-
Posts
19 -
Joined
-
Last visited
Everything posted by rdngmikey
-
Settlement build zone adjustment tutorial for FO4edit
rdngmikey replied to jet4571's topic in Fallout 4's Discussion
Well. I've built a 15 story tower in Hangmans alley and I've expanded Greentop so that it has overtaken Breakheart Banks and I almost have a bridge across Old Gullet Sinkhole. Thanks for this. http://steamcommunity.com/sharedfiles/filedetails/?id=564653491 -
If you have Sniper/Assault/Heavy/Support classes, you're playing EU. If you have Sniper/Scout/Assault/Infantry/Engineer/Medic/Rocketeer/Gunner, then you're playing LW.
-
I recently uploaded the Gangplank episode on my channel and got hit by a Copyright notice for a song supposedly being on the video. I keep the in game music off and didn't have any music playing in the background, the only thing that I can here is the wind, the characters voices and my voice. Has anyone else experienced this sort of thing? The video can be found here. The offending "song" is at 52:26. https://www.youtube.com/watch?v=41gJ3v7NS80&list=UUAly_0PfRVl2eY-NGtDDATA
-
You have to actually create a new SteamLibrary folder from within Steam first. On the Steam app click Steam - Settings - Downloads - Steam Library Folders - Add Library Folder - Find The folder that you want to put the new Steamlibrary folder in and then select New Folder, you can then rename this folder and hit "OK" and then press "Select". You can now install games in this new folder.
-
Can you explain "Right in front of an alien". If you're talking about being on the opposite side of a wall, your best bet would be to probably change the close range bonus in the DefaultGameCore file in the XCom-Enemy-Unknown/XEW/XComGame/Config Folder. If you want to change the aiming angles you'll find those in the same file.
-
Sorry folks, something happened when I put the info in and half of it was left out, I'll have to make sure and check the post next time. I've updated my post and I use my own mods and always check my work before posting so that I know that it works. Again I apologize for the confusion.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
Here are the mods for PantsColor ShirtColor And FormalClothesColor This should be everything in UnitPalettes Object file. Please remember these are useing random colors, at some point in time I'll try and go back and put in the original colors, however seeing that the purpose of these mods is to change the colors, it's not exactly on my to do list at the moment.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
Great article, this makes an excellent resource for any future modders.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
Consent is always given, just remember that as stated in an earlier post, I based all of my work around info garnered from the wiki here. http://wiki.tesnexus.com/index.php/Color_Palettes_-_XCOM:EU_2012
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
It looks like colors start to get really bright at around 4.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
If anyone is interested, since the values are in percentages I've started using this page as a guide. http://www.december.com/html/spec/colorper.html Oh, and if you want to use any numbers above 1.0, you don't actually have to put in the decimal, just put in the whole number you want to use. <%f 2> <%f 0> <%f 3> <%f 1.0>Gives you bright, not quite neon, purple.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
I played around a bit with the alpha number and I don't remember it doing much of anything.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
Ya, that'll give you jet black, I tried putting a - in front of some numbers to see if I could bring it down, but it didn't have any effect.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
I modded the numbers to below 0 in direct hex, i.e. 0 = 3A roughly, i put the number at 39 and ended up with blacker than black, as far as I know you cannot make black bright in this, because to make something bright you take the color numbers above their normal range, for black, below their normal range. Thank you, thank you, thank you Drakous for translating my post into something a little more understandable. If anyone wants to use the information that I have posted, please remember that I am using info that I have obtained from others and have expanded on, nothing more. Please be sure to obtain their permission before using anything. I got my start from here. http://wiki.tesnexus.com/index.php/Color_Palettes_-_XCOM:EU_2012
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
Thanks for all of the info ghost. Here is a mod to change Asian skin colors. I'll post more later, a little busy at the moment. BACK UP FILES FIRST!!! THIS MOD HAS RANDOM COLORS!! This is completely based off of wghost's work on armor tints. Mod tested and works(as well as wghosts armortints mod)
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
This is the best silver I can do. https://scontent-a-dfw.xx.fbcdn.net/hphotos-xap1/t31.0-8/10644600_707281826009924_4794705117592967923_o.jpg Thanks Zeppelin1717 for the info, keeps me from digging around in the files fulitly. Here is a quick Gold, mind you there aren't going to be any true Metallic colos, but there are plenty of options for the moment. https://scontent-b-dfw.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10659014_707287222676051_8794695508913769163_o.jpg
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
This is a basic guide for changing the color of Armor, Skin and Hair in XCom Long War. (Note; This should work for XCom-EU and EW Vanilla, but as I did the coding in Long War I don't know that the string locations for the other two are the same.) Two programs are needed to start, a Decompressor and a Hex Editor. I use these two, http://www.gildor.org/downloads http://mh-nexus.de/en/hxd/ MAKE SURE YOU MAKE BACKUPS OF ANY FILES YOU PLAN ON CHANGING! First step is to Decompresse the startup.upk file in the XCom-Enemy-Unkown/XEW/XComGame/CookedPCConsole Folder. (after you are all finished you don't need to recomprese the file, simply replace the original startup.upk with the uncompressed file you just modded and delete the startup.upk.uncompressed_size file.) Next you're going to open it with the Hex Editor and should see this https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xfa1/v/t1.0-9/10559663_707119632692810_4294987689056818049_n.jpg?oh=4d30c42a31b71da853a28b4de42c4d65&oe=5477A53F&__gda__=1417345289_0e43bfd8d1e1411a0d8c838c190d2d8c As long as your Bytes per row say 16, thean we will be looking for row 00074B10. You should see a series of numbers that go like this ---- 01 00 00 00 28 02 00 00 00 00 00 00 22 00 00 00 00 00 00 00 04 0D 00 00 00 00 00 00 20 00 00 00 This is the file Header that contains all of the armor codes. The next string looks like this ----- DE 03 00 00 00 00 00 00 02 0B 00 00 00 00 00 00 10 00 00 00 00 00 00 00 40 03 00 00 00 00 00 00 This is the indavidual armor container, each container starts with DE 03 and will end with the closing container codes which look like this ---- 92 03 00 00 00 00 00 00 The closing string always starts with 92 03 and is only 8 Bytes long. in between these two string is the armor codes, the first is for the Primary color and the second is the secondary color. Each string for the colors will be 16 Bytes(there are more numbers that sandwich these codes, mostly 0's, DON'T CHANGE THESE) The string we're after will look like this---- 2B 22 59 3E FF 69 95 40 C1 EF B4 3E 00 00 80 41 (I can't use the actual first string due to the fact that I've Already modded the values.) Now, we are only interested in 6 Bytes, the THIRD and FOURTH Byte segments in each of the four groupings; Looking at the numbers above that would be 59 and 3E, 95 and 40, B4 and 3E. I haven't seen the last four nore the first two in each segment do anything, so don't worry about them. What the Numbers DO. These are the color and brightness values. The fourth number controls the saturation levels of the color;i.e. what color it is. The number values for this range from 3A(black) to 40ish(Neon) The numbers are arranged RGB So using values ** ** ** 3F ** ** ** 3A ** ** ** 3A will give you a bright red. The Third number controls the brightness level, this is in stardard hex so a low number 11 will give you a dark color and a high number EE will make it brighter. Note that going above a 3F with the fourth number, or color saturation level, you will get a Neon color and will not be able to adjust the brightness levels. And that is that, but I did mention in the opening that you can do skin and hair too. In the hex editor look for the following ranges to change their values. For any palette other than Armor their is no Secondary code, so these values are filled in with a bunch of c's cc cc cc cc cc cc cc cc cc cc cc cc cc cc cc cc This can actually make them fairly easy to spot. The following values are for where you will see the first DE in the color container simply follow the line to the beginning segment of numbers after that. SKIN - RACE 1 - 00075AC0 SKIN - RACE 3 - 00075870 SKIN - RACE 4 - 00077100 HAIR - - - - 00076790 SKIN - RACE 2 - 00074870 (the values for Race 2 have already been modded some, there have been two added the last to do NOT have the cc cc secondary codes, in fact, they don't have ANY secondary codes so just mod each string as it's own segment.) Here is a screenshot I took. https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/10648839_707151869356253_4998266155295236436_o.jpg Here is the formula for finding any color you want. First the number chart for hex, this is an easy one to use. (I took this from google, you can find others) https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xpf1/t31.0-8/10571945_707305222674251_8368483838038214508_o.jpg Take the hex number, say for Goldenrod-DAA520- and break out the colors, we'll start with Red. DAA520 DA=218 Now we are going to assign values to those used in game(3A-3F)0=3A,1=3B, 2=3C, 3=3D, 4=3E, 5=3F Now since there are 256 hex values and 6 in game values(for the fourth pair) we are going to divide 256 by 6 = 42.66 Now we are going to divide the above value by 42.66 218/42.5=5.1094 The first number is going to be assigned to the fourth pairing, 5=3F The rest of the number is going into the third pair. First we are going to multiply by 100 to get the number we want. .1094*100=10.94 Now we are going to multiply by 2.56 (256/100) 10.94*2.56=28 we are now going to convert this into Hex 28=1C That is our third pair. I'll now do the math without all of the talking for Green DAA520 A5=165 165/42.66=3.86779 3=3D(fourth pair) .86779*100=86.779 86.779*2.56=222=DE(third pair) Blue DAA520 20=32 32/42.66=0.75 0=3A(fourth pair) .75*100=75 75*2.56=192 192=CO(third pair) And here is Orchid without the math- DA70D6 ** ** 1C 3F ** ** A0 3C ** ** 04 3F And what they look like. https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/1518927_707322542672519_6108942319807077631_o.jpg If you notice the guy on the right has a different skin color than his head....I have no idea how I got that, I might have modded a different number segment that controls the head values, I will investigate at a later date and see if I can find something. If anyone else figures it out, please let me know.
- 64 replies
-
- armor tint
- tints
-
(and 3 more)
Tagged with:
-
I figured out why. The creation kit won't read the .bsa files for some reason, all of the info is there and everything will show up fine in game, but it will not allow me to preview anything packed into a .BSA. So I'm keeping any modding I do in the Data folders to help with the process until I know that I am done with that mod. Thanks again for the info.