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Ethreon

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Everything posted by Ethreon

  1. I support this idea. Split per game so it won't just endorse everything at once. I've endorsed almost every mod I ever used and having to parse multiple pages to click one button at a time is a bit of a chore.
  2. You either see if anyone's already merged them together, or learn how to read and edit the silly code warband uses and merge them yourself.
  3. When you heard words but have no idea what they mean. Some would call this phenomenon "being an NPC".
  4. Collision meshes can be a child to either their own independent root parented to a Root, or to the visible mesh, either will work. And do please remember to ALWAYS collapse any modifiers before exporting, specially XFORM ones. Make a duplicate of the whole scene so you don't lose anything.
  5. You get permission to use the copyrighted content you took.
  6. Modifying a mod on your computer any way you like is breaking no license and nobody can dictate what you do with their mod on your pc.
  7. This is about as "good" of an idea as implementing dislikes. The last thing we need is random people who have negative knowledge about mod and game functionality to weigh in with their wrongful assertions.
  8. Ethreon

    Sexism

    This site has more than 5mil active users. Thinking that somehow the actions of some random person are representative of the whole is not the smartest take. You want something to happen, you report the comments and wait for moderation.
  9. I'd rather not leave it to random people to decide what does and doesn't work considering the user knowledge levels seem to rest somewhere around Mariana Trench.
  10. Those still get defined within the mod's esp/esm as formlists and such, you can edit them there. Editing the point where the script injects them... not much I can help with either.
  11. It can be done manually in CK/xEdit but it involves a lot of boring work. Otherwise I don't know any mod that could help.
  12. Either works. You can use set but that means you have to use a lot of operations, or remove and append for only 2 operations. Set allows for better compatibility however, so it's a manner of how much work you're willing to put into it.
  13. First you should decide whether you want to make this a standalone mod or just modify base game files. First one is much more preferable but requires you to study xpath patching and it's what I'd recommend you do. Open progression.xml and at the top you can see the main attributes listed. This will help with the att. name; Do a search for the word chef and the first result should be your Master Chef perk. There's multiple things that have to be replaced here as far as I can tell 1. parent="skillStrengthGeneral" with your desired skill parent - options here determine which tab under the attribute your perk will go and depend on each perk; 2. progression_name="attStrength" with the replacing attribute name you find at the top of the document; 3. desc_key="reqStrengthLevel01" with the replacement key of the new attribute; These steps have to be performed for each of the 5 lines. In addition to that you would also have to change the descriptions for the changed perk which can be found in Localization.txt to whatever you want them to be, if needed. If you directly edit the game files this is a very quick find and replace job, but it's not something I'd recommend both to preserve the functionality of the base game and to avoid losing your changes after an update. The safer and correct way to do this would be with an xpath patch mod, and personally I'd recommend using remove and append to simply get rid of the old node and replace it with your edited one that you can create using the instructions above <remove xpath="/progression/perks/perk[@name='perkMasterChef']" /> <append xpath="progression/perks"> <perk name="perkMasterChef" parent="your new parent here" name_key="your new key here" desc_key="NEWperkMiner69rDesc" icon="ui_game_symbol_mining"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="your new attribute here" operation="GTE" value="1" desc_key="your new requirement here"/></level_requirements> .... </perk> </append>This is ofc just a quick example I made, you will have to make sure it's completed. Study other mods that do this to get better examples of how to xpath for this specific game. Make sure you define NEWperkMiner69rDesc in a custom Localization.txt if anything needs changing, else leave the default desc_key in. long_desc_key can be replaced with the new text you desire or left as is.
  14. Not all, but at least a big portion of buildings are made out of parts, so in theory you could take such parts and add them to your own buildings. Of course, with there being no way to visualize the result easily it's a lot of trial and error if the parts don't quite fit together. Check out Parts under buildings in FCS; also get your hands on the Kenshi Mesh and Collision Viewer as it allows you to easily see what a part's mesh looks like. There's a blender plugin as well with import/export functions that can be used to manipulate desired parts.
  15. Looks like brave, the nft peddling browser. Quite niche. Fix your browser and drop the condescending tone, you're clearly in no position to have it.
  16. IF you can find 2014 or Designer 2014 you can setup things manually, but even those I don't know where you'd find a link to get them legally.
  17. Nowhere legal. You might be able to find a download link for a 30-day trial but that's about it.
  18. Tags do not control post censorship, just what mods you can see (assuming they're correctly tagged).
  19. Tbh I don't really understand what this person wants. You blocked someone and they can still download your content... and you don't want that? Or what?
  20. If they're bad ads you'll want to report them. This should help.
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