Paxxis Posted June 28, 2017 Share Posted June 28, 2017 Well, having read through all 12 pages, I have to say, there are a lot of great mod ideas out there. I am wondering if anyone has made (or is interested in making) mods to beautify NPCs. Take Suvi, for instance. She isn't bad, but I am certain someone could get her to look absolutely stunning. Same for some of the other females in the game. And yes, hair/eyes options, definitely. I know that this is a very talented modding community, and I know that there exists the possibility for some truly amazing mods out there. But it takes those who actually know what they are doing, which is to say, not me... LOL Also, it would be nice to see more options for clothing, as in Casual wear. I see where there is a lot of potential here, and would love to see if clothing options can even be brought in. Besides, it would be interesting to see Cora strutting around in a corset in her off-duty hours. LOL Or maybe that is just me. Either way, I know it all depends on what the game engine will allow. Thanks in advance, and it is good to see the mods that are there. Keep up all the awesome work you guys (and gals) are doing! :smile: (I should mention that I am running version 1.05...)I found a very recent mod that changes Suvi. Not sure if this meets your requirement but its amazing what removing the messy hair does http://www.nexusmods.com/masseffectandromeda/mods/375/? Yeah, I saw that the day it was uploaded. Very awesome job with that! :) Link to comment Share on other sites More sharing options...
KainPrimus Posted June 28, 2017 Share Posted June 28, 2017 Once the tools have matured more, I think you'll find some more amazing mods, because as of right now, besides ebx edits, the only other real editable part is textures, and only so much can be done with textures, ie. face/makeup, body, colors, etc. where as with mesh editing, whole new hairstyles, etc. Still waiting for that update which will let me mess with audio files. Uncharted Worlds for the galaxy map, here we come. Link to comment Share on other sites More sharing options...
Ehamloptiran Posted June 28, 2017 Share Posted June 28, 2017 The next release is a big release, so its going to take more time than normal before I am able to release. Included in the next release will be:- Audio export/import and previewing- Mesh import and previewing- EBX class instantiation and more control over ref assigning- Searching and filtering for assets (not inside assets) http://i.imgur.com/O39PP1A.gifhttp://i.imgur.com/Z99R7MS.gif Link to comment Share on other sites More sharing options...
Kregano Posted June 28, 2017 Share Posted June 28, 2017 http://i.imgur.com/Z99R7MS.gif Just to be clear on this, because I don't want to be misinterpreting anything:-IntegerProvider_Add lets you add values to things that were previously null-IntProvider_PlayerID sets the number of mod slots?-IntegerProvider_AmmoCount sets an ammo bonus? Link to comment Share on other sites More sharing options...
Ethreon Posted June 28, 2017 Share Posted June 28, 2017 Not interested in modding the game itself, but I am interested in some of the architectural assets inside it. Can extracting meshes be done successfully ? Last time I checked things were not entirely possible. Link to comment Share on other sites More sharing options...
Ehamloptiran Posted June 28, 2017 Share Posted June 28, 2017 (edited) Just to be clear on this, because I don't want to be misinterpreting anything:-IntegerProvider_Add lets you add values to things that were previously null-IntProvider_PlayerID sets the number of mod slots?-IntegerProvider_AmmoCount sets an ammo bonus? They were just some random classes I picked, nothing relating to mod slots, but this is what they are for: IntegerProvider_Add: adds multiple integer values together, these are provided in the form of other providers.IntegerProvider_PlayerId: Is the id of the player, presumably 0 or 1IntegerProvider_AmmoCount: How much ammo an entity currently has (There are options inside the provider for wether or not this is full ammo count, weapon ammo count, or clip ammo count) For mod slots, u would most likely use IntegerProvider_Const which is just a constant value u provide, like 1, 2, 3 Not interested in modding the game itself, but I am interested in some of the architectural assets inside it. Can extracting meshes be done successfully ? Last time I checked things were not entirely possible. This has been possible since v1.0.1. Can extract meshes (skinned, rigid or composite) to FBX, OBJ or DAE. Edited June 28, 2017 by Ehamloptiran Link to comment Share on other sites More sharing options...
Guba666 Posted June 29, 2017 Share Posted June 29, 2017 Well, folks, I have some ideas about fixing some problems of the game.1. Trade prices.When we sell something at one eight of the purchasing price I say that it is ridiculous.All the sales prices must be rebalanced. And I mean ALL of them.I can accept a gain from 10 to 25 percent of the seller prices. Not more.A modded weapon also should worth much more of a naked one, with a standard number of mod slots.It is quite impossible to make good money in Andromeda.2. classic heat sink rebalanced.Why do I have to give up to a 50 or 60% of the ammo magazine if I install a old heat sink ? Doesn't make sense for me.3. elimination of all the ammunition dispensers around the ALL the game.These dispensers do not make sense. How can an initiative compatible ammo dispenser be in a place that has never seen a Milkywayer before ?This mod could be used in conjunction with the classic heat sink rebalanced that I told before. A similar concept should be applied also to the energy cells. After a while they could recharge autonomously.Also this should be in line with a FACT: Kett (enemies in general) do NOT reload. Never. So why do I have to do it ?4. More shields hardening and health regeneration speed and TOTAL elimination of the health dispensers all around the game.The fact is the same of point 3. One of the two options is only possible: you are a soldier in an alien world or you aren't.5. Why in the name of Odin do I have to go to orbit anytime I return on my ship ?Figure that I have to go to take something, or deciding something, or for a mistake I have to go back to the planet surface, and all the people see me to come back with the entire barrack touch down again after five minutes I left....It's embarrassing...6. Please take away the orange starred mission marker hexagon from the center of my screen!! Please !!! Now the only way to do it is to uncheck the missions in the journal. 7. I'm a supertech warrior, so can someone explain to me why do I have to fight on Voeld looking for a Kett heater while I have to shoot the Kett bastards (owners of the stoves) that are trying to kill me ? It is ridiculous. I have a formidable power source that feeds my jetpack, and I can't divert a little energy to keep me warm; or cool on Elaaden. Do I say nonsenses ?Just remember that the lovely PeeBee goes around Voeld with the navel exposed, or Drack (that comes from the "sunny" Tuchanka) does the same practically naked under a pieced armor that leaves exposed many parts of the skin to the lovely frosty -50 Celsius degrees winds...8. Am I the only one to notice that there is not a bathroom in Ryder quarters ? Nor a closet ? Normandy engineers were smarter than the Tempest ones. 9. Am I the only one to notice that on the Angara's screens all the text is in Milkywayer language ?Please replace these screens with some ANGARA'S text...More to come....P.S.A BIG THANKS TO ALL THE MODDERS OF ANDROMEDA.YOU FOLKS ROCK. ALL OF YOU. Link to comment Share on other sites More sharing options...
Kregano Posted June 29, 2017 Share Posted June 29, 2017 (edited) 2. classic heat sink rebalanced.Why do I have to give up to a 50 or 60% of the ammo magazine if I install a old heat sink ? Doesn't make sense for me.This one actually makes sense and justifies why people would swap out the heat sinks for thermal clips. It probably is easier to build something to soak up a lot of heat and just get rid of it, instead of having to make it constantly absorb and radiate heat. That said, it would be great if we could create a new Remnant based heat sink that could get 80% of the ammo capacity. Edited June 29, 2017 by Kregano Link to comment Share on other sites More sharing options...
Guba666 Posted June 29, 2017 Share Posted June 29, 2017 Well, you got the point. But for me the real problem in ammo compartment is the presence of the ammo dispensers. Link to comment Share on other sites More sharing options...
KainPrimus Posted June 29, 2017 Share Posted June 29, 2017 A new little request from me - a mod that would change the position of the holstered pistol to always be on the back of the right hip. Currently, it's only possible if you have two pistol-type weapons equipped. If only one is equipped, the holster defaults to the side of the left thigh. Basically, a swap of the holster slots/hooks/however else you want to call them, so the back of the right hip would be the primary holster, and the side of the left thigh would be the secondary one. Link to comment Share on other sites More sharing options...
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