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Angelsilhouette

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Everything posted by Angelsilhouette

  1. Can any modders out there reskin/recolour the prototype Batmobile to be black, or even black with red pinstripes like the PS4 exclusive Batmobile skin?
  2. The two tone helmet and translucent mouth guard have always seemed a bit incongruous on the Batman Beyond costume. Why didn't they give him the black skin covering instead of the translucent mouth guard? Why didn't they make the helmet a single colour and give the mouth cover a cloth or metallic texture? If anyone would like to give it a go, I'd love to see his helmet a uniform grey, like the rest of his armour plates, rather than grey and black. Get rid of the translucency on the mouth guard and give it the same type of texture as the rest of the armour plates to make it look more uniform with the upper face guard, as if it's all one piece, or at least all the same material. Same with the bat ears; they look so out of place and should be the same type of texture as the rest of the armour. I wonder if the armour plates would look more Batman Beyond if they were all black metal instead of dark grey.
  3. Darn, wouldn't be able to use the PS4's files if they were acquired, then?
  4. Is it possible to mod in the costumes exclusive to the PS4? (according to IGN, anyway) Justice League 3000: http://oyster.ignimgs.com/mediawiki/apis.ign.com/batman-arkham-ps4-xbox-one/a/a0/Batman_3000.jpg Earth 2 Batman (Playstation E3 Experience exclusive) http://oyster.ignimgs.com/mediawiki/apis.ign.com/batman-arkham-ps4-xbox-one/1/1d/Bate2.jpg As well as the PS4 exclusive Batmobile skin, the "Batmobile 1966" http://oyster.ignimgs.com/mediawiki/apis.ign.com/batman-arkham-ps4-xbox-one/7/75/Batmobile_1966.jpg
  5. There was an excellent mod for Fallout 4 that did away with the old red tinted build item telling you that it was impossible to build in that location. It would be marvellous if someone could do the same for No Man's Sky, allowing us to build anywhere we chose and add snapping between the modular building pieces (wood, concrete, and metal) to the square building blocks. Build a foundation on top of a trading post, then snap a set of stairs to it and build them down to the landing pads, allowing them to clip through the deck so you don't have to hop to get up on the stairs. Snap support columns to the bottom of modular (wooden, concrete, metal) floor tiles, snap a wall tile to a cube structure, snap ladders to the INSIDE of cube towers, place oxygen harvesters on the roof, snap modular tiles to a landing pad, attach the galactic trade kiosk to modular walls, etc. Is this possible?
  6. Would it be possible to make a mod that your owned ships filled up the rear most hangar landing pads, first? eg the first ship you buy/salvage gets stored in bay 3, pad 3 (furthest from the door), the next gets berthed in bay 2 pad 3, then bay 1 pad 3, then bay 3 pad 2, etc.
  7. Currently, the only time the landing bay lights come on inside of my freighter's hangar is when I land a ship. I can take them all out and land them again, but that's tedious. I'd love it if someone could mod it so that all the landing bay lights are always lit.
  8. Back in old NMS, I remember having the most awesome boltcaster adapter for my multi-tool called the homingbolt adapter that turned all of your shots into a homing bullet. Would it ever be at all possible to bring that back with mods?
  9. Disregard, someone clued me in that I hadn't deleted / renamed the disablemods file. - remove or rename DISABLEMODS.TXT file from PCBANKS folder - create a MODS folder into \Program Files (x86)\Steam\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS folder - copy/paste .pak file into this MODS folder
  10. Seems like every time I visit a planet, there's a storm approaching. I can venture out and play in/out with my ship or constantly charge my shields, but then as soon as it's over, there's always another one about to start. What would be nice would be if you could reduce the frequency of storms by several factors, all the way down to disabling them entirely.
  11. Is there anything I need to do to my game or my settings or my ini file(s) in order for mods to work? So far I've tried 3 mods and none of them work.
  12. The AR57 is an ARmalite pattern upper receiver that has been machined to use the magazines for a FN P90 that can be mated, obviously, to an AR lower receiver. The rounds load in from the top and the brass is ejected down through what would otherwise be the AR's magwell, making it a nicely ambidextrous rifle... Except that the (non-reciprocating) charging handle can't be converted to be located on the other side of the rifle, it is always on the right. It is a mechanically operated rifle, not gas, so it is a very simple and easy to clean mechanism with almost no felt recoil. Back when I was playing Fallout 3, someone had made an AR57 that quickly became my favourite rifle mod, ever. I'd love it if someone could do the same for Fallout 4. I've seen models for it on a site called Gamebanana. Images: Tri-rail, six inch barrel with six inch suppressor hidden within the shroud/tri rail system.
  13. I just watched a video about the only Pancor Jackhammer in existence. Super interesting gun.
  14. I was wanting to learn to do some xcom modding; I figured I'd start with some simple stuff, new nation, model swaps, stuff like that. I was wondering if there were any good tutorials or how tos to learn this. I've tried googling for it, but my search terms must be pretty poor because I always end up with results that make me scratch my head and wonder the correlation between the two.
  15. Because I really love the conventional grenadier cannon, ranger sword, battle rifle and sniper pistol, I'd love a mod or series of mods that pointed the mag weapons / beam weapons / higher tier swords at the conventional weapon meshes / assets. I'd love for them to remain customisable and show the equipped upgrades. *edit* Sorry, I meant conventional weapons not standard weapons.
  16. I can't seem to make it work, either. Are we just doing it wrong? Is it maybe because it's a separate night vision to the one that comes from a different mod (for helmets) but shares the same hot key to activate it?
  17. Teacosy I absolutely LOVE your work! :D
  18. Bizarrely enough, I've found if you equip the left glove from the Sinblood Venomous Armour while this glitch is in effect.... it fixs it. At least, when Coyote armour was not in my inventory.... I think what is happening here is a script the author of Coyote included in his mod to ensure that the pipboy glove hand is always replaced by the Coyote glove whenever it is equipped.... when it is unequipped it forces the default: even if that is a bare hand/smaller hand/whatever you're running. This means that whatever other armour you might have equipped shows a bare left hand if it isn't Coyote. Which means there are compatibility issues. This exact thing happened to me, but I don't have the coyote reflex armour, just the reflex bodysuit. After reading this post, I dropped it off in my megaton house and then uninstalled and reinstalled the readius. Unbelievably, it worked. I had tried everything I could think of up to that point except getting that reflex bodysuit out of my inventory. O.O
  19. One did eventually end up getting released. I think it's listed as super railway rifle.
  20. Can someone make a mod that swaps the player house with Lucas simms house? The interiors are pretty similar so it wouldn't be difficult just pointing the door to Lucas' house to the player house cell with the exception of adding the trap door in the ceiling of the second floor that leads to the roof/tail section of the airplane that Simms has on his rooftop. Also, it would be brilliant if the pretend door in the rear of the tail can be turned into an actual door to either another interior cell or just open to a small room with some stuff and maybe storage containers. Hope so! :D
  21. Would be very cool. I would prefer the Vince Martin armour over from the Coalition War Machine than the Kevin Long gear from the original book, though.
  22. I know that most of you guys out there will think this is gross or find the idea uncomfortable and possibly emasculating, but I would really love to see a FO3 conversion of the elder scrolls' hgec Guts body mod. I read that there was an issue trying to build properly proportioned body modifications for women because the shoulders in the female skeleton were far too broad. Reading that had answered the question I would always ask myself "Why on earth does my toon look so odd?" but also gave me an idea. I had originally hoped to request that someone build a body replacer that is based upon women like Denise Masino, Cathy Holland, Jodi Michaels, Melissa Detweiler, Shari Yates and Lindsay Mulinazzi (To mention only a few). Doing so wouldn't really solve the broad shoulders issue, but it could turn what has always been a stumbling block into a building block. It's not really too far fetched of an idea, either. The wasteland is a tough place to grow up, and it wouldn't be out of the ordinary for women to take up roles involving heavy physical labour; roles that used to be considered something only men did would have to be rethought after a doomsday decimated the population. (That and some of us find muscular women very sexy. :P ) Then someone pointed me to the TES hgec Guts mod and I figured it would be much easier to ask someone to convert that than build a whole new body from the ground up. :3
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