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UhuruNUru

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  1. Don't know whether this is the one being spoken of, personally I can't even stand Discord, I typically like to browse existing topics, became a Mod Organizer expert & unofficial lead support girl in 2013, simply by reading Nexus forum posts while planning & building my £5,000 modding rig. Discord only caters for instant chats & it's almost impossible to get to the start of any topic & just read the posts, plus took me ages to find out "Reactions" = Emojies (A feature I'd disabled years ago) & I'm still amazed that an "Optional" feature is required to even join many of the sites these days. The only one I know of has been around since Early Access Down By The River
  2. The request was to disable HUD, this option does that right now, today. If the console part works it's even togglable in game! Mods like Friendly HUD would be great, but right now this fulfills the OPs basic request.
  3. This is one of the reasons I didn't think twice before downloading it. I thought mods uploaded here would at least be checked before they were approved for sharing. Guess I'll have to be more cautious on here next time. Also, it did install a keylogger literally called "PasswordStealer" that hid itself in Appdata/Roaming. Nexus does check for known viruses, but Virus checkers only check for known malware, and as mods can do a lot of the same things as a virus might, it's not really possible to use Heuristics (Look for suspicious behaviour) with legit mods, doing the same sort of things. So Nexus doesn't do heuristic checks. This wasn't technically malware, It scanned parts of your drives, copied game (steam), document files, all things legit mods have also done on my PC, only when it tried to send the collected data did it really show it's intent. Closer inpection of what data it gathered, makes it's intent clear, but you had to let it collect that data first, and block the connection attempt, before you could inspect the files it gathered. I suspected this might be malicous, a first time user, with no site history, uploading a trainer, is suspicious to me, where Nexus automation wouldn't pick up, and this site gets way to many uploads to do manual checks, unless we report the mod. I downloaded it to see if it was, watched what it created, and blocked it from the internet. Then reported it, as others did. You should have security set to alert you to new connection requests, and have blocked it yourself. Got nothing to do with modding tools, Chaet Engine is often the starting point for sussing out new games, whether they get mod support later, or not. Cheat Engine uses text based Cheat Table files (*.CT) these CANNOT be replaced by malware, and Cheat Engine itself is a well known program Cheat Engine The main Cheat Table site is FearLess Revolution AKA FearLess Cheat Engine Tables - FearLess Cheat Engine There is a well established community, with wide knowledge of finding hard coded elements of new games within the Exe, while mainly focused on creating "Cheats", it often includes elements of modding. Some of the most difficult to mod games, with no dev tools ever provided owe the establishment of now thriving communities, got their first indications of how these games might be modded, from the cheat engine communities.discoveries. While I only recommend using Cheat Engine, the existence of legitimate Trainers is another option Trainers These are stand alone executables, for specific games that do the same job as Cheat Engine, but in a more idiot proof format, they need no basic knowldege, from the user. Cheat Tables are not complex to use, but Cheat Engine is also used to create the cheat tables, so it can intimidate new users, that just want to run an existing Table. Trainers offer an easy alternative, but as each game requires a new executable, it's much easier to abuse by the malicious attacker like this fake Trainer did. Even when Trainers do what they say, they may take the work that Cheat Table makers freely provided, and sell their Trainer without even creditting the sources. Reputable Trainer makers exist, even some of those that sell the trainers, but when money gets involved, morals get set aside. Alternative Another option for those intimidated by Cheat Tables, is the FearlessRevolution App, a multi-game Trainer controlled by the Fearless Cheat Engine Site. Download FearlessRevolution App I still recommend Cheat Engine, but this is a safe easy option.
  4. First the in Game Setting for Enemy Health Bars only applies to Boss Battles, not all enemies Use the Start Up and/or Console -NoHUD to completely remove the HUD Note: Console uses the Tilde Key on US keyboards, and If it's like Witcher 3 that will not be the Key on Non US. I've not explored this yet, as I'm on a UK keyboard, and the startup method works. Console is also invisible when active, This mod makes it visible, but again not tested it yet, as I have a method that works CyberConsole by Avery3R=147 @ Cyberpunk 2077 – Nexus – Mods And Community No HUD, and Skip Start Screen "D:\Cyberpunk 2077\Cyberpunk 2077 (GOG)\bin\x64\Cyberpunk2077.exe" -skipStartScreen -noHUD Obviously, you will have to add your own "Path To Game", instead of mine. Skip Start Screen only skips the last press Space to start pause screen, not all the startup, logos, or the auto video playing, but it's one annoyance less. You can add these commands it to a custom start shortcut, and if you want some Icons for different shortcuts see this Mega Link for my personal ones, and Deviant art has plenty more under the nane "AIcon". Here's what thy look like Imjur •Cyberpunk 2077• Album to see what they look like Here's the Mega Link •AIcons by Uhuru N'Uru• Cyberpunk Icons are included in the main game archive •All-in-One Game Aicon Pack by Uhuru N'Uru•.7Z or get just them instead. •Cyberpunk 2077•.7Z See this list for more options to try as commands Ini Settings List by Infogram=193 @ Cyberpunk 2077 – Nexus – Mods And Community
  5. Just want to Thank Nexus Staff for fixing the issue, I complained of in OP. I kept trying to log in, using Pale Moon, It was broken captcha blocked until today. I no longer get any Captcha on the Login page, so now I can login once more. This is all I wanted, and the result is acceptable to me, as the solution to the issue. I assume it's been moved to registration page where it belongs. I will now be able to download mods once more.
  6. Why the hell am I seeing this crap When I, a longstanding Premium user try to log in on my chosen browser? Pale Moon's Broken Captcha login I moved to Pale Moon when Firefox abandoned my Must have addons, because those addons are far more important to me than the browser. I don't update the browser, until the addons are updated, which can take a while, when they are one man projects. Forcing me to use your approved set of Browsers, (The trash that is Google Chrome), or the subset of browsers big enough to pay for many programmers. The need to continuously update their code to work around Google's proprietary bulls***, is just going to drive me away from Nexus for Mods for good This is the second time I've been locked out of the site, first it was the unified login, not showing up, because I routinely block Popups (Ironically an anti-SPAM tactic), until I found a workaround for that issue. From the way this Captcha looks, there is no actual tick box, or other standard system, it looks like it's two images with some hidden click sensor on the first image, switching to the ticked version. So I can't just tick the invisible box, which does work with some other captchas. I also notice that This Captcha is not to "Help Nexus Mods Prevent Spam", that's for damn sure, or it would only be on the Registration for new accounts page, where it belongs. If you do need to be also on Logins (with new accounts of few posts/downloads), make it AFTER you receive the Login Details and know which account you are dealing with. My 7 year old account Premium account is NOT SPAM, and you do NOT need to use this crap, before I even tell you who I am, just because I use Pale Moon, as my browser. if you must use this trash, at least check whether the account is of good standing, before accusing them of being SPAM. I've been forced to use chrome just to make this Forum post, as you have now unified the sites logins. I will not be using it to download any mods though, fix your Login system, so that long term users, are not blocked, in case they are spam. But it gets even worse, inspect Element gives info on the Captcha https://assets.hcaptcha.com/captcha/v1/baea443/static/hcaptcha-checkbox.html#id=04wtg2qsijpi&host=users.nexusmods.com&sentry=true&endpoint=https%3A%2F%2Fhcaptcha.com&reportapi=https%3A%2F%2Faccounts.hcaptcha.com&sitekey=75161fda-5ac6-43fc-8c59-f02058a4b13b&theme=darkusing that as a weblink takes you here hCaptcha - Stop more bots. Start protecting privacy Where it becomes apparent Private. Secure. Faster. And we pay you to use it. What ARE they paying Nexus Mods for Then, if not User Data? Anonomised or not, how much is inconveniencing Nexus users worth, these days.
  7. If that doesn't work, and for any game you need this, or any keybinds for, where in game (or dedicated mods) solutions are not available, there's a generic solution for rebinding any keys you want. AutoHotkey The tool also needs a custom script for your needs, but here's a generic script adapted to your Greedfall Requirements. Only downside to AHK is it applies to your keyboard not the game, but I included a generic script that only works while the specified exe has focus. Also added the Greedfall specific Lefty mouse edits, to show how easy it can be, for a basic key swap. Last is a link to the AHK docs page of their website, if you want to learn more. Can't add it as a post attachment, so uploaded it to Mega NZ for you. AutoHotKey Generic, and Greedfall Lefty Script.7z For anyone needing keybinds, where game devs, are useless, or not allowed to update, the game due to publisher disputes.
  8. The main site for SOD Moding, used to be the Undead Labs Forums MS/Undead Labs shut that down, before SOD2 came out. The SOD Community Migrated to "The Alamo", a forum set up after this happened. The Alamo The SOD 2 Modding Section is here PC Player Modding | State of Decay 2 | The Alamo Actual Tool is here Mod - State of Decay 2 Mod Tool [Official Version 1.1] | PC Player Modding | State of Decay 2 | The Alamo However I'm not sure that still works with Juggernaut Edition, as the real info is obtained via the Discord link, under the Tool Download. Note to actuallyaccess the discord server, you need to read the sites Rules, to get the password, and instructions. Once on the Discord server, you need to go to the #modding-information Page, and scroll to top, to get the QuickBMS script to extract the files (Same as for State Of Decay and/or State Of Decay – YOSE if you modded Them). Then it looks like we need to wait for The Editor Author to update that to latest Game Version, though I'm not 100% sure, it;s the "Mod Tools", as file was removed. I'm new to SOD2, only getting the game when the Exe release was a thing, as I will never use, nor buy UWP games. Discord (or The Alamo) does seem to be the place to go for those more knowledgeable, than Nexus.
  9. Menu Size Limit I wrote this in a subforum, of the Script Merger Mod, in response to a question about missing menus in the game, but it's a subject with little discussion, as it isn't specific to any mod, and only becomes an issue when you have more than 10 mod menu files. In Game Menus, can be found here <Path To Your Game>\Bin\Config\R4Game\User_Config_Matrix\PC It has 8 Vanilla Files; audio.xml gameplay.xml hidden.xml hud.xml input.xml localization.xml postprocess.xml rendering.xml Under any specific menu heading there is a soft limit of 9 Named Mods, and a hard limit of 10, with the 10th using the name "Back". Any more than !0, will result in Mod Menus not appearing, and as most mods with menus are disabled, these will not work, except if you'd previously set them before adding more than 10 menus, and you will not be able to change them once gone. Using my current menu folder, I have 24 files, so 16 are mods AHDAutoLootConfig.xml AltHorseControls.xml CompleteAnimations.xml HPAS_menu.xml IceBreath.xml ImmCamMenu.xml modCombatStanceConfig.xml modEnhancedTargetingConfig.xml modFHUDConfig.xml modFMeditationConfig.xml modFriendlyStashConfig.xml modGSaWBCConfig.xml modIDDConfig.xml modMoreQuickSlots.xml modSortEverything.xml postprocess.xml thoughtfulroach.xml Using Friendly HUD as an example, open the "modFHUDConfig.xml" file, using Notepad++ (Or alternate good text editor, e.g. Not Windows Notepad) We see it starts like this, and every other menu file has a similar setup; <?xml version="1.0" encoding="UTF-16"?> <UserConfig> <Group id="fhudHUD" displayName="Mods.friendly_hud.fhud_hud">For every line that starts with; <Group id= We need to look at the Display name, and it starts with the word "Mods", which defines the mods folder. We want to create a Mods folder, and by looking at what names the Vanilla Files use, and not everything will show up, for example I can't get GUI, or HUD to even appear as a menu, so some experimentation may be required to get names that work. Important fact to note: It turns out that simply searching the files for the word "Mods", seems to only find the required entries, and as some of these mod files have multiple "<Group id=" sections, each one needs changing. Just use replace under the Notepad++ search menu. Put "Mods" in the Find box. (Not the quotes, I'll say if quotes are required). Put "Mods.Gameplay", or another section heading, in the Replace box, and click on Replace All These are what I've used to replace "Mods", Which provide 3 subsection headings (leaving 6 more to expand if required), and gets all of the mod menus in game, under headings that make logical sense. Mods.Gameplay Mods.Visuals Mods.User_Interface In game these Show as new Sections inside the Mods Section, they are; Gameplay Display User Interface Note: Visuals, appears in Game as "Display", I use this for my Camera, LOD, and Animation mods. I know "Combat" works as a heading, but haven't needed to split those out of my Gameplay section yet. Also I'm almost certain I know how the Order is determined, for both the Section Headings, and the Mods within those headings, it's purely on the Alphabetical order of the file names. So in my list The first file is "AHDAutoLootConfig.xml", which establishes the first entry, "Gameplay" is set as first section, and "Auto Loot" is the first mod under that section. The second file is "AltHorseControls.xml", which establishes the second entry, "Gameplay" is already established as first section, and "Alternate Horse Controls" is the second mod under that section. The third file is "AHDAutoLootConfig.xml", which establishes the third entry, "Display" is set as second section, and "Complete Animations" is the first mod under that section. The pattern continues, as far as I can tell, which apparently gives users the ability to establish a logical Order Control. This is new (to me), and comes as a result of explaining how it works in this post, and checking my facts first. I'm sure others have worked this out, but I've seen nothing posted on the subject. Much like mod folder names, it appears the Menu names, are never referenced by the game, or by scripts. It's the Contents of the files that the game uses, and the name seems to have no relevance. I'm renaming Mods to be Logical, and order both Sections, and mods Alphabetically, as named in the games Menus. ModsDisplayCompleteAnimations.xml ModsDisplayIceBreathSettijngs.xml ModsDisplayImmersiveCam.xml ModsDisplayIncreasedDrawDistance.xml ModsGameplayAlternateHorseControls.xml ModsGameplayAutoLoot.xml ModsGameplayCombatStance.xml ModsGameplayEnhancedTargeting.xml ModsGameplayGrindstoneAndWorkbenchCharges.xml ModsGameplayThoughtful Roach.xml ModsUserInterfaceFriendlyHUD.xml ModsUserInterfaceFriendlyMeditation.xml ModsUserInterfaceFriendlyStash.xml ModsUserInterfaceHUDPositioningAndScale.xml ModsUserInterfaceMoreQuickSlots.xml ModsUserInterfaceSortEverything.xml Note: GrindstoneAndWorkbenchCharges, actually appears as GSaWBC in game, but that's the poor naming choice the Mod Author used. I haven't figured out how I can change an existing Displayed name, it disappears if I use Grindstone_And_Workbench_Charges. The menu still appears, but as a blank unnamed button. It can be figured out, with time, but that's not the main point of this post. Now with those names, I have everything under the Mods Folder organised Alphabetically, in game. It needs further testing to be 100% certain there's absolutely nothing broken, but as far as I can tell, I'm 99.9% sure the GUI Menu names are irrelevant to how the mods settings work, you apply values to variables defined by the content of these files, not the names. To be clear I could have simply named these mod files 01 to 16, or A to P, to enforce the same in game order, but by using the in Game Menu Names, I can see at a glance, how many mods each submenu contains, and make sure I don't go over the 9 entries limit. That's how to organise you in game menus, so it makes some logical sense, and is easier to use, if you add even more of them. There's A lot more slots available, and if you ever fill all 81 of them, you can always add another menu layer, which would give you space for 729 Mods in total.
  10. Quite Simply neither the NMM or Vortex, are suitable for Modding the Wither 3, there are specific problems with both of them, especially with the fact that neither can handle mods with DLC, or in game Menu content, or even apply settings files to your game. Outside of Bethesda Games Studios games, they are little more than put mods in one folder tools, and there use of Hard Links and/or SymLinks becomes a fatal liability, if any other tools are used to change mod content. Even with BGS games like Skyrim, they can't manage mods that have been changed with Tools Like FNIS, or Bodyslide, because these tools don't use Hard Links, and/or SymLinks, so NMM/Vortex treats the mods changes as Vanilla Content. My policy has always been to use a manager designed for the game/engine, rather than the Jack of All games, Master Of None that are NMM/Vortex. For BGS Engines that is Mod Organizer, and for many other games, you can fiond the best managers are made just for that game/ebgine. For the Wither 3 that is by far and away, TW3MM, and though not 100% perfect, it's far better than anything else, but the one thing you should never do is mix and match managers. TLDR, save yourself a whole heap of trouble, and Switch to the only manager worth using The Witcher 3 Mod Manager.
  11. Do you know how to get the game to use edited files? Do they need to be reimported to the pak archive or is there some file structure where loose edited files can be called? I've tried the former but quickBMS says "0 files reimported" as a result. I'm trying to swap a couple of individual gamepad bindings (don't like any of the 4 supplied layouts) so trying to reimport the DefaultInput.ini. My edited file is the same size as Obsidian's file (78.3 KB ) What files, the Config ini settings, hell no, why bother with that, I just used them in game, I made a mod with all the default Ini files repacked, just put then in the game The Outer Worlds - Default Game Folder Ini's at The Outer Worlds Nexus - Mods and community See this forum post, where I explain how user Config keybinds, differ from default ini ones. The Outer Worlds - Default Game Folder Ini's - Forum - Post #7 You may have to do a little trial, and error to get it working via the user config Ini's, but editing default ini's directly is always an option
  12. However, The Outer Worlds uses Pak v8, with UE v4.21.2 It's only after going though the above process, that It was figured out, and installing QuickBMS is much quicker than installing another UE version just to get pak extraction. Plus QuickBMS works with far more than UE4, it's a generic extraction tool, and has scripts made for most game engines. I realised I'd used it years ago for 1st State Of Decay (QuickBMS v0.9.2), while installing this newer version.
  13. Got it, you need a couple of things QuickBMS by Luigi Auriemma Download First Link QuickBMS v0.10.1 UE4 Script by SSH - Updated the script for pak version 8 - Extra 0x80 bytes at the end of the file Download unreal_tournament_4_0.4.23.1.bms Extract Files where you want them, I created a folder structure QuickBMS\Scripts The Pak Files are over 4GB, so you need to run quickbms_4gb_files.exe Quick BMS first Asks for a Script, so select unreal_tournament_4_0.4.23.1.bms Then it asks for the files to extract, I selected both, but as they are a linked set, you may only need the first one. <Path-To-Game>\Indiana\Content\Paks\pakchunk0-WindowsNoEditor.pak <Path-To-Game>\Indiana\Content\Paks\pakchunk1-WindowsNoEditor.pak Then select where you want the extracted files, I put data on a HDD, save my SSDs for running games. Any HDD:\Extracted\TheOuterWorlds\QBMS Now it gets to work, I can see Default Ini's, and that alone makes this worth the effort and it's still extracting as I type. \Engine\Config \Indiana\Config Main roadblock seems to be the UAsset file format, as no tools apparently exist to uncook these files, and UE doesn't uncook them anymore from what I've read on ZenHax Forum. I've got those Base Ini settings now, so thats a big help, as user ini's only show changes user makes in Game's Options Menu. Extraction still not finished, after typing all this out, currently at 12GB extracted, and Pak files are 36 GB, so takes a while, seeing many file types I didn't get with UEViewer so seems to extract everything. Finally finished extracting 62.1 GB (62.7 GB On Disk). 348,532 Files, 6,858 Folders.
  14. Like I said, it seemingly now needs a Manifest file, and can't5 find it, there are also some "Bundle" files in <Path-To-Game>\Indiana\Content\Exported\BaseGame\Design that need extracting. I also wouldn't be to sure there's no encryption, from UE end, UE Viewer is regularly updated, and apparently needs the correct UE version number to extract the Pak files correctly. I've only recently got the tool, and there's been 4 versions in a month. UE Viewer v19.9.19 UE Viewer v19.10.9 UE Viewer v19.10.15 UE Viewer v19.10.22 Site does have a forum where more info is likely found. UE Viewer (English) - Gildor's Forums
  15. Unfortunately, UE has changed the way the UnrealPak, exe works since Codee Vein came out Code Vein used UE v4.18.3, and a simple batch file was all it required Getting Started · KarbonAKitt/CVWiki Wiki Trying to use that in TOW gives this error G:\Extracted\TheOuterWorlds\Vanilla>G:\Extracted\TheOuterWorlds\Vanilla\\UnrealPak.exe pakchunk0-WindowsNoEditor.pak -extract "pakchunk0-WindowsNoEditor" LogWindows: Error: === Critical error: === LogWindows: Error: LogWindows: Error: Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3797] LogWindows: Error: Trailing magic number (0d) in '../../../Extracted/TheOuterWorlds/Vanilla\pakchunk0-WindowsNoEditor.pak' is different than the expected one. Verify your installation.I tried downloading UE v4.21.2, which Is the version used by TOW (See IndianaEpicGameStore-Win64-Shipping.exe > Properties > Detials > File Version), and copying that version over, but it called for missing files. I got it running, but saw a different error, that I can't nowreproduce, and now I get same Magic number error as above. What it did say was it expected to find a Manifest, of the pak contents, and did not find it. Not sure if that's inside the PAk but it's certainly not outside them. All is not lost though the second option, The umodel Individual-Extract MethodDoes work, and with that tool you can view the assetd using the tool by double clicking on any file. It's more geared up for textures, and meshes from what I can see.
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