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ShadoWarrior

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Everything posted by ShadoWarrior

  1. It is ugly. It detracts from the appearance of the rest of the weapon, which is a very nice-looking model. The bracket also serves no functional purpose, for example as a grip. It's entirely superfluous. Worse still, if it was a real-world weapon it would be adding extra weight and bulk, needlessly.
  2. Can someone create a replacement model for the ballistic (basic version) of Long War Studios' SMG that removes the ugly, stupid square bracket underneath the weapon?
  3. Lesson to be learned: don't believe PR hype.
  4. Besides that concern, there's still the problem of authors that haven't (yet) been blocked creating new pools. It's a Band-Aid solution to an injury that needs stitches.
  5. 13 of the 28 mods posted in the past 24 hours are pools. Is it too much to ask of the Nexus admins that we get a Pool tag and a Pool category so that those of us who consider pools to be mostly-worthless mods can filter them out?
  6. It's {your game root}\XCOM 2\XComGame\Localization\INT\XComGame.int If your language is not English, then whatever language is in place of "\INT".
  7. Can the site admins please add a tag for character pools so that those of us that would rather filter them out can do so? Also, they should have their own category. There sure are plenty of pool mods now.
  8. A gas mask that doesn't cover the entire face leaves the wearer vulnerable to the toxin entering via the eyes (at the very least blinding the wearer, as CS tear gas does). Most modern chemical warfare agents (that is, toxins developed after World War I) can affect someone even if the contact is just through the skin. I'd like to see a full-body (MOPP4) protective gear model (no exposed arms, hands, neck, or head). Such a set of armor would have penalties to mobility and aim, but it would provide complete protection versus gas attacks.
  9. There are two timer mods on Steam Workshop. One purports to completely disable the timers and the other to add 4 turns. I downloaded the +4 mod, installed it, and the mod launcher fails to recognize it. I didn't download the disable timers mod because I don't want the timers turned off. I just want a few extra turns so that I can better enjoy the tactical part of the game rather than having to play recklessly.
  10. I'll bump Delta7's bump. I, too, would dearly love to see more item slots (the Jagged Alliance mod team added quite a few to that venerable game) and removable attachments.
  11. For English language, the file is XComGame.int and you need to search for the [X2ExperienceConfig] section. The next step is for someone to create new (better) rank icons.
  12. I am very eagerly waiting for such a mod. The timer mods I saw on Steam either don't work or just plain suck.
  13. While I do like DDDA, compared to similar RPGs on the PC (such as those from Bethesda or Obsidian) it does very much feel like a "crummy console port". But I suppose you're right that it could be worse. Which if it was then fewer of us would bother to play it.
  14. The near-total lack of control that a player has over the pawns is one of the most annoying aspects of DDDA. You'd think that Capcom would have taken a closer look at how companions are handled in Dragon Age and done something not too different?
  15. I accidentally triggered the follow sequence for Chasing Shadows quest, when I had no desire to work on that quest, and seconds later failed it because of what time of night it was. The fact that the game only allows one save only compounds such problems.
  16. Since the mod is no longer in the Nexus database, I guess that the site admins removed it. I strongly suspect that someone reported the compilation. Most likely it was removed for including mods without obtaining permission from the mod authors. Compilations are actually against the Nexus Terms of Service, but the site admins tend to not enforce that rule from what I've seen, unless there is some other violation of the TOS (such as including mods without permission).
  17. Paying 500 gold to sit on my completely healthy butt just to pass time is absurd.
  18. I'm willing to bet that it's hard-coded in the game's .exe. Even more useful would be a hotkey (such as F5) to quicksave the game. Capcom is clueless about PC UIs and porting console games to the PC environment. PC users expect a game to be more configurable.
  19. Steps 3, 4, and 5 can be ignored. Once you have completed the edits from Step 2 you can simply drag the game_main folder back onto the XFS version of the batch file (as per Step 6) to repack the archive.
  20. I doubt it's possible to do, but I also would dearly love to see such a mod. I find it very annoying that Capcom treats a bow as an off-hand (so-called "secondary") item. So I cannot have sword & shield as a set and bow as an alternate set. Capcom forces me to exclude the shield, and forgo all skills tied to the shield, to be able to swap between a sword and a bow. This is just plain stupid and lazy of their programmers.
  21. I'm trying to create a 2x carry mod, but I've no idea how to edit the half-dozen (.6F302481) weight parameter files that I extracted from game_main.arc via DDDA Image Viewer.
  22. Done 3 of the 4, and I'm working on an optional carry weight increase. See my SMC.
  23. I'd love to see a replacement for DC radio that uses classic rock music from the 60s, 70s, and 80s. Yes, I know that it's not lore-friendly. I really dislike hearing the lore-friendly early atomic age pop songs playing over and over again. I'm already immersed visually in the game. I don't need to also have my ears assaulted every time I visit DC, or I pass by some radio that I have to hunt down and turn off (such as those inside of Vault 81). Alternatively, a mod that changes the channel of all radios set to DC to instead be set to classical radio would also be pleasant.
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