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Nolanoth

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Everything posted by Nolanoth

  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.
  16. What were you trying to do? I was thinking about messing with this file myself, but I got no idea how. I just want a permanent way to disable FXAA and use SMAA instead through SweetFX.
  17. I am incredibly disappointed with how Pillars of Eternity handles enchanting thus far. There are multiple +2 to stat helmets, but I just can't enchant a single helmet with +2 intellect just so that my wizard will seem more.... wizardy? The point of actually having all the Godlike guys was to give the other races a bit of a stat boots through additional gear -> headgear. Yet not only are forced to deal with the crappy low number of magical helmets, but there are also problems with the bonuses they provide. So I thought "Why not just make a simple mod that would allow for a single attribute enchant on any headgear except for the stuff that's already magical?" Anyway I got myself the Unity Editor and tried to figure out how to do this, but... sadly I have no idea how! I have the unity wizard 4.6.1p2 version and got myself the Poe Asset Editor, but I can't seem to find what I'm looking for. I'm guessing I would have to open up every single none enchanted helmet and add the function via some new script?
  18. Alright. I'll make a large list of all the changes. Maybe upload it in a txt file or word or something, but you'll have to wait a bit for it since I need to go to the university in a few moments then cook dinner and all. My main goal is to make the game have more sense. What annoys me is the constant upkeep, upkeep, upkeep and even more upkeep as well as some spells and the over the top specialization selection. My main goals are to: 1) Keep the difficulty mostly intact. 2) Have the abilities make more sense while getting rid of most the active stuff and turning it to weaker, no cost passive effects. 3) Make combat more fun and intuitive. There's no need to pick multiple specializations and crap. Instead I just want to make all the specializations more focused on what they should do. Anyway once I get everything done I'll send it to you as quickly as humanly possible.
  19. Jesus H. Christ! Why does this thing has to always be complicated. Could you by any chance help me make a mod that would balance out the game a little? I only wanted to make some changes to the spells. Like damage, duration, dame over over time etc. What I also wanted to do is change some of the active effects to passive ones. I should probably make a list, but here's an example: Let's take the Arcane Warrior specialization. Here are some changes I want to make: Combat Magic: Attack Bonus: 2.0 + (Spellpower / 5.0).Spellpower is now used in place of strength for weapon damage.Magic is used in place of strength to meet weapon/gear requirements.No upkeep.No fatigue.Passive.Description: The arcane warrior channels magic inward, gaining an attack bonus and the ability to use Spellpower to determine combat damage. Additionally, an arcane warrior who has learned this ability may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor. Aura of Might - change name to "Magic of Might": Attack Bonus: 2.0.Damage Bonus: 2.0.Defense Bonus: 10No upkeep.No fatigue.Passive.Description: The arcane warrior's prowess with Combat Magic grows, granting additional bonuses to attack, defense, and damage. Shimmering Shield - change name to "Arcane Infusion": Armor Bonus: 15.Fire, Cold, Electrical, Nature and Spirit Resistance Bonus: 25.0%.Mental and Physical Resistance Bonus: 75.No upkeep.No fatigue.Passive.Description: The arcane warrior draws power from within to become infused by pure arcane energy that grants small bonuses to armor and all resistances. Fade Shroud - change name to "Fade Form": Mana Regeneration Bonus (exploration and combat): +2/+3.+25% Chance to Dodge Attacks.Description: The arcane warrior now only partly exists in the physical realm, spanning the gap between the real world and the Fade grants a bonus to mana regeneration and a chance to avoid attacks. This is just a small portion of the changes. I also have to disable the ability to pick multiple specializations. From now each specialization would be more powerful, but if you have to pick ONE specialization and stick to it. No more blood mage/arcane warrior/spirit healer combo's. You go down one specific path and that's that. It defines your character. Come to think of it I'd have to d the same for warriors and rouges while lowering the level requirements of awakening specializations and implementing the tomes in to the original campaign.
  20. Can you normally edit the spell_constants_h.nss file? Without touching anything else? Or is it much more complicated? And of course compile it to ncs.
  21. Was there ever a fix found for the toolsets FAILURE at compiling nss files? This things has been driving me crazy! Thread after thread, after thread and another thread and still nothing. Is there at least some nss to ncs converter?
  22. Now that there's some hope for more ME3 ending mods I was thinking about taking a shot at modding and sorting out one of the most annoying things I have ever experienced in mass effect (besides the original endings). Putting a scope on a weapon is like a slow and painful torture! Just look at it it: http://i76.photobucket.com/albums/j35/Hafoc/pres-scope-zoom.jpg You just lost around 50% of your field of view... I want to make it a lot less cluttered and more clear, but how would I do that? Is there any software that can help me replace the lens textures? And if so where is the lens texture located - what's the path?
  23. So I have started trying out ENB's, but every single time I install one I get crap like this: http://www.nexusmods.com/newvegas/Images/78569/? when having detailed shadows enabled. It's like someone took a bite out of that shadow and I have no idea if there's a fix for this issue so that I can have normal detailed shadows and not abnormal un-detailed or partially missing shadows. This thing has been driving me crazy for days! I've gotten threw 5 different ENB's so far and each of them has the exact same issue. (Wonderful! There's typo in the topic and no damn way to change it....)
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