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Nolanoth

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Everything posted by Nolanoth

  1. Like the title says, I made a lot of art fixes and I don't know how to implement them. I have tweaked the portraits and I'd like to implement them them in such a way they would always override the originals as if they were in the game files and in addition I'd like to also adjust the appearance of companion models because they use the wrong colors, hair styles etc. and of top of that they have stats that don't fit and properly represent them. In short I would like to make a total companion overhaul but how do I do that? Can I extract the game archives somehow?
  2. 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.
  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? 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?
  4. 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?
  5. 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.
  6. 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.
  7. Hello Joe are you still working on your animation mods? I've ran in to a bit of a problem while using your animations with bullpup weaponry made by Millenia. Like the Pancor Jackhammer:

    http://newvegas.nexusmods.com/mods/47528

    Thing is the sights and large chunk of the weapon go right threw the player/NPC model. Is there any way they could be distanced from the player ...

  8. There's one more PM for you. Can't find the person you mentioned but if there's at least 1 soul out there willing to help me with some scripts I'll be more then happy to have their help.
  9. Looks like I'm not the only one waiting or a PM xD
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