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ImmortalD42

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Everything posted by ImmortalD42

  1. One of my all-time favorite old mods was a spell (well, altar) that allowed you to manipulate and lock in place, any item in the game. The items in this picture were all arranged by me in game, I could rotate and freeze them however I wanted. It was the single most diverse mod for RPG house decoration that I had ever seen. I still have the .esp, if that helps. If anyone can recreate this power in Skyrim (original + DLC), I would love you forever.
  2. Quick question (I love this thread, lol); In Oblivion there was a mod to manipulate and freeze items, allowing you to decorate your home in epic fashion (see attached picture). Does Skyrim have anything like that? Edit: To clarify, everything in that picture was arranged by me in game, it's not a pre-set thing.
  3. Edit: Well crap. Seems the special edition is not compatible with anything. Here's hoping I can still get a refund or switch versions. I just purchased the Steam Special Edition (price was finally right). I played modded Oblivion way back, so I'm familiar with the process. That said, I would like to get some recommendations to make Skyrim a proper PC Elder Scrolls game. The big sticking points for me are UI, inventory, spell crafting, and character customization. Anything else like quests, monsters, and loot are secondary (but still welcome). Any info is appreciated :smile:
  4. Despite my best efforts, the Unreal Engine is simply not reverse-engineering friendly like Source is. This got me thinking though; can the game be tricked into accepting UPKs that aren't part of the base game? If you setup the camera and npc pawns in the same way, could the map list be changed to accept a new UPK? I don't know what if any properties are associated with the spawning of soldiers and aliens, it is entirely possible that adding a generic NPC marker wouldn't do anything, since it can't access the assets telling it what to create. I'm going to attempt to create a map that uses the first person 'free roaming' camera, along with whatever npc models are available in the default Unreal library. Even if the game can load the map, I don't know if there is a way to actually choose a specific map (haven't explored the dev console at all). Maybe a command to choose which maps are available as the starting mission? This is all purely speculation, just wanted to write it down, see if anyone else has some brainstorming ideas.
  5. @Krazy Yeah, I'm just now getting that. Whatever in-house adjustments to Unreal they made in the process of compiling the maps appears to be just that- unique to Firaxis. JL; The legend himself :p I appreciate the consideration mate. I'm certainly not done investigating. If I knew exactly what they did, I could figure out how. Btw Johnny, Canada has been my automatic lost country twice in a row now. Nerf Canada :nuke:
  6. I used a universal UPK Decompressor & Extractor in an effort to load map assets in the Unreal Editor. I have the uncompressed 'CSupplyShip_OverlookA' UPK loaded as a Package in my Content Browser (UDKGame\Content\Maps). However, none of the files are actually registering, due to unassociated 'Actor Factory'. So the map file is there, but I'm currently stuck on how to access any of the models or brushes. Given how extensively the Unreal Engine is changed for any particular game, I'm not sure that extracting map assets is even possible :/ However, I must admit that I am far better versed in the Source Engine, rather a novice when it comes to Unreal. Anyways, just wanted to brainstorm a little, if anyone else has experience with the UDK.
  7. This remains the only aspect of the now-defunct ToolBoks that I have been unable to find more information on. I rather enjoyed having a possibility of the AC procing on all actions; dash, missed shots (both mine and Aliens), healing, etc. Any information on the subject is greatly appreciated, as I would love to have this back.
  8. Got the idea from a Steam thread, figured this would be a better place to ask. The idea is that each person plays 1 month, then passes the save file to someone else. I would greatly prefer to do this with a modded game, but I suppose we can try vanilla XCOM. I would be recording my month, though it's not required. I can link a free recording software for those who have the hdd space, and use Skype or Dropbox to transfer the saves. Any takers?
  9. That thought had dawned on me while re-reading the instructions (make sure I didn't skip a step). Clean install #2, here we go...
  10. Query for those of you using LW & ToolBoks; Has anyone experienced a freeze/crash during 'alien activity' phase? I got the downgrade working, started a new game using LW 2.12 and TB 1.5.2, yet couldn't go more than a few rounds before the Alien's phase completely locked up the game.
  11. I am eagerly awaiting the results! I'm in a position that is no doubt shared by many; I simply can't imagine playing the game without my suite of mods (mostly Long War & Toolboks, but there are others). If this works, I can even complete my video series of modded XCOM, and would generally be a very happy Sectoid :)
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