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HugAMuffin

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  1. I'll gladly help with the modeling if we can figure out how to get the .OBJs BACK into the game after we export them!
  2. I am working on a mod to add a bowie style knife to Elex. The issue is that the knife's orientation is a bit off. All I need to do is rotate it 90 on the Y axis and 180 on the Z axis. That's it. Does anyone know how to open .elexmsh format files? OR a program to convert them to another, workable format? Or another way to re-orientate the position of in-game items? Any input is greatly appreciated. Larger image. https://www.nexusmods.com/elex/images/11
  3. This is based on very limited knowledge of the interworkings of Elex, but heres what I have: There are male and female models for several armor/clothing sets, so swapping these is possible, but would swap ALL male and female models that use them, same with animations. Adding the hair models would also cause clipping issues with helmets. To my knowledge, the only player character specific model in Jax's head, so that could be swapped out. The voice could be replaced with muted audio files. So, it is doable using model swapping techniques, but it could cause a lot of unwanted side-effects. Hope that helps.
  4. I have seen several mods on here, as well as WorldOfPlayers.de, that add items to the game world by replacing others, or by adding them to a merchant's selling inventory. Ex: https://www.nexusmods.com/elex/mods/13 https://forum.worldofplayers.de/forum/threads/1509118-Mod-Helmet-s-with-Item-Sight-buff-from-Sunglasses My question is: how? I am familiar with Elexresman, and swapping models and textures for this game, and I understand how to unpack the .elexsec files in Sector, but I do not know what to edit or change in the files. I also do not know how to edit .elexwrl files or .elextpl files, should that me necessary. My goal is this: Place the helmet, armor, and legs of every faction armor in various, sensible, accessible locations in their respective faction cities. Or add them all to a single merchant. I'd like to make the world object for them the same model as the "Large bag of Elex" pickup model to keep it simple. I know I need to replace items that already in the game world, but I cannot figure out how to know what item to replace or how to actually replace them. I will gladly do the legwork for this mod if anyone can point me in the right direction. Any help would be very appreciated! Thank you!
  5. How to fix: -Go to Data\Meshes\actors\character\behaviors -Find any .hkx files. (Mine were 0_master.hkx and mt_behavior.hkx) -Either delete or rename them. (0_master01.hkx, mt_behavior01.hkx, etc.) The issue is not the actual animations themselves. The logic behind them is all donked up. Most animation mods that edit the animation behaviors aren't compatible with the patch. However, animation replacers that don't effect the behavior files should be fine. You might have to fiddle around with which .hkx file you get rid of/rename. Some might not be causing the issue. If this worked for you, please spread the word. This can be a really stressful glitch if you don't know whats wrong.
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