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aariq

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Everything posted by aariq

  1. Does anyone know how to add custom weapons and equipment to the market or black market? I'm still a bit new to the editor, and I don't have a clue how to do this.
  2. Has anyone figured out how to change the campaign starter mechs? I have a pair of custom mechs that I'd like to swap out and need some guidance. I don't even know where to look.
  3. I went through the files and came to the same conclusions as you. I didn't spend too much time looking, but it was enough to know that I'm unfamiliar with their file format. So when the modding does kick off, we'll need a way to unpack those files. I'm not a programmer so I'll have to wait until some else figures that stuff out. Still, I'm excited about the possibilities.
  4. Hopefully someone will whip up an asset unpacker/repacker so we can mess around with the textures. I can think of a few muddy textures that need some work. Especially clothing items with lettering.
  5. Thanks akiras404! That was the exact solution. Everything is working perfectly now.
  6. First off, thanks for your help. I do have the latest Nifskope and I am quite familiar with the process. My issue isn't knowing what to do, it's knowing where the information is hidden in the Nif. I know what I'm looking for, I just can't find it. I'm sure I'll kick myself when I do find it, but until then, I'm still stumped. Edit: I just realized you were talking to thunderlord2200. Sorry about that.
  7. I created a violet fire forge in Skyrim for a personal mod for shadow weapons. Changing the properties for the Nif was pretty easy, much like you described for your fire matrons. Unfortunately, I can't find the correct line to change in the Fallout 4 Nif. It's set up different in Nifskope. I've searched the Nif line by line and still can't find it. I thought maybe it had to do with the animation, but it only deals with the spawning of the goo, not the after effects. I appreciate the advice, but I'm still searching for an answer.
  8. In my effort to improve the alien blaster pistol, I decided to add a critical gooification effect similar to that of the plasma weapons. I mimicked all of the plasma stuff in the CK and edited the ashpilegoo.nif to create a blue variant. Everything looks great in game except for one tiny detail. There is still green mist/smoke emanating from the blue goo pile. I've scoured the nif but can't find the correct line to change. Does anyone know what I need to change in order to make it blue smoke instead of green?
  9. Like the title states, I'm searching for the files that affects the spread of influence/culture. I want to modify Crusade to be more like the base game in this regard. I'm just not sure which file to change, or which line of code to alter. I've done a quick search on here and didn't find anything. I'd be incredibly grateful if anyone here can point me to the correct file, or better yet, show me the actual lines I need to change. Thanks.
  10. I think your right. I'll 'verify the integrity of the game cache' and see what happens. Maybe they just didn't download. *Update: That was the problem. They didn't download for some reason. I figured it would be a simple fix but that should have been obvious to me. Oh well. Thanks for the help guys. Moderators, you can close this thread.
  11. Thanks for the response guys, but I'm not having trouble loading the files. The problem is that I can't find them....anywhere. The esm files aren't in my data folder. I use steam and everything should be in Steam\steamapps\common\Skyrim Special Edition\Data. All that I have is Skyrim.esm, Update.esm, and the bsa files. That's it. Am I missing something obvious?
  12. I want to mod some of the dlc content for Skyrim SE, but I can't find any esm files. I expected them to be in my Data folder with the Skyrim.esm, Update.esm, and all of the bsa files. But they're not there. Are they hidden or in a different folder? People have already modded the dlc so I know there's a way. Sorry if this is a repeat question. I did a search on the forums and couldn't find anything.
  13. Most certainly. It's a shame but I'm sure there will be a way to fix it when the GECK comes out. For now, it seems I will have to do without. At least the gun scrapping glitch still works.
  14. It may sound silly, but I like to manually install all my mods. The Steam Workshop doesn't allow for that, and I don't like subscribing for mods either. As far as the scripting stuff goes, I would learn it if I had more time and detailed tutorials. But I'm lacking in both at the moment. I'm sure there will be more guides in the future. I'm also trying to figure out how to retexture Shen's outfit. I've had no luck with that either. The game hasn't been out that long, and I'm sure many more things will come along. http://forums.nexusmods.com/index.php?/topic/3767410-modding-details-ask-away/page-38&do=findComment&comment=35187245
  15. Thanks for the advice but I've already tried reverse engineering. There are so many things hidden in scripts. I lack the experience to even begin to understand them. That's why I asked for help. Secondly, I have searched for a topic on this and haven't found anything. Also, this Rifleman mod you mentioned is not on the Nexus and I'm not using the Steam Workshop.
  16. You heard no complaints from me. I support game updates. I just want to know if anyone else has noticed this and whether or not I can revert it?
  17. I want to create a custom skill for a new soldier class I'm working on. Basically, I want the soldier to move an additional tile while concealed. I still don't really understand the SDK but I am trying to learn. I would appreciate if someone would make a tutorial or at least give me a step by step here in the forums. I somehow managed to create a custom class and give it an icon but I want to push things further. I'm very inexperienced with this toolkit so hand holding and noob speak is fine. Moderators: I know this isn't technically a mod request, but I wasn't sure where to post this.
  18. There are also performance enhancers, optimization, and added content. Some bug fixes help the game play significantly better...and some destroy fun little exploits. Anyway, enough about that. Does anyone have any real advice? And again, is anyone else experiencing this problem or is it isolated to my machine?
  19. Some updates are worth while. Can't pick and choose. Still, Has anyone else had this problem?
  20. I was building a settlement recently and found that wires no longer pass through concrete foundations. I have built many fortresses in my first play through, and found it really enjoyable. I would build a wall then lay out wire then build another layer on top of that. Then when I was finished, I would link a conduit on the outside of the wall to the conduits hidden underneath. Now I can't seem to do this. Has anyone else encountered this problem? Has Bethesda taken away this handy exploit? Does anyone know how to revert it?
  21. I guess I should try with a new game then. Thank you.
  22. Sadly, I want to add a line to the sharpshooter for the Phantom perk. Is it possible? Thanks for the info on the ranger though. Also, I've seen cleaned up versions of the .ini files floating around out there. Is there a way I can get an unmodded version of these?
  23. I've searched for this but had no luck. I would like to have two (gimmie) skills at the Squaddie rank instead of just one. I tried to do this with the .ini files but had no luck. I can't figure out how to use the Modbuddy and would welcome the help. Also, if anyone knows of such a mod that already exists, then I would appreciate a link.
  24. Well, some of that I can address. All of that will be done in Unreal Editor. The starting page for the UDK 3 documentation on that is here : https://udn.epicgames.com/Three/EditorAndToolsHome.html Textures can be imported and exported into a *.upk file using this. Textures are bound to materials. Materials are applied to meshes. Meshes are configured via archetypes, and archetypes are referenced/configured by code. For replacement, probably the best bet is to copy the existing archetype to a new package by the same name in your mod content folder. That way the package.file path to the archetype will be the same, and the mod version should override the base game version. Alternatively, if it is configured in DefaultContent/XComContent, you could mod that config file to match your new package.file path. Well, that all seems complicated. I'm sure it's simpler than it sounds. I get what your are saying about replacing the archetype and I think I can figure out where to find the models and textures. But I'm stuck on the basics of mod building. Soon, someone will make a step by step tutorial for the modbuddy. Right now, I can't make head nor tails of that thing. I'll get it eventually and I have patience enough to wait. Thanks for replying and great work with your mods. I'm really enjoying the sub-machine guns. It goes great with the Psi-op class.
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