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Nolanoth

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  1. Quick question. I wanna fix a spell, namely Ironskin. Currently it looks like this: ======================================================================================================= https://pillarsofeternity2.wiki.fextralife.com/Ironskin Keywords: Enchanting Cast Time: 0.4 sec Recovery Time: 0.0 sec Noise: Loud Effects: Self: +5 Armor Rating Transmutes the caster's skin into iron, adding significantly to their Armor Rating. This effect lasts for up to ten attacks. ======================================================================================================= I don't know who was the genius who made this transmutation spell in to an enchanting spell, so I wanna know how to turn it a proper transmutation spell. There's something in the code called: "KeywordsIDs":["6149f072-d79d-4429-8dbd-3f014e8f013c"] Which I can easily switch to: "KeywordsIDs":["ab88e534-596e-4f40-b54e-9dd8b2cab983"] But isn't this just some additional description? Because I'm not sure if this change works on the additional power level of Transmuters. So... does anyone know how to switch the spell school / spell type of Ironskin or any other spell for that matter? If you know, please tell me how and thank you in advance.
  2. Dude, do you know how to modify textures and import them back? I wanted to tweak some textures from an already existing mod. Here's the thread: https://forums.nexusmods.com/index.php?/topic/6126828-how-to-fix-capnbubs-accessories-packs-jagged-textures/ Can you tell me how do you export textures from already existing mods so they can be fixed? All I know is how to export them in the Unreal editor. But I have no idea how to import them back correctly. When you open modbuddy, go to tools and open the editor... Then in the editor once it opens up there will be a file browser window, and the hardest part will be identifying the file you are looking for... there are texture files that you can export as TGA's... But when i try to import them back i get a weird communicate like i said in my post. And so far no one has tried to help neither here or on 2K forums... :/ Almost the same situation here! All I got was this silly Texture2D file once I unpacked the archive, what the hell am I supposed to do with it? Can't all the files just be exported as dds or something actually usable and then imported back without any issues?
  3. Dude, do you know how to modify textures and import them back? I wanted to tweak some textures from an already existing mod. Here's the thread: https://forums.nexusmods.com/index.php?/topic/6126828-how-to-fix-capnbubs-accessories-packs-jagged-textures/ Can you tell me how do you export textures from already existing mods so they can be fixed?
  4. The title says it all, how do I fix these textures when they are saved as Texture2D files? It's impossible to just work on those with GIMP and make some minor changes. Like fixing jagged edges? I'm really not good with this modding stuff, I just want to fix up the textures to the best of my abilities but I see no Texture2D converter. This entire format is retarded. Oh ye, I almost forgot, I also want to remove the camo from certain sections of the helmet once it is added, like these dark plates and generally the darker parts of the helmet.
  5. Hey Esc. Can you point me to the file containing the class data so I can take a whack at it as well? I wanted to tweak some things such as deflection, HP and change some stuff here and there, nothing too big. Also, would you happen to know how to adjust stuff like the number of starting attribute points along with the maximum and minimum values you can set during character creation? I'd like to set the minimum for each attribute to 8 so that you couldn't take down Resolve or Intellect all the way to 3 or anything like that and cap the maximum at 16 instead of 18.
  6. The idea is nice and I like it but... as usual I think no one listens to good ideas on this part of the forum. It's technically just for show and I doubt anyone would just come by to help make this mod since I've been trying to get help for ages on several projects. I had the same idea it's just that I wouldn't add any rebels. That would be terrible. The game needs resistance agents working and gathering intel within cities, who could be recruited once you find them on a mission. If they survive and get extracted, that city agent should automatically become a soldier (rookie), engineer or scientist. You should also have a 50% chance to find them on certain mission types like extraction or the defense of an object and never during an attack or raid. A civilian walking in to the middle of some highly guarded facility? Or a building where an object is set to explode? He or she would get shot on sight. I also don't see why anyone within a city would carry a rifle. The world governments are against XCOM and aliens don't want to have armed humans walking the streets. That's why every single resistance agent should be only equipped with a single pistol - nothing more and nothing less. A person like that could serve as your scout and have constant concealment unless he or she opens fire. As for the resistance itself - they need to have simple and none gimmicky classes: Resistance Assault with a standard shotgun - 4HP, Abilities - Suppressing Fire + Run and Gun + 1 standard grenade Resistance Gunner with the minigun - 4HP, Abilities - Suppressing Fire + Unleash (just like Demolition but will use 3 ammo and apply the full damage to target) Resistance Rifleman with a standard rifle - 4HP, Abilities - Suppressing Fire + Covering Fire + 1 standard grenade Resistance Sniper with a standard sniper rifle - 4HP, Abilities - Head Shot (Just like Deadeye minus the aim penalty, 2 turn cooldown) Resistance Grenadier with a rifle and grenade launcher - 4HP, Abilities - Suppressing Fire + 6 standard grenades Each of these should have Rank 3 stats of their XCOM class counterpart and never, ever scale but at later stages of the game (around midgame) they should start using random experimental rounds and grenades. Simple and easy. You should also have no more and no less than 2 groups, each having from 2 to 3 soldiers per Advent Raid so that these guys can actually help you save them damn civilians! To balance this you'd just need to throw in 1 group of 3 aliens with proper scaling on all Advent Raids. Besides these missions the Resistance soldiers should never appear anywhere else with maybe the exception of the human processing plants but that should only have a 25% chance to occur and if it does it should spawn 1 group of 3 - 4 resistance soldiers. These guys just can't enter the cities and if they found out XCOM was heading out to blow up a place where humans are slaughtered they wouldn't hesitate to use that occasion to kick some ass. This change would never disbalance the game but instead you'd get a feeling of realism because there needs to be an actual resistance in the game. XCOM is simply not the ruler of all the resistance groups and it can't control all of their actions.
  7. Well if there is a genius out there who can do it I'm all up for it! But don't look at me. I don't know if I can make this stuff happen. Right now I've only found the kill/rank ratio needed for the changes that could be done. Do you happen to know were are the costs and time needed for cleaning out the rooms? And the time responsible for facility construction?
  8. If I could have done it I would have a lot time ago but I can assure you I can't do that.
  9. Please... please... PLEASE! I beg you... add +5 points to the hack skill on all successful hacks performed by all soldiers, including console ones. The current state of hacking is a disaster and while it would be nice to gain a small bonus for low hit % shots but aren't there some mechanics similar to that already in place? Invisible %?
  10. Nonsense! How about this - change the number of kills you need to level a rookie to 3 or 4 (maybe even 6 just to be sure), make the Guerrilla Tactics School consume less time to build (like 4 days), increase the number of training slots to 4 instead of 2, train your soldiers in... let's say 3 days? Instead of 5. DONE! No one should get promoted on the first mission unless they get 4 kills (or more) and you won't waste valuable time to finish up one facility. Just how to do it all now? I'm pretty sure there is a code for this stuff in the ini files. Any help please?
  11. I'm not interested in console commands... sorry. This is what mods are for and I won't open up a console each time I start a new game. Besides there is no guarantee that the command won't mess with the stats on the characters so I'll pass. This is a problem for modders to solve.
  12. OK the first idea... really... REALLY AWFUL! I'd rather pick the class myself like in that Commander's Choice thing. My first entire team on mission one is already composed of the characters I'll be using so unless I can train none rookies in to a different class there's absolutely no point. The point was to make a mod to stop the game from f**king with characters. The other other link proved just a little bit more helpful. Everything is still randomized but it means I have to go over each and every individual character to put them all back in to proper shape and set their moods/stances accordingly. I've already spent hour upon hour to write the biographies and customize 15 unique characters but the game just craps all over it.
  13. Can someone please make a mod that would prevent the game from messing with the characters you crate via the character pool? I made a lot of my friends in to game characters and they have requested certain classes. Ben is supposed to be a Grenadier, Rose a Sharpshooter, Michael a Specialist and so on. Once they load in to the game everything is messed up! Their personality/stance changes, some armor peaces get randomized and their god damn classes never get picked... ever! Even if you save scum like mad! Ben becomes a Sharpshooter, Rose a Specialist and Michel is another Sharpshooter. It's driving me crazy! Would someone please fix this crap?
  14. Do you think you could edit this file in such a way it would only disable anti aliasing? Edit: I found the file and opened it up today. It doesn't look anything like the version you have.
  15. As you may have probably noticed the ingame SSAO leaves a fugly black smudge around the models and people without an Nvidia won't get HBAO+ : http://international.download.nvidia.com/geforce-com/international/comparisons/metal-gear-solid-v-the-phantom-pain/metal-gear-solid-v-the-phantom-pain-nvidia-control-panel-hbao-plus-ambient-occlusion-interactive-comparison-1-hbao-plus-vs-extra-high.html The difference is crealy visible, but HBAO+ is harldy the best. That's why I was thinking someone might wanna help me out with figuring out some way to use SweetFX / ReShade just like this guy who created this Ambient Occlusion setting for Arkham Knight: https://sfx.thelazy.net/games/preset/3989/ Apparently it's a method called Alchemy SAO, but HDAO is also an option. I wanna put his and mine settings in to the graphics injector, but I have no idea how to add custom Ambient Occlusion to ReShade. Can someone tell me how can this be done? I also wanna remove FXAA from the data file which located in the game and use SweetFx to apply high SMAA settings instead. That way I'd still get to keep all the extra effects added via ingame post processing.
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