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diablo2resurrected Changing Necro summon mage spells
endersblade posted a topic in Mod Troubleshooting
Ok, I can't figure this out. I've modified missiles.txt to chande ice bolt to glacial spike, fire bolt to fire ball, and charged bolt to chain lightning in an effort to make cooler skeletal mages. I modified Necromage2, 3, and 4. I left Necromage1 alone. I made sure the CelFile name matched the same cell for the relevant ability, I made sure AnimLen and AnimSpeed were matched, and I also matched up TravelSound and HitSound. I left Monstats.txt alone, as it will still be using Necromagemissile, which I also left alone. For testing purposes, I started a new Necro, got high enough to summon mages, and after expensive testing, they are still just casting their default spells. What am I doing wrong? -
diablo2resurrected Modding 'added damage' to work with spells?
endersblade posted a topic in Mod Ideas
Is it possible to make it so "adds 10-23 cold damage" or "+X enhanced damage" and such will apply to spells? I've poked around in the txt files pretty extensively, and can't see anywhere to add/modify that... -
Can someone for the love of all that is holy make a mod that changes hireable pilots to have a skillcap of 10 in everything like your character does? It annoys the hell out of me that they did this. I have no idea if any other MW game has done this before, the last one I played was MW3 and I don't remember a single thing about it. But I hate having to constantly hire and fire pilots because either they've reached their potential or I found someone with better caps. That's dumb. The only time I want to hire a new pilot is if one of my current ones is a smear across some random planet! I want my pilots to be able to grow over the course of the campaign in the same manner that my character does. I've tried poking around in the (godawful) editor but frankly have no idea where to start or even what I'm looking for. I'm aware there's a cheat engine table that can do this, but for some reason I can't get it to activate. I'm also not up for hex editing my saves >.> I can't be the only person interested in a mod like this...can someone please do the community a favor?
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Mad Cat was the most good looking mech
endersblade replied to TD2020's topic in MechWarrior 5: Mercenaries's Discussion
Mad Cat and Stone Rhino are my absolute favorite 'mechs. I would love to be able to play them in this game. That said, I am specifically referring to the OG Mad Cat...I don't like the more modernized versions, I don't like the MK2 or any other model or versions. And I think they look absolutely retarded with the MWO feet. -
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That already exists. https://www.nexusmods.com/phoenixpoint/mods/21?tab=posts&BH=0
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I hate that there are random blocks when building your base that you are unable to use, and have to build around. I'd love to have a mod that just makes the full grid available to place buildings.
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What are you talking about? I have like 10 mods loaded at once and have no issues. Did you install the mod loader correctly?
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I would love for a mod that puts equipment back on recruits in Legendary difficulty. So f*#@ing ANNOYING. That serves absolutely no purpose other than pure frustration.
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This game came outa nowhere for me, I had no idea it was even a thing. I remember watching a video about a potential new game years ago, but that's it. This game feels more like Mech Assault from the XBOX more than it does a successor to MechWarrior 4. That's not really a bad thing, I enjoyed Mech Assault more than the MW series. But I've seen a lot of complaints that the game is too fast-paced to be done accurately with a joystick, and I have to agree. I didn't even bother hooking up the HOTAS and pedals I have, after attempting to play it with a joystick and having a Locust run circles around me, I decided to stick to the keyboard and mouse and had a much better time of it. Also playing in 1st person mode is crap, 3rd lets you see SO much more of what's going on. The single biggest issue I have with this game is the lack of a unique 'mech lineup. It's like all they did is port over some models from MWO and call it a day. There are dozens of other, more iconic 'mechs they could've used, but instead we just get a bunch of boring humanoid looking ones. Yes, I realize the Clan Wars haven't started in this game, so that drops a lot of the cooler 'mechs. But after playing MWO, Battltech, and now MW5, I'm tired of playing with the same handful of 'mechs when I KNOW there are a plethora of them. I also don't like how pilots are done in this. They basically force you to continually hire and fire them, rather than holding onto a veteran roster, because you are constantly finding pilots with higher skill caps. That's super annoying. I eventually found a Cheat Engine script that will let you set all of your pilot's skill caps to 10, because I like the ones I have now and don't want to have to constantly look for others. Missions start to feel repetitive. I mean, they ARE, but I feel something could've been done to make them not feel that way. And they're all over so fast! I got used to Battletech where one mission could take you 30+ minutes. I've completed some of the missions in MW5 in less than 5. Traveling. I like that they only go through the full travel animations once, and they don't make you watch the entire trip, it just kinda zooms you there. However I hate that the contracts list is per planet. In Battletech you could select a contract on one planet that happens on another, and just fly there. It just feels like an annoyance, if just a minor one, to have to relocate looking for contracts. It's beyond the year 3000 FFS, you can't tell me that information can't be transmitted over long distances. Loadouts. I am getting so tired of restrictive loadouts. I would prefer that we got ONE Atlas, or ONE Black Knight, etc, and had the option to kit them out how we want, instead of 50 variants of the same 'mech but with severe restrictions on what you can put on it. I mean, the internals of a 'mech don't really change all that much (at least as far as this game is concerned), just the hard points. So what if it lets people make non table-top canon builds? Leave that crap to the online community, I'm playing a single-player campaign and I want build freedom, dammit! I had to mod this in Battletech, make it so all relevant slots can hold anything. Made for a much more enjoyable game. You're still limited by slot sizes and tonnage. Anyway, that's my 2c. I'd give it a 7/10, and will bump that to an 8 or 9 depending on what 'mechs they give us in the future.
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Hey folks, Sorry, I had absolutely no idea where to post this, I just looked for the most relevant area. Has anyone looked into modding this game? People on the Steam Discussion board are already starting to decipher the assets for it. A user named dv has found the locations of the officer stats and such, and possibly even the battleships. Just wanted to see if I could get interest in this here. The more people the better!
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....derp. I should've known that. Feel stupid as hell now. Will give it a shot and see what happens.
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Here is a dropbox link to my mod if anyone wants to take a look: https://www.dropbox.com/s/knjrd8wkjd37p0b/AllItemsAtUrCruinne.zip?dl=0
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Ok, not entirely sure what happened. I haven't played BT in a while, so I updated all my mods. I then created a mod that added a bunch of stuff to the Ur'Cruinne store. Launched the game to test, went to the store, and noticed the UI is borked. It has the general categories, but the space where the specific categories go is blank. The Buy button looks like %BUY%. If I click on one of the general categories, it brings the specific category icons back, but then the general category 'sticks'. I Verified my cache and reinstalled ModTek. I tried removing the mod that I created. I have absolutely no idea what mod could possibly be doing it. Obviously one or more of the mods that I'm running is causing this; does anyone offhand know if any of the mods from this site are experiencing this issue?
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MechEngineer and Classic_BT_Slots conflict. Try removing the Classic BT Slots mod. MechEngineer has its own slot modifications. Then move the .modtek folder in your /mods folder somewhere else so that the game rebuilds it (but don't delete it in case you want/need to go back to it), and test it again. You can also try, if you haven't already, to strip it bare and put everything back in.
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