Jump to content

The6thMessenger

Premium Member
  • Posts

    149
  • Joined

  • Last visited

Posts posted by The6thMessenger

  1. Hi, to anyone willing to take this request. If I may, I would like to ask for a mod for the HMG, with the following:

     

    - can be stored in backpack (can be kept now)
    - has 2x3 Slots
    - weapon tiers
    - uses Sniper Ammo
    - requires 20 Body
    - uses LMG Perks
    - has shotgun/esque knockback.
    - can take weapon mods
    - can be bought in stores
    - Iconic "Rebecca's Revenge" - - Explosive-rounds that deal bonus splash damage, like O'Five
    Do it for Becca!
  2. To anyone listening, I have a "small" request. I wouldn't have done so if I could, but I simply can't, for unfortunately my PC is having problems, as my hard-drive is failing and I am unable to effectively install MW5-Editor, basically Unreal Editor, as files get corrupted and the UE just won't work.

     

    My mods are largely completed, for the most part, and just needs some fixing and have the source-files distributed:

     

    > Marauder V ( https://www.nexusmods.com/mechwarrior5mercenaries/mods/692 ) : 130-Ton Super-heavy Mech

     

    - Fix the slots of variants to conform with YAML's new Engine Cores

    - Remove the use of Double-Engine, and replace with the use of a second slot for a second engine-core.

    - Fix the loadouts to make use of updated engine-cores.

     

    > T6M's Custom Mechs ( https://www.nexusmods.com/mechwarrior5mercenaries/mods/534 ) : A set of personal variants

     

    - Fix Annihilator "Enterprise" right leg not having Lower-Leg slot and having extra general slot

    - Fix the slots of variants to conform with YAML's new Engine Cores

    - Fix the loadouts to make use of updated engine-cores.

     

    > T6M's Minor Weapon Tweaks ( https://www.nexusmods.com/mechwarrior5mercenaries/mods/683 ):

     

    - Part 1 - Vanilla: Fix AC20-RF having 280m spread, instead of 2.8m

    - Part 2 - YAW: Tweak UAC2-RF to have 0.6666 damage/shot with 3 shots, from 0.50 damage/shot with 4 shots.

     

    To anyone who can do these "small" things, it would be great.

  3. I have some idea for an armor, and it's downright silly to be honest. I have the idea below, if you're interested.

     

     

    In my limited knowledge, I think it's rather simple -- I simply haven't done it because I don't know how to operate on body armor, than on weapons.

     

     

    n504qnzpk4c61.png

     

     

    Manchess_2-Near-Algodones.jpg

     

     

    What I was thinking is basically a variant of leather-armor with pots and pans hanging on it, maybe a washboard at the torso, bowls as spaulders, complete with a helmet as nothing more than a bucket. There's plenty of these in the game, so texture-work might not be necessary. Yes it's meant to be silly. It's also meant to be worn above raider-leathers. And it would be nice to be CBBE compatible.

     

     

    Anyways, thanks for listening.

     

  4. To anyone who has the skills and knowledge, if I may, I would like to have a corpse cleaner in dungeons, that will deposit all of their loot at the end-of-dungeon steamer-trunk. It's just that it would be nice to not worry claiming the loot from the dead people you un-alived, especially from a distance.

     

    For example, at Corvega Assembly Plant, you can kill all of the guards outside, and inside, you can loot them manually, or wait 30 seconds and then the body disappear, and the loot is transferred to the chest by Jared's elevated room.

     

    Anyways thanks. :)

  5. Hello there, to anyone who could do this.

     

    I have this mod called Weapons Overhaul Redux, a streamlined version of my Weapons Overhaul before. It's center-piece modification is ammunition changing, and ammo-type switching, that is on top of gameplay tweaks AND additional attachments. It juggles 143 different ammo at once, and it can be confusing to know which ammo type you have currently equipped. So I would like to request a widget that augments the ammo-count, like that of Fallout New Vegas

     

    What I have in mind is basically like Neanka's Ammo-Widget Redone, but it also shows a bit of string. The mod will check upon a FormID-List if a keyword that the player currently have is equipped, and if so projects the name of said keyword (not the Editor-ID) into the space.

     

    Thanks for listening. :)

  6. I'm trying to inject a custom legendary SMG to Skinny Malone via CustomItemQuestScript, but I don't understand why it's not showing up. In fact, it's not even showing up on NPCs that just placed in the world. What am I doing wrong? It works with item replacement.

     

    Skinny-Malone Legendary:

     

    > AliasToForceItemInto

    - T6M_Injector [QUST:xx001922]

    - 001 Skinny Legendary

     

    > AliasToSpawnIn

    - MQ104 "Unlikely Valentine" [QST:0001f25E]

    - 011 Skinny Malone

     

    > LeveledListToSpawnFrom

    - SkinnyLegendary [LVLI:xx00138C]

     

    > ModsFormList

    - SkinnyLegendaryMods [FLST:xx00138D]

     

    > QuestStage

    - 10

     

    Cinder Legendary:

     

    > AliasToForceItemInto

    - T6M_Injector [QUST:xx001922]

    - 002 Cinder Legendary

     

    > LeveledListToSpawnFrom

    - CinderLegendary [LVLI:xx00138C]

     

    > ModsFormList

    - CinderLegendaryMods [FLST:xx00138D]

     

    > QuestStage

    - 10

     

    > ReferenceToSpawnIn

    - [ACHR:0006AAAC] (places DN113_LvlRaiderBoss "Cinder" [NPC_:000AE153] in GRUP Cell Temporary Children of RevereBeachStation01 "Revere Beach Station" [CELL:00062338])

  7. Hello there, I would like to make a request for custom mechs. Specifically for Yet Another Mechlab and Weapons. Preferably with custom weapon models.

     

    Just the three:

     

    Battlemaster "Sentinel" - Ballistic Sentinel

    2kEPFuP.png

    Thunderbolt "Edelweiss" - Ballistic Thunderbolt

    rwpICuc.png

    Marauder "Imperator": Ballistic-Missile Marauder

    5wu5km8.png

    Thanks for listening. :smile:
  8. Hi. To anyone interested, I would like to have a tweak for the ballistics. It's just disappointing that YAML kind of oversteps it's bounds by making UAC5 single-slug. But now, why stop there? May I have a bit of complete tweak?


    > Use Yet Another Weapon as basis.


    > Remove spread Burst-Fire ACs, and UACs


    > Double the fire-speed of RACs and the ammo, but halve it's damage and heat. Make it basically shoot twice faster, but retain DPS and HPS. Also increase velocity to 2300/1700 for RAC2/5.


    > IS AC10-BF

    - 6-rd Burst-Fire to 3-round burst-fire, using CAC10's burst-count, burst-interval, and firing sound. Still totalling to the same 12 damage.


    > IS AC20-BF

    - 12-rd Burst-Fire to 4-round burst-fire, using CAC20's burst-count, burst-interval, and firing sound. Still totalling to the same 24 damage.


    > Make current Clan and IS Ultra Autocannons Burst-Fire by default.

    - IS and Clan UAC2 to 3-round burst-fire, using AC2-BF's burst-count, burst-interval, and firing sound. Still totalling to the same 3 damage.

    - IS and Clan UAC5 to 3-round burst-fire, using AC5-BF's burst-count, burst-interval, and firing sound. Still totalling to the same 6 damage.

    - IS and Clan UAC10 to 3-round burst-fire, using CAC10's burst-count, burst-interval, and firing sound. Still totalling to the same 12 damage.

    - IS and Clan UAC20 to 4-round burst-fire, using CAC20's burst-count, burst-interval, and firing sound. Still totalling to the same 24 damage.


    > Make the Burst-Fire UACs, CACs, and Standard AC have increased velocity. 2300/2000/1700/1400 for 2/5/10/20


    > Add SLD versions of IS Ultra Autocannons, designated as "UACx-SLD", these only fire single-shot slugs at normal velocity, at 2000/1650/1300/950 for 2/5/10/20, and still at 2/5/10/20 damage.


    > Put the SLD ACs at +33.33% RPM of the Burst-Fire ACs.


    > Please mind the tiered options as well.

  9. Remove the Charging Reload flag.

    Problem is that you are still bound by the cranking movement by the laser-musket because that is what the mesh is designed to work with, and what the current animation is for.

     

    But it doesn't stop you for using the laser-musket as a semi-auto rifle albeit cranked to reload. I have this receiver type in my Weapon Overhauls, but you have to add an amount of delay between shots.

  10. Hello there.

     

    What I need from the Automatic Laser-Musket is that:

     

    > additional weapon-fire annotation so that it fires twice in one rotation, in perfect sync between the 1st and 2nd shot.

    > extended animation long enough for 120 rounds

    > works for 1st-person and 3rd-person, power-armor and non-power armor

     

    You see, what I need this for is my mod Peppermill Crank-Gun, because that 20 rounds is just unfun. I originally had this already that was made by Langnao, but it was inadequate for it does not work well with power-armor.

     

    Thanks for listening.

  11. Hi

     

    I'm trying to make weapon condition, relatively a lot simpler. It's simply perk-based damage manipulation.

     

    However my issue is that, I don't know how to put unique weapon-value like Actor-Value-Information to weapons.

     

    It mustn't be just through the use of weapon attachments, because with engine limitation, it has to be equipped and unequipped.

     

    How can I do that?

  12. I see, thanks for the help.

     

    But I already got this working for a long time.

     

    There was also a problem with the engine being unable to modify more than one weapon at the time. A guy name IDontKnow figured this out by isolating the weapon at a temporary container, and then returning it to the player. And that is what I did.

     

    Ammo Switching for Weapons Overhaul is online for quite some time. But thanks anyways.

×
×
  • Create New...