Jump to content

diamok

Members
  • Posts

    60
  • Joined

  • Last visited

Everything posted by diamok

  1. Try the markfordelete command. Unlike disable, which only removes the visual state of the object in game, markfordelete will remove the reference of the object from the save entirely. Take care,
  2. There is an Elderscrolls MMO and there has been much talk of a Fallout MMO, beyond the Interplay issues a few years ago. Because of this, I am assuming Bethesda will not be implementing any form of multiplayer in Fallout 4. However, it is the Entertainment Software Industry, stupider things have happened, like people still buying EAs p*** a** excuse for an American Football game. So you never know. Take care,
  3. http://www.nexusmods.com/fallout4/mods/4640/?
  4. Not exactly what you are looking for, but using these two mods together with some in game role playing will get the job done. http://www.nexusmods.com/fallout4/mods/2326/? http://www.nexusmods.com/fallout4/mods/4042/? What you are asking for may require the GECK though. Take care,
  5. I am not trying to be mean, a d***, or anything of that nature, but I just answered a few requests by posting results from a simple search. It's really not that difficult, give it a go. It's to the right of the mod list...http://www.nexusmods.com/fallout4/mods/searchresults/? Happy Holidays and take care,
  6. One of these....http://www.nexusmods.com/fallout4/mods/searchresults/?src_order=1&src_sort=0&src_view=1&src_tab=1&src_name=snakes&src_language=0&src_showadult=1&page=1&pUp=1
  7. This might do the trick....http://www.nexusmods.com/fallout4/mods/4380/?
  8. GECK... Skyrim mod is Armed to the Teeth. http://www.nexusmods.com/skyrim/mods/9614/? Take care,
  9. I realize this is more or less a feeler post, but coming from someone who has worked in a team environment in the past, you TCBRUNCH, need to at the very least, list the following. Your qualifications to lead such a project.Previous mod experience with links to your mods.Skills you possess for the creation of such a project.Everyone has an "idea" for a mod, whether that be a simple retexture, or a full blown TC, but no one wants to make someone elses mod or TC and do all the work. Showing you have the knowledge, skills, and abilities required to perform some of the modding yourself, not only displays credibility, but also opens doorways for others. Once people realize you are not just another "idea" guy, you have a stronger chance of enticing others who can supplement and fill needed roles for the project. Good luck and take care,
  10. Just wanted to add in my agreement on this. Sadly it seems Bethesda tailors their games towards adolescents, who neither care, nor have the time for a "realistic" or even semi "realistic" crafting system. Bethesda also seems to be getting very lazy as I swear the hammering sound effect for the armor station, is the same as the Skyrim sound effect for the forge. Just from memory though, haven't gone in to check or anything. Take care,
  11. You need to learn to use the Search function... http://www.nexusmods.com/fallout4/mods/829/? Take care,
  12. This is probably going to require the GECK before we can even access the required fields needed. I have been digging through the fields using FO4Edit for the last few days and have not been able to find anything that indicates it has control over the clipping or snapping effects in game; though there is quite a lot of info to go through and I am not the most patient person. If I have any success at all, I will upload a mod, or post about it in Mod Talk however. Take care,
  13. Yeah CD seems to be pretty upfront with their products and intouch with the fanbase. I hope I'm just being cyincal and they help us out even before the Kits release. Regardless though, you have already done some awesome work for the community at large Monty, props to you. So has BicameralAnt for that matter, it's guys like you two that make modding what it is and makes me want to mod just to give back. Take care,
  14. I don't want to sound negative, but I don't think CD Projekt is going to give out any info regarding mods until they make the Kit avaiable for use. Not that it hurts or doesn't help asking though, but I've just had a lot of expeience with Development Companies. With that expeience, DCs in the past have been very tight lipped regarding anything to do with, or related to a piece of software they are planning on releasing. Again sorry and not hating or anything like that, I'm all for asking...I've just been through it and have gotten a bitter taste I guess. Hopfully I am wrong in this case though. Take care,
  15. As BicameralAnt stated, the files are for sure bundled, but if say the texture.cache file could be remade after editing/replacing a texture, the DLC folder could surely be used as a mod install location...yes? Heck, even the script oreiented mods that have been already released could be installed this way as well. Maybe? I don't know, just trying to get around issues until we get the Kit to work with I guess. I'll keep brainstorming and see if something else emerges. :-) Take care and good morning,
  16. So I was in bed trying to go to sleep then started thinking about this whole override folder issue. It occurred to me, when I was poking around some of the settings files I may have seen something about the DLCs. So I got up, opened up the user.settings file located in the /Documents/The Witcher 3/ folder and sure enough, there is a section named [DLC] with code as such...DlcEnabled_dlc_004_001=1. I am assuming everything to the left of the equal sign sets which DLC is to be active, where as the number to the right of the equal sign sets whether or not the corresponding DLC is actually active. So, assuming this DLC folder and it's contents sort of already acts as an override folder per se, my though is this and granted, it's a complete and utter hacky/crowbar way to do things, but what if a modder simply added to the DLC folder (located in The Witcher 3 Wild Hunt folder in the install drive) and say made a folder called DLC999 (or whatever really), then plopped all the required files and folders into this new DLC folder. From there someone would need to create a script to add the line DlcEnabled_dlc_00999_001=1 (it may take some trial and error to find out exactly how to configure this line) to the user.settings file (without changing anything else in that file) for part of the install. Again, I was in bed going to sleep when I thought of this...don't hate on me to much if it's a dumb and useless idea. Of course, if it works...I expect praise and cheers from you all, as well as hefty credit. lol :-P I can think of one issue that could occur, if CD Projekt Red has already planned X number of DLCs for the game and hard coded that in. Thoughts? Take care and good night,
  17. Not a fix or workaround, but this may come in handy for some. http://witcher3map.com/v/#4/72.65/-20.21 Take care,
  18. I noticed that many of the .png files you may be looking for are amongst the extracted files I posted. However, the extraction script has converted them into .dds files. They can still be opened if you have a package that can deal with dds files. They might be of interest. Ok, cool. I'll give em a look see...great work on this Monty, nice job. Take care,
  19. @Monty - That's what I've noticed as well...it almost feels as if they do not want us messing around inside these files...of course, that's part of the fun of it all. :-) Thanks. Take care,
  20. @Monty - Have you seen any png files in this texture.cache file? I'm trying to find where all these icon images are for inventory, menu overlays and what not, but I really have little knowledge of unpacking files as it seems you do. Take care,
  21. Really depends on what you are looking for, but there are XBM files in many folders inside the blob.bundle files. Take care,
  22. Been digging around more and seems dds files are also used here and there, though I still have yet to find any overlay images and the like...might be that I do not possess the proper software to unpack all of the files. If anyone has a suggestion on software or location, that would be awesome. Take care,
  23. How many times have you been mauled by a bear and only your pants were shredded and not your shirt? Or when was the last time you went tumbling, rolling and leaping around the battlefield with only your weapon in hand getting scratched/nicked up and not the one strapped to your back? :-P Just saying, everyones take on "realism" is different and not that I think this games durability system doesn't have issues, it does, but it is not beyond "realism" to think being in a hard hitting near mortal battle wouldn't damage everything a person is carrying. Take care,
  24. Hey all, So I've been poking around inside some of the bundle packages and have found plenty of good stuff...but I have yet to be able to find where images are located. It seems most are in png format as per paths listed in many xml files. Example - "icons/inventory/weapons/axe_02_64x128.png" I have a number of things I'm looking to tweak if I can find where these damned image files are...anyone have any ideas, or of course even better, know where they are? :-) Take care,
×
×
  • Create New...