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Everything posted by ix09
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There is fairy in game that can be used as model? Any or even all the races could maybe get got used in tiny form with bug wings glued on, and the imp flying animation? The concept can be cheated a little bit with a reduce/elarge spell, and flying spell ... maybe, but no wings, and no racial characteristics like the Fairy/Sprite/Pixie types and variations can be found online for DnD5e. Someone pleeeeaaasssee make this happen so tiny mischief and mayhem can get got wrecked on the game. :devil: Thank you in advance to any brave soul that can accomplish!
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That's funny, but, have you even googled the Bannerlord Chat GPT mod? There's a video somewhere on youtube. I suspect, something similar to Chapt GPT (but more developmentally sophisticated and tailored) will be the future of (some) gaming. Instead of canned responses to canned prompts, one might have the freedom to text-chat or voice chat with an AI managing, puppeteering, and doing ALL the NPCs ... a little like Table Top Dungeons and Dragons has human DM acting out all the NPCs. That's likely the future, but, back to today and now, the more mods there are that deomonstrate this potential future with today's mildly sophisticated but still clunky AI, the more likely we may see these features employed sooner in future games than later.
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Someone took Chat GPT and made a mod for Bannerlord. The NPC interaction for this game is a little lacking. Could Chat GPT be trained/modded/integrated for this game and remain NPC character authentic where chatting with character X shows character X personality and character X knowledge and chatting with character Y shows a little different? We get companions for some quests, but, are understandably restricted in other places, but, it would be nice if we could grab another NPC for open world exploration and non-quest areas. The NPC could have a few canned interaction lines and it would be fine. Loot and having to sell or destroy it is a bit meh. It might be nice if we had a bottomless chest by our bed in our House room where we could stash loot as an alternative option to selling or destroying when our inventory gets maxxed. Thanks.
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In Fallout 4, "baby" Shaun inherits a mix of appearance traits from both the Male and Female protagonist. If you customize both Male and Female protagonist at beginning of game instead of just the one you will play, you can make Shaun have Blue Eyes, Green Eyes, and other expressions of appearance. I suspect the opposite of this might be true in Starfield if you pick the "Kid Stuff" option that lets you have parents. If you make a skinny noodle character with bright red hair, you might find that your parents may also be skinny red-haired noodle people. If you pick a religion, you might find your parents subscribe to the same and wear the costumes associated with that religion. If you pick Alien DNA ... we could discover our parent are ... suspiciously, without comment, Scientists. Hmmm. I think it's most likely Bethesda will give us traditional gender-role parents. All of the above, is, of course, speculation right now. I think it would be interesting if Bethesda randomized our parents' genders ... or, gave us the option to have 2 Moms, 2 Dads, or, the Traditional Mom and Dad couple. The former two, are, for some a controversial topic. For those that don't like the idea, or are even offended by it, then, this mod idea isn't for you. No one will force you to use it. For those of us that DO like this idea, then, IF Bethesda does not give us the option to have same-sex parents, then, a Mod for it might be nice. It's the future after all, and advances in science could plausibly allow same-sex couples to have children. :)
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Hey you stranger I've got work if you're interested...
ix09 replied to RazielimAtreides's topic in Starfield's Mod Ideas
I'm not a modder, but I'm very excited to see the work that comes out for this game. With tools like xVASynth v2.0 small teams that make quest mods will be able to rip voices from Skyrim, Fallout and other games for characters, so the days of silent NPC quest mods of the past for lack of voice actors are over. :) I also kinda hope it's technically possible for someone that knows the new Unreal 5 Metahuman to trash the models we've seen, re-do all the NPCs, and maybe Player Character Creation too, because while some NPCs shown in the early trailer look pretty good, there's many that look worse than what people were modding for Skyrim. Starfield is suppose to be a "next gen" game, but, for everything that's exciting about it, it's also falling short of some "next-gen" benchmarks. Good luck with your project(s)! Making space-movie reenactment quests sounds like an interesting approach! :) -
Hello! :smile: This might be very premature, but, something I notice in early trailer and interviews is that landing is scripted, have the strong feeling we can't fly our spaceship ON a planet to cut down on walk time, and if there's something interesting on your compass marked 10 miles away that you don't want to walk, you have to get in your spaceship, fly all the way back out into space with all the cutscene loading screen nonsense, pick your new landing spot right next to the one you had before, and go through the whole landing load screen, cut scene cinematic nonsense. I could be wrong, and this might not be the case. We might be able to fly spaceship on planet ... but, The Todd seems to say that they didn't think that was important ... and, I don't see any hints of alternatives for faster travel than walking on a planet in any of the concept art, or trailer. It seems a little suspicious that IF vehicles for faster travel on a planet would be a thing, they might have at least hinted at it. Seamless transition of spaceship flight from orbit to planet, and flying spaceship on planet might not be doable, but, perhaps, as something to think about, adding vehicles to game might be a solution. This could be realized in a lore-friendly way by having a vehicle hanger module that can be purchased for spaceship. Starter spaceship seems to have narrow exit ramp, but, in at least one trailer scene, another ship can be seen with a wider exit ramp. This could possibly be a hint at vehicles in game, or not. If not, then, a vehicle hanger pod that can be purchased and added to spaceship with wider exit ramp might be a solution ... or, perhaps, it's something that's mouted on a rack on the outside of the spaceship? As to vehicle design, and perhaps variety, I'm not an artist, and certainly not a 3D model artist. It would, however, be nice to have something that's faster than walking, perhaps that can fly at least a little higher than tree-top level. A small flying vehicle might be an easier trick to pull off than all the fun that might come with an off-road ground vehicle with wheels, suspension and other complications ... but, that's up to whatever superhero modder or modding team likes this idea and does something. Whatever the case, adding vehicles for more rapid travel than having to walk because spaceships are useless on a planet I sguess, might be a nice addition ... IF I'm not just being stupid and vehicles are actually already in the game vanilla. We did have the vertibird in Fallout 4, and Horses in Skyrim, so, it would be silly not to have a spaceship, but, be forced to WALK everywhere in Starfield ... so, just because we haven't seen it, doesn't mean it isn't happening, and, I'm more than happy to be wrong. :) It does, however, seem odd they haven't even been hinted at. i get that when you start the game you're a space peasant and probably can't afford some wheels or even a couple jetpacks duct-taped to a bicycle frame, but, eventually you become Baller Bougie Space GOAT (God Of All Things), and can probably pull enough scratch to park your Space Hummer in it's own little special hanger pod in your space ship, so ya don't have to walk like a peasant all the time. :smile:
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I dunno about early access, but, Historically, Larian put a magic mirror in Divinity that allowed players to customize all the companion characters with the faces available for that character race. I kinda think that features added to Divinity that worked, and players liked, Larian will probably add some similar to this ... eventually, when the game is finished, or as a freebs DLC later after full launch. If you have not played Divinity Original Sin, I recommend. :)
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Hiii!! I was playing with the Enlarge+Reduce spell and it got me the idea that it might, maybe, perhaps, be possible for someone to make a playable Fairy/Pixie race character class? I think it can be allowed in Table Top DnD - Fairy Race DnD 5e I don't know how to mod or how something like this would work with armor, clothing, weapons sizes ... and then there's the whole problem with flying around thing where the simple solution would just have the player character animation hovering at a walking height, and never ever land on the ground, and what happens when knocked prone, and things like that. I'm sure there's lots of problems that probably make this idea impossible. :( I probably ask way too much, and the game mechanics stuffs are probably not flexible enough to allow it. I have no clue. Still, if it could be done, it might be fun. Think of how silly it would look for a little bitty very angry 6-inch pixie fighter to knock out those gigantic minataurs, or ogres! :D
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Hi! :smile: I was wondering if anyone was working on bringing Clan Mechs into game? Is game still being worked on by Developer that we might see this, or, are the wonderful efforts of the modding community working on adding some? I saw that someone added the Thug mech in one of the mods? I don't know if that is Clan or not? I see there is one modder that has added Omni points to some existing mechs. I saw somewhere a mech called the Uziel from another Mechwarrior game that looks like it could be a really fun addition ... but, not "lore friendly" since, as I think I kinda think I understand that this game takes place at a time many years/decades before Clan mechs really start to show up? I dunno. I thought I would ask in case anyone might maybe know something! Thank you for any answers! :smile: oh, also, if anyone IS making clan mechs like the Uziel, can I request, please that there is version for vanilla, & YAML?
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UPDATE: I found a ... solution? part of a solution? There a Mod called "X Tech Equipment" that has cheaty jumpjets (and some other thingses) that can be glued onto any mech in any empty space. You have to uncheck the "valid equipment only" box in the mechlab for those JJs to show up in the equipment list (IF you have the equipment in inventory), but, once they can be seen, they can be dropped into any empty space on a mech in the mech lab! :smile: Here's link to mod: https://www.nexusmods.com/mechwarrior5mercenaries/mods/156?tab=description I'm still stuck without omni points to glue any old weapon any place on any variant, but, that's just kinda second to the jumpjets thing.
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Hi! I've played through game many times vanilla, and am now doing silly things, and sometimes unbalanced, un-lore-friendly, even cheat-y things. I only play solo, so, it's just me being silly for me. Anyway, I found custom mechs for vanilla that have and do interesting fun things, but, I was wondering if it was possible to stick jumpjets on everything in YAML? ... or at least have the points there to use/not use on any and every variant of any and every mech? There's some Kintaros, Cataphracts, Nightstars, even little Flea variants in YAML I think it would be fun to duct-tape glue or weld some JJs onto. YAML already kinda lets you glue on ECM, Active Probes, sensors, targeting, and lots other accessories that are not options in Vanilla, but, it's not friendly with letting a peep bolt JJs onto absolutely everything. Can we get so love for JJs on everything, everywhere for YAML? Second to that, it might also be fun if every single hardpoint on every mech was Omni, and could fit any weapon type of any size ? Yes, these are not lore friendly. They can even be cheaty, but, they could also bring some interesting and fun combinations. Thank you!!!!! :smile:
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Modding in Cyberpunk vs something like Skyrim
ix09 replied to ezzio2030's topic in Cyberpunk 2077's Discussion
I asked this question before the modding "support" tools were released, but, it's my understanding that the tools released aren't the toolkit/rootkit needed to do the things or anything remotely similar to what we've seen in Skyrim, and other titles from that developer. I don't know why CDPR isn't, or hasn't ... yet released a full toolkit, or if they even will. I'd think with all the troubles they're having, they'd welcome any distraction in the media which could be easily achievable by giving the modding community all the things, all the access, whatever they want so the noise in game reporting could have their attention drawn to the amazing output of the community as opposed to the buggy patches. Time will tell. For now, access to the game for the folks with the skills to do the things we want to see is still woefully restricted. Come back in a year and that might be different ... but, don't be too hopeful as we've The Witcher 3 mods as precedent which doesn't bode well, and I don't think there's been much news that CDPR is developing an even stronger relationship with the modding community. -
Well, there's tthis: https://www.cyberpunk.net/en/modding-support but, that's probably not what you're looking for. Also, i don't know how to use those, so, that's about it as far as any help I can give.
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Questions About Modding Cyberpunk vs ....
ix09 replied to ix09's topic in Cyberpunk 2077's Discussion
Hi! Using mods is not a difficult thing. Most mods come with some basic instructions. There's a couple ways to apply mods too. 1. Manuallyy, You download a mod, it's usually a rar file. You may need to have something like WinRar to extract the files. You then copy/paste the mod files into the instructed directory in the game. 2. Nexus Mods has a program called Vortex that can apply mods for you ... but, some mods still require manual installation, especially many of the clothing replaces that come packed with several replacers that all use/replace the same item. Some mods might require you to make changes to files with programs like Notepad++ (it's a free program to download if you search it on Google) Some mods come without any instruction because some mod authors expect people to already know what to do. If you find a mod you really want to try, but, you can't find any istructions for it on the mod page, or in the downloaded files, you might need to look at similar modson Nexus, and see what instructions those have, and pretty much use those instructions. ... also; WARNING - some mods can BREAK YOUR GAME. Keep instructions for how to uninstall/remove any and every mod you apply, and if there is any mod that requires you to overwrite a file, make sure you copy the file that is going to get overwritten, and save it somewhere so you can restore the original file if the new mod breaks your game. I usually just put ".old" after the file name and keep it in its original folder. For instance if I'm installing a mod and it says it needs to overwrite gamefille123xyz.wtf I will leave that warning window open, go to the file location, and change the name of gamefile123xyz.wtf to gamefile123xyz.wtf.old ... then, I go back to the warning and clicky ok and the new file drops without messing up the old original and if anything goes wrong and the game doesn't work any more, or the game crashes a lot because of the mod, then, i can go back and remove all those mod files, and restore the .old file. Mods can also break your game saves. if you install a mod and dont like it, then remove it, all the the game saves you have with that mod applied might crash your game if the mod is removed, so, sometimes mods will make you start a new game or go wayback to a much ealrier save before youever added a certain mod. it take a tiny bit of figuring out, but, not much. It's pretty easy, but, mods can and will break your game sometimes, so, please be prepared for that, and keep track of what you are doing so you can reverse it. :smile: -
Oh my! I forgot all about Warzone! We were suppose to have area of city called Warzone that was suuuuper dangerous!!!! ... but, it just kinda feels like driving around LA without traffic, and everything is pretty safe, and nowhere close to standing up to a name like Warzone. :P I think I saw some Mealstrom blocking road one time, but I just run them all over. :)
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For those that don't know yet, it seems CDPR has released a "toolkit" https://www.cyberpunk.net/en/modding-support As I'm a n00b, and can only just barely edit a value in a json file with notepad++ to various results, and sometimes none ... these tools are an alien language to me. I don't know "what" they are, how they can be used, and what impact these will have on the modding community, and what kinds of creative content can now be done in comparison to what has been getting done prior to this toolkit. I'm a little hopeful, likely beyond the facility of this toolkit to see lots of wonderful things happen, but, could someone please explain in some nice big lettered Crayola Crayon written simple words what this toolkit means? Are we going to see unofficial bugfixes? Are we going to see new quests, characters, a working train system? Will we see stand-alone items added to game as opposed to the cup-until-now replacers? Are we going to see someone replace all the cars with Tommy the Tank Engine? Are we going to see new player skeletons with more slots for more clothing/items/accessories/jewelry? Are we going to see completely new, unique creations like cyberware, quickhacks, or other content? I'm curious what this toolkit means in terms of what can get got done with it ... and what can't. Thank you! :)
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Questions About Modding Cyberpunk vs ....
ix09 replied to ix09's topic in Cyberpunk 2077's Discussion
... ok, sooo, is this what would qualify as TOOLKIT? I'm getting a little excited if this is and we're going to start seeing some real mods. https://www.cyberpunk.net/en/modding-support -
Questions About Modding Cyberpunk vs ....
ix09 replied to ix09's topic in Cyberpunk 2077's Discussion
That is hopeful news ... I hope? I kinda look at The Wticher 3, and wonder what could have been ... what could still be if it was more ... moddable? I have this horrible habit of comparing the modability of ... anything to Skyrim as a benchmark, or the bar to beat. I know it's not a fair thing because different engines for games are, i guess, more flexible to work with? Again, i don't know. I do think it would be really interesting if all the characters and NPCs in Cyberpunk had "what you see you can get" inventories ... like Skyrim, so, whatever a character is wearing, carrying, whatever that's visible is what their inventory "drop" is. Other things that would be nice, I think are expanded physical-link NPC hacking. We saw V plugging in to a Maelstrom ganger in one of the trailers, and on a few occasions we have characters force a direct physical plug-in on us like the Meredith Stout Guard ... but, I'm guessing distant, wireless, quickhacks replaced all of that. It might be nice if that were added back where sneaking up and doing a direct link gives bonuses more than quickhacks ... or that interesting "hacking" interface screen that looks much like the cyberspace you character visits. The quickhacks and breach protocol thing just seem a little dumbed down compared to, well, things that aren't now. Eh, there's lots we saw in those trailers would be nice to see live in the game, like those trains. ... but, that stuff isn't important now since it can't be done, and i get wishy with all the stupid and silly ideas I have like adding in Witcher assets as an interactive Braindance, or Virtual experience quest ... perhaps a fan-servicey quest saving Ciri from some corpo lab that has her locked up and jacked into some fantasy virtual to trick her mind that your character has to lead her out of, but as a completely different character than the V you built, as a stock archetype character for the virtu .. one of those classic take-all-your-weapons-and-skills-away quests ...but, there I go again with silly ideas that can't be done. :tongue: -
Questions About Modding Cyberpunk vs ....
ix09 replied to ix09's topic in Cyberpunk 2077's Discussion
Ye Skyrim has an official Modding Kit for it. There is currently no modding toolkit for CyberPunk AFAIK All I've seen is some really 'rough mods' from people using Hex Editors (like people used BEFORE the Skyrim Modding Kit was released) so mods are limited in scope, but mod requests are not limitless yes, thank you for the reply! These rough mods, clothing replacers instead of standalones, some reskins is what I notice and lead me to think that Modding is currently severly restricted. ... and from your description, what's needed to expand the ability, not limitless, is a rootkit/modding toolkit? with a toolkit/rootkit we could see unofficial bugfixes, standalone items, and lots more ... I'm guessing? It would seem to me like CDPR releasing such a thing would be a winning move. The modding community could "unofficially" take lots of pressure off this less-than-smooth release with a whole lot of distraction. Youtubers could be posting big color exciting reviews on the latest killer mods instead of bashing on CDPR. I guess? I dunno. -
Hi! I did a quick look and didn't see a thread like this, so, apologies for the clutter if there's already one with these questions. First, I will not even pretend to have any claim to modding skills. At best I have changed values in a json file with Notepad ++ on some games. The main question is; Modding seems, to me at least, severely restricted compared to, something like ... Skyrim. Why is this? Is this lack of toolkit, or resources from CDPR? Is there something in the file system that's restricted, locked/encrypted or so highly proprietary that only internal CDPR tools can do something with it? I realise these questions are probably super n00bish. Please accept my apologies. There's some wonderful work happening in the community, and everyone that's invested their creative time and efforts deserves cookies and cakes and all the nice things. :smile: I ask these questions because I wonder what things ... if any, the general gaming community of modders and mod users should be bugging CDPR to come off of. With the mention of Skyrim, there was the release of a toolkit. Is something like that needed to get more open, unrestricted, access and facility to the game files, mechanics, engine, and all the things so we can do things like create new quests, new npcs, standalone clothing/items, new body types/sliders, new skeleton with more clothing slots to add extra accessories, extra cyberware, and many other things some of us are familiar with seeing on other games that seem to be more open and flexible to modding? Anyway, thank you for any constructive informative answers! :smile:
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... another Update: There are 3 files in Mech Engineer. settings.default.json settings.json settings.last.json settings.default.json is all the default settings and nothing there can be changed. If you try to make changes and save the file, the file just resets to what it was on game launch. settings.last.json is the file that shows what settings are in effect. you cannot directly change this file either. It is an output file that just shows what settings are in effect. If you want to make changes, use the settings.default.json as a template for the settings you want to change, copy those lines, and paste them into the settings.json file, and save the settings.json file. To stop Mech Engineer from enforcing its rules for Max Jump Jets globally, I took the line "ChassisDefMaxJumpjets" : true, from the settings.default.json file, and pasted it into the settings.json file where I then changed the value of "true" to "false". "ChassisDefMaxJumpjets" : false, I then saved that file, and launched the game. Mech Lab then, finally, accepted the individual jump jet settings that were set in the chassis file for any mech I wanted to change the number of jump jets above "normal". Now, if I want to put 20 jump jets on something, I can set the max jump jets in the chassis file for that mech, and the mech with Mech Engineer mod installed will allow the changes. I have no plans for putting 20 jump jets on a mech. I wanted to know how I could put more than is normal if I wanted to, and, because of Mech Engineer, this turned out to be an adventure. Anyway, if you don't have Mech Engineer installed, you can just change the maximum Jump Jets in the chassis file for the mech you want to change and the vanilla game will then let you add more jump jets. If you do, however, have Mech Engineer mod installed, then, you will, at the very least, need to add that line: "ChassisDefMaxJumpjets" : false, into the settings.json file of Mech Engineer. and then also change the max jump jets in the chassis file of the mech you want to make changes to. :smile:
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Update: It's a setting with the Mech Engineer mod that's part of the XLRP installation. Mech Engineer has something in it called Autofixer. There's a settings.default.json and a settings.last.json that have true/false values for some rule enforcement. Unfortunately, those json files don't seem to do anything or have any effect. Anything that one changes, and saves, gets automatically changed back in the json file by the autofixer. ... at least that's what I'm getting from looking at the log.txt file inside the Mech Engineer mod folder. Sadly, I think the Autofixer rules are buried in a DLL file, and I have zero experience with DLL files. I guess it's time to learn about how to read, and edit DLL files. :P
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Hello! I usually find solutions to my questions with Google, but, this alluded. Many Mechs have a limit to how many Jump Jets can be installed. For instance, in the Mech Bay, you'll see 0/4 listed by Jump Jets for a Mech that is only allowed 4 Jump Jets. If one goes to the Chassis folder for that Mech, and open the chassis json file with Notepad ++, there's a Max Jump jets value shown, and in theory, if this is changed from 4, to 6, one should be able to add those 2 extra Jump Jets for a total of 6. Problem: I make the change. I save the file. I clear the Modtek cache. I launch the game using the Mod Manager. I load the save file I've been working with and testing little edits like this. I go to the Mech Bay. The Mech Lab shows 4/6 Jump Jets for the Mech I've edited, BUT, when I try to add more Jump Jets, it tells me the maximum of 4 is already installed. :sad: I'm playing a Campaign with the latest Community Asset Bundle installed, and XLRP (comes with Mech Engineer). Everything I've tested, so far, seems to be working fine. I've done other little edits to increase or decrease the weight, and how many slots items, weapons and ammunition require without any problems. I've changed the starting pilot pictures, and abilities in for the campaign, and also have done successful edits to all the ronin and backer pilots so they all start without any locked in abilities and I can choose to mold them as they gain experience. Is there a global maximum for certain classes; light, heavy, assault set somewhere? I've searched through tons of files trying to find another Jump Jet value to change, and other than the Chassis files for different mechs, that seems to be the only place where the maximum number of Jump Jets can be altered. What am I missing? Maybe there's a Mod conflict somewhere I've missed? Thanks.
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You can adjust the difficulty of the game on the fly by going to the Settings option. There are also spells and potions that can buff you to help. As to the mod, I've requested something similar that was done with some armor set Mods for Fallout:NV. There were some mods that added a "tactical computer" to helmets, as well as options to toggle normal vision, night vision, and thermal vision. I think similar might could be done for Skyrim where an item like a helmet, or a circlet, ring, or something else, even a spell could be used to display the health of a target. I don't know how to make mods though, but, it'd be a nice option to have an item, armor, or spell that gave some similar.
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LE Reinforced Chinese Stealth Suit from F:NV mod Skyrim-ized?
ix09 posted a topic in Skyrim's Mod Ideas
Reinforced Chinese Stealth Suit mod for Fallout: New Vegas (clicky for nexus link) Mod Author Mars (aka Gaijune) created a really nifty stealth armor for Fallout: New Vegas. 1. On crouching the suit went into stealth mode (equivalent to Morrowind chameleon) 2. Helmet came with several separate parts that could be added that gave the player water breathing, toggles between normal, night vision, and thermal vision as well as detailed information on targets like health and aggression 3. Armor had additional parts that increased carrying capacity Rather enjoying the role of playing sneaky characters, the above was my go-to armor in FO3:NV. A Skyrim-zed version of this with similar features would be, in my opinion, pretty cool. Dwermer Aetherium Light Armor Stealth Suit? Maybe the Dwermer are really, actually still around, but they're just really REALLY REALLY sneaky? Crouching triggers temporary invisibility or shadow effect or chameleon for a few seconds? Helmet options can toggle between normal, night vision, and thermal, or toggle detect life/all? There, of course, would need be some aesthetic changes in the design for lore friendliness, as well as design for for Vanilla, UNP, CBBE, etc body mods, How about it? Modularity with several different parts; Cuirass, Pauldrons, Upper Arms, Gloves, Pants, Belt, Pouches, Boots, Helmet and Helmet add-ons would be extra super neat in allowing more parts to upgrade at forge, as well as enchant. Puhlease? Thank you!