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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. 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.
  4. 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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