or just modify existing files? go to Adobe's website to find tutorials on how to program in Flash. I learned it from the ground up way back when macromedia still owned it (started with the first version even!), so I'm useless at knowing if there is some quick and dirty way to learn how to modify existing flash files. It didn't used to be possible to actually decompile published SWF files to manipulate the existing elements again in Flash (they are compressed and the original file data removed), but maybe that's changed. If not, then you need to contact the author of the SWF file you want to manipulate to get the original Flash files, and then change those in Flash itself (so that means contacting Beth!). then, search Google for open source Flash editors, or else buy the professional Flash program from Adobe.
  16. My first day plowing through the data using FOEdit... this was my exact same response. a lot of the code looks like unmodified rips from Skyrim... even didn't bother to change the value names from the fantasy nameset. I've rarely seen such lazy coders as Beth has become over the last decade. my guess, having been in the industry myself in the 90s, is that they are getting what they pay for. well, having tried to mod THAT game as well, I'd have to say it was released in a VERY poor state. I don't think I even finished it. I ran into such gamestopping bugs (not questwise, usually, but things like random multiplicative stat bumps, gear going missing, etc) that I finally gave up... and that was after the 4th or 5th patch! I'm sure it's a bit more stable now, but my opinion of Obsidian's programming skills aren't that much better than my opinion of Beth's. thank fuk I never even tried to mod New Vegas.
  17. from what I can see of the code that FOedit stumbles through, it looks more like they ripped the engine code from Skyrim instead of FO3 or Vegas. there are still things like "1h axe, dagger, bow, torch" that actually represent variables for different kinds of gun weapons in the game! lazy mofos. I've grown very disappointed with Beth since FO3.
  18. given how bad the clipping already is with the current game world, I'm actually surprised they left scaling in at all, even via console.
  19. There are MANY rebalancing mods out there to offer you more challenge. the simplest one, that also is quite effective, is "Arbitration". you want one shot kills? try that out on survival mode. Supermutant overlords one shot me about 20% of the time. basically, if I let them get a clear shot, and they crit, I'm dead. and that isn't even the highest difficulty multiplier. point is... before you start asking for mods that make the game harder... go and look if there aren't ALREADY some there.
  20. a simple laser sniper rifle does fantastic damage and has the best range of any weapon in the game. the gatling laser does more dps than any other weapon. the gatling laser uses fusion cores.... this is all in the vanilla game already. not sure what yer beef really is here. also, if you want Tesla weapons... check the mod files. someone is already working on a tesla project and has it to an "alpha" state. My guess is that really fleshing that out properly will have to wait for the GECK, but if you're interested... it's there.
  21. It's been done. there's a mod that will let you drag along not just deathclaws, but pretty much anything interesting out there in the wastes. just look around, it's there.
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