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Kregano

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  1. There's a really obvious use case for AI generated voice mods, and it's people who want to stream games that are text heavy, but have minimal voice acting. Then there's the folks who need a voice line or two to make a voice pack work, because they can't find an appropriate line for whatever from the source material. Then there's the really unfortunate cases where the VA has passed away. Obviously, it'd be great if people could find soundalikes or just get the original VAs to do the job, but there's a lot of reasons people may choose to use AI to generate voices, and considering that most people who mod are doing it for free, it's not surprising that some of them are going to use AI because they don't have the money to pay for actual people to do it.
  2. Here's a video tutorial on how to mod the game, focusing on editing enemy assets to add bonus rewards: https://www.youtube.com/watch?v=2y7YgSdoWwA
  3. Here's an updated set of instructions for mod creation: https://www.nexusmods.com/aliensdarkdescent/mods/70 Deployment Unzip Retoc_w_TUW.zip anywhere on your computer. BOTH files must be in same folder for TUW to operate properly. Packing Mods and Extracting Assets To pack a mod, do the following: - Click browse and find the folder containing your modded files. - Copy the folder path from the modded files path, paste it in the `Output .utoc File` box. - Tack on your mod's file name to the end of the path. - Set engine version to `UE4_27`. - Optional: Set a file name in a `Batch file name` to create a script for redoing the command. To switch to extracting content, click `Menu` in the top left corner, then pick `Unpack GUI`: - Click browse for `Input path` and find the folder containing the game's `Content/Pak`. - Click browse for `Output directory` and set your output folder. - Optional: check the boxes for skipping conversion/compression of shader libraries. - Optional: Use a filter like `-f GOP_` to select specific files to extract. These instructions can be applied to other Unreal Engine games, but may require Container Overrides to function properly. Aliens: Dark Descent DOES NOT require any container overrides.
  4. At the very least, change "Mods requiring this file" to "Mods depending on this file", for clarity.
  5. The bug where clearing notifications requires two clicks on "Mark all as read" is back.
  6. Problem: Mods have incomplete/non-existent changelogs due to the changelog inputs being placed in the Documentation page of the mod management workflow. Suggestion: Place the inputs for the changelog on the same page as the file upload and auto-save the details when the Save button is pressed. This will make it easier for mod makers/uploaders to include changelog details by reducing cognitive load and eliminating unnecessary page traversal steps.
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  7. A single bug report page with notifications about which specific mod got a new bug report would be a godsend.
  8. BTW, I don't know if this exclusively related to the Beta, but I have to click "Mark All as read" twice to clear out notification on the beta site.
  9. First thing I would check is whether you have the dependencies. It's been a while since I did this, so I don't exactly remember how I got past this. It helps to dig into the error logs in ASF_Updated/Saved/Logs, which such give you actual details on what's wrong. I will note that new software makes the reference UE project less necessary if you're just trying to do simple stat changes. (I haven't tutorialized this yet due to issues with TUW GUI.)
  10. I wouldn't be surprised if they have a monitor that's in portrait mode. It's good for coding and seeing the full site. That said, I would've expected a lot of these spacing problems to be caught in Figma or whatever prototyping software they're using.
  11. If Nexus wants to make their site more usable on PC without harming the phone experience, they can just add a device screen size/aspect ratio check to the CSS code and if the screen is in common desktop aspect ratios, they can kick the view width up to 90. (This is one of those times where web UXUI experience comes in handy.)
  12. Some quick thoughts on the beta: I'm kind of indifferent to the main landing page, but the current 3 column view of the news section looks completely out of step with how the main body of the page is setup. Switching to a four column view (15 rem), looks much better. It'd also be nice to have some kind of tooltip explaining the "Show only updated mods" (see my second image upload), because it works, but I have no idea what the criteria for "updated mods" are. Some of the mods that are included in this category haven't been updated in over 18 months, so it's really hard to figure out what qualifies for this.
  13. I am genuinely not sure. It's been a while since I checked the Marine class PDAs, but they have specified meshes for the various body sections (head, torso, arms, legs, accessories). I haven't checked the WY Commandos, but if they have the same setup, you could copy the bodypart mesh names to the Marines. That would be a uAssetGUI job, because trying to recreate the files in the project would be a nightmare.
  14. Yeah, the user flow for changlelog definitely could be improved. I think putting it on the same page as file uploads would do a lot to encourage people to actively maintain their changelogs, simply by making it easier.
  15. I think the reason lots of people, myself included, don't do proper change logs, is because they're on a separate page from the actual file upload. It's super easy to upload a file and just forget to update the changelog, because that requires going to a separate page.
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