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Caratar

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  1. Not something I'm up for doing. Had Discord in the past, found it very invasive and essentially spyware. It's sad that no one's documented the process and actually posted it anywhere, like Youtube, Rumble, etc., or here on Nexus as a modder's resource.
  2. As per the title, is there a tutorial out there for adding variants? Especially if there's a tutorial to add new hardpoints to a variant that the chassis doesn't normally have. I had mentioned a lot of missing variants and/or potential addons in various mod threads that already exist, and I never received any answers. I don't take it personally, as I'm aware that the mod makers have lives, might not see every comment, and are also busting their butts making MW5 a truly amazing experience. Therefore, if there's any tutorials out there for making variants that'd be great. Even better if there's one for making new variants with new hardpoints for YAML . . . and/or other mod dependancies (like adding onto Yet Another Clan Mech). I'll fully admit, my modding skills are terrible, let alone that nightmare of a UE4 editor. However, maybe if there's somewhere with good documentation or video tutorials I'd be able to give it a shot, or maybe other potential modders with much more skill than myself. All of my prior attempts ended in an extensive amount of confusion and busted mechs that wouldn't compile properly . . . which is why I've previously pitifully prodded at the current skilled mod makers out there. Speaking of which . . . all of you skilled modders are doing amazing work, please keep it up and a very sincere thank you for all of your efforts.
  3. For anyone interested, since everyone I had pitched the concept to turned it down, I spent the last 6+ months (including the time trying before I made the request) trying to make it myself. The final result is located on nexus here: https://www.nexusmods.com/outward/mods/258?tab=description
  4. This is a class idea I've had for Outward for quite a while, but haven't been able to realize. I tried modding it into the game myself, but realized after much effort that I just don't have the skillset to make it happen. Therefore, if anyone is willing to take up the mantle, I'd very sincerely appreciate seeing this class realized and inserted into the game. For anyone who is interested, I would be willing to send access to what few files I was able to make on a cloud drive (a trainer in Monsoon, an almost empty skill tree, and an attempt at a unique skill that I just couldn't get working right). Enlightened Pathfinder - A survivalist career focused on bringing light to the darkness and exploring lost lands. Trainer located in Monsoon or Harmattan. The premise is to help flesh out some of the magic already in the game but seemingly neglected (using light sources for catalysts), as well as build on exploration mechanics that other classes don't touch. 1A - Flamethrower: The same flamethrower offered at the conflux mountain for 50s, but I did tweak (fix?) the skill to only use the flat 20 durability drain instead of 20% on top of the flat 20 that the skill uses in vanilla. This allows about the same functionality out of torches and old lanterns, while allowing more durable light sources to feel more durable when using this skill. Also, if Troglodyte/Crystal staves could be added to the skill that'd work perfectly for fleshing out the magic as intended. Besides, coil lanterns can be used for the skill but they don't generate a flame. 2 - Illuminated Way: Passive. Light radius of your equipped items increases 25%. Additional concept: Provide a modest (10%) movement speed boost when out of combat. The light boost alone does feel a bit weak. 3 - Hasty Refuel: Active. 60 second cooldown. Actively refills your current lantern without having to enter a crafting menu, but consumes 2 Oil. Additional concept: Torches are refueled with 2 linen cloth and Ice-Flame torches with 1 cold stone. If Trog/Crystal staves are added to Flamethrower, can they be repaired with 2 mana stones to flesh it out? 4 - Careful Preservation: Passive - Consumables in your inventory decay 15% slower. 5 - Breakthrough, Prepped for Anything: Increases Pouch and Pack space by 10 each. Additional concept: When trying to make the mod myself, increasing pouch size seemed "easy", but increasing pack size seemed impossible. If it's not possible to be done, instead of increased pack size, I'd consider a passive boost of 2 Armor/Barrier, or maybe a passive 10% cooldown reduction. 1B (above breakthrough, requires Flamethrower) - More with Less: Flamethrower uses 25% less durability and does 25% more damage. 6A Mutually Exclusive - Light Bolt: Active. Requires an equipped Lantern or Torch (Like Flamethrower), 5sec cooldown, 30 mana cost, 5 durability cost. Creates a homing bolt ability that mimics the Troglodyte Mage's 3 mana bolts attack, but again based on equipped light source. Damage would be lower (about 10-20 per bolt), but gives the build a ranged option that doesn't require swapping out the offhand light source (or maybe equipped Trog/Crystal staff, if possible). This also thematically bridges the gap in the light source themed magic found in Outward. 6B Mutually Exclusive - Second Wind: 180 second cooldown, burns 10 Health, Stamina, and Mana. Gain rapid (3-4/sec) Health, Stamina, and Mana regeneration for 10 seconds. This provides a solid combat recovery option for those who aren't running a lantern focused build. For anyone that's interested, I thank you in advance for your time and consideration. If someone decides to make this class, I wouldn't even need to be credited. I'd just be incredibly happy to see the class realized and brought into the game.
  5. Through PGI's extremely limited tutorial of modding MW5, and looking through the source files of cszolee79's YAW (very sincere thanks for putting those on Nexus), I've come to modestly understand the MW5 data tables and basics of tweaking vanilla weapons. My questions come from the creation of a new weapon. - When creating a new weapon, does it automatically show up in stores based on the availability date of the weapon's stats, or is there something unique required to make that happen? - Are you capable of creating a new weapon by copying an old weapon into the independent mod content, altering the stats, and citing a new line in an independent data table? - If you can't do the above, are there any tutorials out there for fully creating a MW5 weapon from scratch? As an alternative solution, while I appreciate all the extreme work put into making YAW possible, I realized I am only interested in adding a few of those weapons to my game, which creates these questions: - Is it going to horribly break the mod if I just delete all the weapons I'm not interested in, from the source files, and then baking it? - How would one go about making the Magshot gauss use a machine gun (or maybe light rifle?) mech model instead of the huge gauss rifle model (after all, it's an MG sized gauss at .5 tons, not a 15 ton behemoth)? Thank you in advance, for any answers to these questions; and again thanks to cszolee79 for putting their source files on Nexus so untalented modders, like me, can tinker with them.
  6. I would love to see this happen now that SKSE is out for the Special Edition. I run pretty light on mods, but this is one of the key mods that I loved in the original version of Skyrim that isn't out yet for the Special Edition. If any modder is out there who'd be willing to take up the quest to make this happen it would be sincerely appreciated.
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