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This is something that I’ve been working on since August of 2024 when Character Studio released. Any information here or on the drive might change with time or the whole thing may no longer be maintained after modding tools are officially released in May. For the time being, I wanted to share everything I’ve learned since then with those who might be interested in it. This is a community effort—everything here has been gathered by both myself and others through lots of trial and error. Thank you to everyone who’s contributed to these guides and resources! Basics These guides assume you have some experience with Blender and Unreal Engine 5.4+. I my guides don't cover super basic steps (like how to install software, addons, etc.), but I try to keep it as pain-free as possible. If you're just starting out, I recommend looking into official documentation and beginner-friendly tutorials with the links below first. If you're brand new to Blender or Unreal, start here: Unreal Engine Documentation (v5.4) Blender Manual (v4.2) Blender Beginner Tutorial Series (By Ryan King Art) Unreal Engine 5 Beginners Course (By Unreal Sensei) Making InZOI Moddable Below is a list of all of tutorials and their required resources to make InZOI capable of loading mods. Signature Bypass Prerequisites: InZOI Bitfix .Sig Bypass: Needed to load custom .paks, .utocs, & .ucas files into the game. InZOI .Sig Bypass Guide How To Enable Mods (By DJ KingSupreme) InZOI Vortex Extension (UE4SS) Prerequisites: InZOI Vortex: Nexus Mod Manager. InZOI Vortex Extension (UE4SS): Used to mod Unreal Engine 4/5 games. Needed to to load mods. Install instructions on the nexus page above Mod Organizer 2: InZOI Support Prerequisites: InZOI Mod Organizer 2: Used for managing mods. Mod Organizer 2 InZOI Plugin: Adds support for InZOI to MO2 Install instructions on the nexus page above Modding Guides Below is a list of all of modding guides and their required resources. Listed In the order they should be followed. Using The InZoider Blender Add-On Prerequisites: InZoider Add-on: Thank you to Hancapo. Used to replace 3D Printed Items with meshes of your choice. Blender 4.2.2: Used to edit meshes. InZoider Import Tutorial (By Reginleif - Asto) InZoider Scaling Tutorial (By Reginleif - Asto) Browse & Extract InZOI Game Assets Prerequisites: FModel: Used to browse & extract Unreal Engine game assets. InZOI Mappings: Needed to decrypt the .ucas &.utoc files to make the assets viewable. Converted InZOI .pak files: Converted by QuickBMS to be viewable in FModel. Blender 4.2.2: Used to edit meshes. InZOI Asset Browsing & Extraction Guide Unreal Project Set Up Guide Prerequisites: UE 5.4.4 [InZOI]: Thank you to FrancisLouiss. Used to package assets for InZOI. (UE is a private repo on GitHub. You need and Epic Games account linked to your Github account for access. Otherwise, you will land on a 404 page.) DefaultPakFileRules.ini: Thank you to Slinky on Discord. Used to pack .json files into your .pak files. InZOI Unreal Project Set Up Guide Asset Replacement Guide Prerequisites: Blender 4.2.2: Used to edit meshes. PSK & PSA Blender Addon: Used to import & export the format that FModel gives you. UE 5.4.4 [InZOI]: Thank you to FrancisLouiss. Used to package assets for InZOI. (UE is a private repo on GitHub. You need and Epic Games account linked to your Github account for access. Otherwise, you will land on a 404 page.) InZOI Unreal Editor Project: Creation Tutorial Or Premade Project. A mesh you’ve already edited: This tutorial assumes you are ready to export a mesh from Blender to Unreal. InZOI Asset Replacement Guide Packaging Video (by Aethel Hexem) Click Spoiler for preview of final product: Texture Guide Prerequisites: Thank you to Huwie on discord for figuring this out. UE 5.4.4 [InZOI]: Thank you to FrancisLouiss. Used to package assets for InZOI. (UE is a private repo on GitHub. You need and Epic Games account linked to your Github account for access. Otherwise, you will land on a 404 page.) Blender 4.2.2: Used to edit meshes & see textures. InZOI Unreal Editor Project: Creation Tutorial Or Premade Project. A project you’ve already edited: This tutorial assumes you are ready to export a mesh and/or texture from Blender to Unreal. Thank you to Huwie on discord for figuring out new textures. Thank you to Slinky on discord for figuring out material node setup. Thank you to Aethel Hexem for assisting me with textures. InZOI Texture (New & Replacements) Guide Click Spoiler for preview of final product: Json Guide Prerequisites: InZOI JsonResult files. Notepad++ (Or similar). UE 5.4.4 [InZOI]: Thank you to FrancisLouiss. Used to package assets for InZOI. (UE is a private repo on GitHub. You need and Epic Games account linked to your Github account for access. Otherwise, you will land on a 404 page.) InZOI Unreal Editor Project: Creation Tutorial Or Premade Project you are already working on and have assets for. Non-Asset Support in your Unreal Project. Visible File Extensions. Thank you to Slinky on discord for figuring this out. InZOI JSON (Editing Existing & Making New Assets) Guide Click Spoiler for preview of final product: Work In progress... Modding Resources Below is a list of all of modding guides and their required resources. Listed In the order they should be followed. InZOI Contest Assets Contains body meshes for male & female Zois. Prerequisites: Marvelous Designer: They were made for MD and cannot be exported to Blender or any other 3D Modeling program. InZOI Contest Assets UAssetGUI UAssetGui compiled with most recent Github repo. Is compatible with InZOI Mappings. Prerequisites: Decompiled InZOI .pak, .utoc, & .ucas files. They need to be unpacked with Retoc or Unrealpak (Comes w/ Unreal Editor) into .uasset files. The .uasset files from FModel are NOT compatible. InZOI Mappings: Needed to decrypt the .ucas &.utoc files to make the assets viewable. Converted InZOI .pak files: Converted by QuickBMS to be viewable in FModel & usable with Unrealpak or Retoc. UAssetGUI Information Resources Links A Google document with all the resources I used. Prerequisites: None Information Resource Links Scratch Notes A Google document with all the notes I've taken while putting things together. Mostly me just crashing out. Prerequisites: None Scratch Notes Work In progress... Discord Links InZOI Official Discord Server: The official discord server for InZOI. Has a modding category with people who are working together to mod the game. InZOI Archive: An archive of all the mods and tutorials created for InZOI. Work In progress...
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Originally this guide was written for the game News Tower in the Steam Community - but given the overall process is applicable to all modern Unity games, I wanted to share it here as well. The main goal of the tutorial was to boost the "income" of Influence Points, while preserving the general game balance. Preface These things are considered cheating, and your save will probably be banned from submitting scores to the leader board. It doesn't block you from achievements though, so be cautious if you like to unlock them honestly as well. I will show you in an easy step-by-step way, how you can modify game elements in "real-time", without having to alter any game files. We'll do that to increase the yield we get from any Influence Point (IP) sources in-game, by simply doubling everything we get. The game gets less grindy, while still requiring you to work for IP. If you are only interested in changing something a single time, you can skip the Code and Hook sections, as they aren't that relevant for you. I'll probably build a normal mod for Influence Points in the future, but for now this must suffice. About the Process The stuff here will work in most (if not all) Unity games, just make sure you'll pick the right BepInEx/MelonLoader and UnityExplorer versions, if you try it out with another game. Preparing the Game To start: Download the latest BepInEx 5, e.g. BepInEx_win_x64_5.4.23.4 Extract/Copy the contents into your game folder, e.g. C:\SteamLibrary\steamapps\common\News Tower Start the game once. Load/Continue the game, and make a new save - just in case. Download the latest UnityExplorer BIE 5.X - Mono. Use this direct link, if you're unsure what to pick. Extract/Copy the plugin folder into ...\News Tower\BepInEx\plugins If your game folder looks like this in the end, you've done everything correctly: The Code Before we go into the game, I'll explain the logic to you, so you don't have to run random code you got "from a guy on the internet". And don't worry, everything is super simple. The gist of it: The game stores the amount of IP in an object called TowerStats, and every time you gain IP, it simply tells the TowerStats object just that; "Hey, add these 2 Influence Points". It does so by using a function called "AddInfluence", and passes the amount of IP to add, e.g. AddInfluence(2). We will intercept said function call, to multiply that number by 2, before it gets actually passed to AddInfluence. Here is the code, all lines starting with "//" are comments and explanations, and can be safely ignored and deleted - the program doesn't care. // "Prefix" means that we will do something before the original method is run // TowerStats __instance is the GameObject that holds the values we are interested in // ref float __0 is the amount of Influence Points that are supposed to be added. "__0" is just the (very bad) name of the variable, in the normal code it is called "amount" // Notice the "ref" tag; It tells the program to give us the actual "place" of the value (=reference), instead of simply telling us which value it has. This is important, as we not only want to read, but actually change it // __1 is irrelevant here static void Prefix(TowerStats __instance, ref float __0, bool __1) { // StringBuilder and sb.Append is just formatting stuff, so we see something in the log try { StringBuilder sb = new StringBuilder(); sb.Append("Multiplying Influnce. Before: ").Append(__0.ToString());; // This is the actual place of the "boost", __0 (=the Influence Points we get) // is multiplied with 2. // It's written like that because of floating point shenanigans, // but boils down to: amount = amount * 2 __0 = (float)((int)__0 * 2); // You can change this to anything you want, e.g. a higher multiplication, // or just a flat increase: // __0 = (float)((int)__0 * 5); // __0 = (float)((int)__0 + 2); sb.Append(" After: ").AppendLine(__0.ToString()); UnityExplorer.ExplorerCore.Log(sb.ToString()); } catch (System.Exception ex) { UnityExplorer.ExplorerCore .LogWarning($"Exception in Multiplier Mod; void TowerStats::AddInfluence(float amount, bool silent):\n{ex}"); } } And here is the code without the spam: static void Prefix(TowerStats __instance, ref float __0, bool __1) { try { StringBuilder sb = new StringBuilder(); sb.Append("Multiplying Influnce. Before: ").Append(__0.ToString());; __0 = (float)((int)__0 * 2); sb.Append(" After: ").AppendLine(__0.ToString()); UnityExplorer.ExplorerCore.Log(sb.ToString()); } catch (System.Exception ex) { UnityExplorer.ExplorerCore .LogWarning($"Exception in Multiplier Mod; void TowerStats::AddInfluence(float amount, bool silent):\n{ex}"); } } Applying the Hook A hook is essentially just another piece of code that is "attached" to something that is already present in the game. In our case, we want to do something when Influence Points are added, so we want to hook into the according class and method. After starting the game again, you'll be greeted with something like this - don't be intimidated! You can freely move, resize and close any windows you don't need, or hit F7 to hide it completely; Do just that, so you can continue/start a new game. After the game is fully loaded, find the right class for our hook: Search for the specific method for us to hook into. You can reduce the list by typing "add", so you're only shown those that have "add" in them: ឵ Now you can copy the code from above, and paste it inside: And that's it! Now you will always get double the amount of Influence Points from any source! Testing If you want to test the change, you can simply search for the TowerStats object and invoke our "AddInflunce" method. To do that, you'll have to find the object first: After you did that Scroll down to the AddInfluence method Click "Evaluate" Type in some value that you want to run a test with (into the first input field) Hit evaluate again Thereafter Check your Influence Points Check the Log window This is also the method you'd use to change other stats, e.g. money, resources, etc. - you only have to find the according GameObject they are stored in. That isn't always an easy task to do (or explain), but if you want to get a hang of how things work, simply use "Object Explorer"->"Scene Explorer" to find out how the game is structured. If objects are nested, you can "dig deeper" by simply clicking on "Inspect" in such a case. Note None of your game files are changed, and your game stays vanilla - which means that the changes are not permanent, and you'll have to apply the hook again after you restart the game. To uninstall the UnityExplorer, simply delete the folder from the BepInEx/plugins folder, or delete the BepInEx files altogether. Feel free to ask if you encounter problems - although I won't react to questions that can be solved by a 10 seconds google search.
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Hi all, I've been very late to the world of Nirn, but very quickly fell into the modding rabbit-hole. The challenges have been many, the confusion and sometimes frustration pervasive, and the learning significant and still ongoing. Still, I have wished that someone provided a concise overall guideline of sort for how to approach, what to install, how to create a foundation for mods to be added to my build, what options were out there, et cetera. Or at least that if such a resource existed, that I would have found it. And seen the many questions so many members of our community have, I feel I am not alone in this feeling. Provided that I have a tendency to take notes, after a few years of playing around with mods I came to think that perhaps my notes -with little editing to make them more understandable/palatable- could be the leaflet I wished I had back when. So, in the spirit I have found here, I decided to share this learning take-away of mine. Please keep in mind that this is all this is, my personal take away shared in the hope that it may be useful. P.S. In the forum section I have also posted a BodySlide introductory guide with pictures. Cheers Modding Skyrim - images.docx
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After having helped a lot of users with a lot of related issues in the past weeks and getting tired of repeating the same things over and over and since in 99% of the cases, these kinds of issues happen for the same reasons, I condensed the most common ones and their causes into: [/line]Ten rules to get a mod setup with a lot of workshop & crafting mods to work [/line] [/line][/line]#1: Don't use Working Food Planters and/or older versions of SSEx / Safe SSEx prior to v3.0! Homemaker and / or NX Pro Farming are well-maintained alternatives and don't have the issues that Working Food Planters and older versions of SSEx / Safe SSEx have and cause, including CTD and savegame corruption issues due to being made with XSnip (original SSEx & Working Food Planters) and/or incompatibilities causing missing menus due to being unmaintained and not providing SK patches (applies to all three of them). If you already built a lot of settlement objects with SSEx and want to keep using it, make sure to update it to the latest version (v3.0+), which has been fixed by Ethreon! [/line][/line]#2: Know your mods and understand, what they do and how they do it! Read and follow the descriptions, sticky posts and issue reports of the mods you use, to get information about how to install them, known incompatibilities and patches, how they add their items to the menus and other known issues. And whenever in doubt: ask the mod author! Keep in mind though, that the author of one mod doesn't necessarily know and use all of the mods you use and might not know about certain incompatibilities or load order issues in specific combinations of mods. An example for that is Snap'n Build. Its author recommends to put its .esm file below all other .esm files, which in combination with Homemaker and its Greenhouse and / or Bunker Disabler might lead to a CTD in the workshop, hence why Homemaker.esm has been put below Snap'n Build.esm in the recommended load order example below. [/line][/line]#3: Use the latest versions of Settlement Keywords (SK) and / or Armor and Weapon Keywords Community Resource (AWKCR) and don't allow other mods to overwrite their .esm files with older versions! These two provide a custom "standard" set of category keywords for other mods to use. They are the necessary base for a mod setup with a lot of workshop & crafting mods, at least until a better solution to battle the keyword cap issues has been found. Make sure to get accustomed to the menu structure provided by SK, since some vanilla menus are moved. A common example for that is the Stores menu, which is moved from the main workshop menu to Resources / Stores. So read the sticky post on SK's mod page which shows the complete menu structure provided by SK and browse all menus ingame before you declare something as missing. [/line][/line]#4: Use SK- / AWKCR-versions or -patches for your mods wherever applicable and / or mods, that only use vanilla categories without altering them. When in doubt, refer to rule #2.These are the settlement workshop mods that I use in conjunction with SK. When using the latest and right versions, installing them correctly and making the right choices during installation and applying the correct load order, these will work fine together: [/line][/line]#5: Don't use mods, that add custom categories without providing a patch for SK and try to avoid mods, that still add custom keywords to the game even with their SK patches. Try to convince their authors to provide a vanilla category version or a full SK port. When in doubt, refer to rule #2.Some commonly used mods that are known to cause menu conflicts due to adding custom categories without providing SK patches are: [/line][/line]#6: Don't use additional compatibility patches for the SK versions of two mods as long as it is not explicitly stated, that they are meant for the SK versions as well. With SK versions of two mods, incompatibilies between them in terms of shared menu categories should already be solved. When in doubt, refer to rule #2. [/line][/line]#7: Don't use multiple versions of the same mod / patch at the same time. Self-explanatory. When in doubt, refer to rule #2. [/line][/line]#8: Don't use outdated versions of your mods / patches and don't combine different versions of a mod and its patches. Self-explanatory. When in doubt, refer to rule #2. [/line][/line]#9: Don't use mods that are already part of another mod you use, unless it's explicitly recommended by the mod author in special cases. Common examples for this are Homemaker & Snappable Covenant Walls or Snap'n Build's main mod & one or more of the Snap'n Build single-set mods. While it might work in some cases, in most cases it is at least unnecessary, if not conflicting and leads to unnecessary confusion especially when troubleshooting. When in doubt, refer to rule #2. [/line][/line]#10: Preferrably use NMM or LOOT to generally sort your load order and look for missing master files and then adjust the load order manually according to the example load order originally provided by Gambit77 (author of the excellent mod Armorsmith Extended) and tweaked by me. The main thing here is not the individual mod order, which might differ depending on your individual mod setup and different mod versions, but the overall order sorted by mod type and for example having all workshop mods above all crafting mods! General load order rules, especially regarding mod / patch files having to be placed below their master files, still have to be applied in case they differ from this example. [/line][/line] Following these rules should allow you to see and use all of your mods' objects in the menus. This does however NOT guarantee you to not hit the category keyword cap, due to some mods still adding their custom keywords to the game, even with their SK patches. But it should reduce the jumbling of menus / items to crafting menus only, even when having hit the cap. And since I keep forgetting it and I can't edit the title to say "11 rules", I'll just put it here: There are restricted settlements where you won't have access to all workshop menus! Boston Airport is one of them. Always try it in settlements known to be unrestricted, like Sanctuary for example! [/line][/line] CTD issues The above guide / ruleset does NOT necessarily solve issues apart from menus not showing up and/or objects missing. While some CTD issues might already be solved by following the above rules, there are a lot of other, more probable causes for CTD on startup or on workshop menus, including, but not limited to: your ini files not being set up correctly (anymore)follow this advice to set up your \%userdata%\Documents\My Games\Fallout4\Fallout4Custom.ini and double-check, even if you already made that change earlier, just to make sure it didn't get reverted by Fallout's launcher or an update in the meantime.remove \%installpath%\Fallout 4\data\Fallout4.ini in case you have it, since otherwise it would override your \%userdata%\Documents\My Games\Fallout4\Fallout4Custom.ini [/line][/line]having placed mods / patches above the master file(s) they are referring to or not even having installed / enabled the master file(s) at allcheck and fix your load order. NMM shows these files in orange / red and LOOT will sort them automatically. Make sure to still apply the general mod type order shown in the load order example above afterwards. [/line][/line]not having installed the files in \meshes and subfolders of a mod to \%installpath%\Fallout 4\data correctly (can also happen when using NMM and / or MO2)try copying the folder and its content manually and / or try launching NMM with admin rights and then reinstalling the mods [/line][/line]having a conflicting interface mod or other custom changes to the game besides .esm / .esp filesremove \%installpath%\Fallout 4\data\interface\Workshop.swf in case you have it. Other .swf files might conflict as well.remove any custom .ba2 files like for example \%installpath%\Fallout 4\data\widescreen.ba2 or other non-vanilla ones (the vanilla ones all look like this: Fallout4 - *.ba2). [/line][/line]using corrupted or incompatible textures (check this thread for some examples)when in doubt, just rename the \%installpath%\Fallout 4\data\textures folder. If the CTD does not happen anymore and you see some pink objects or vanilla textures instead, it is a texture issue and you will have to hunt down the according texture(s). [/line][/line]having built stuff far beyond the limits of vanilla game with the help of mods and / or console commands (high amount of objects and / or building outside vanilla borders for example)try it on an older save or a clean new game [/line][/line]suffering from savegame corruption due to using flawed mods on that playthrough beforehand (Working Food Planters and at least the old XSnip-version of SSEx are probable causes for this)try it on a clean new game [/line][/line]suffering from general savegame bloat after playing hundreds of hours on that playthrough, which can even happen in vanilla game without ever using any mods at all, although using mods at least increases the risk for this to happentry it on a clean new game [/line][/line]suffering from game file corruptiontry verifying game cache in Steam and/or reinstalling the game
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nsfw-ish Skyrim Special Edition - Mac M-Series Guide
PrettyTale1904 posted a topic in Articles and Guides
As requested a quick guide for installing Skyrim on M1/x ! For best experience, use Crossover (DXVK + mSync) Always read the requirements! A simple guide packed inside a pdf to help Mac M-Series users run Skyrim Special Edition on their Mac with the ability to mod the game at it extent using the best performance possible. 150Gb Required Using dependencies Tweaks Modding tools Everything through Crossover as much as possible ENB Series NEEDED (Mod) SKSE NEEDED (Mod) Address Library NEEDED (Mod) And of course My Load Order NEEDED Load Order ————————MANDATORY——————— 1. You NEED the Anniversary upgrade. 2. You have to start the game at least ONCE before starting to do this. 3. SKSE and Address Library is mandatory and NEED to be installed before starting to download any other mods. 4. *WARNING* For Crossover 24 and above, you need to add "d3d11.dll" to the Crossover overrides to be able to use ENB or it WON’T load in game! To do that: open Crossover, click on your bottle (ex; Steam) and navigate to "configure Wine" on the right panel, click. Once the window is opened, go to libraries, in the little box write "d3d11.dll" and click on "add" on the right, right beside it. Click "apply" at the bottom and then "OK". Close Crossover and start it again. Enjoy! ————————OPTIONAL——————— 1. You might need CAO (Cathedral Assets Optimizer) mod to downscale your textures to 768x768 for my grass to 1024x1024 for better performances. (Optional but recommended for lower end Macs) 2. Translating Skyrim binaries to DXVK/Vulkan instead of DirectX (https://www.nexusmods.com/fallout4/mods/48053). (Optional but recommended) 3. FPS Limiter DLL (https://niftucal.blogspot.com/2018/09/fpslimiter.html?m=1) if you want even better performances. (Optional but recommended) FAQ: Q: Why do I have holes in my roads??? A: Northern Roads and all the patches need to be the lowest in your Load order at the bottom. Q: My Skyrim is slow, why? A: Depending on the Mac you are using, performance might be different. You need to use SSE Display Tweaks to reduce those stutters. If using an ENB, put to true "enblite" in the enblocal.ini. Q: My game crash after 10 minutes. A: Engine Fixes, SSE Display Tweaks and Power Of Three Settings. (Engine Fixes: Go into the .ini file and disable everything except ‘’MaxStdio’’, ‘’SaveAddedSoundCategories’’, SaveGameMaxSize’’.) (SSE Display Tweaks: Use vSync, Fullscreen and add your resolution like 1600x1900.) (Powerofthree tweaks: Disable ‘’LoadEditorIDs’’ and ‘’Journaling’’.) Q: My clothes doesn’t fit or my character is transparent.. A: Run your Bodyslide preset. You have to select your body type and batch build morphs those at the bottom left button, select all and in the next screen chose each new outfit mods you added (with physics if you want to have those) click Ok and it will start processing. Q: Where are my SAVES !? A: Crossover saves the files into iCloud Drive or in Documents\Skyrim Special Edition. You should be asked the first time by the OS to access your Document Folder, Select Yes. Q: My ENB gui doesn’t open with return key! A: While starting the game (if using enb) an ini file will be created called "enblocal.ini". This is where all your settings will be set. To use the END key on Mac it’s "fn+Right Arrow". *As a workaround if it doesn’t work; add "KiLoader" to your load order (an SKSE .dll plugin mod) that allows multi-load of plugins and allow them to communicate together at the startup of the game, this should fix the "issue".* Credits: Bethesda Apple CodeWeavers Pretty-Tale-1904 ©2025 PrettyTale1904 *Allowed to share, not to be modified without asking permission first.* Getting Started.rar Steps 1-7.rar -
Texture editing (sorta outdated): [Tutorial] How to import/export BM, NM (BC1, BC5U, BC7) textures Model editing: [Tutorial] How to split a single mesh outfit into player equippable parts [Tutorial] How to erase mesh parts, define material ID/LOD, change mesh address reference [Tutorial] How to fix NPC models causing crashes [Tutorial] Importing Custom Models, Model Editing Material editing: [Tutorial] How to edit eye color in mrl3 files [Tutorial] How to make an NPC skin material support skin color customization Physics: [Tutorial] Notes on CTC physics/jiggle files Character/NPC editing: [Tutorial] Notes on editing npc_basic.nbsc, gen files [Tutorial] How to make character presets/customize NPC appearance Tutorials by others: [Tutorial] itemData.itm Ezekial's Model Editing Tutorial Relevant Blender links: Triangulating faces topology - How do I convert a triangle mesh to a quads one? Changing Viewport clipping parameters modeling - Set origin to vertex in edit mode? Is there a shortcut to repeat the last operation in Blender texturing - Extracting a UV layout rigging - Transferring rig weights from one mesh to another in blender 2.76 How to exact copy paint weights from one object to another How to quickly remove all zero-weight vertex groups? Weight paint against current pose? Potentially useful Blender addons from Dead or Alive 5 modding: Under dtr mnr's Tools (haven't checked the others, there may be more). Blender 2.7x folder. https://www.loverslab.com/topic/54820-doa5lr-modding-tools-updated-april-24-2017/ Vertex group utilities, keep normals while editing, transfer vertex data such as weights between selections. Theoretical stuff: [Tutorial] Making a material shiny, wet, etc [Tutorial] How to make boob physics (theoretically) [backup] MOD format specifications from RE6
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Here's a guide I recently wrote on how weapon damages are calculated in Elden RIng. I think this guide will be helpful for any modders who are interested in designing custom weapons: https://steamcommunity.com/sharedfiles/filedetails/?id=3476225321
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Hello! I wanted to introduce you to a text editing tool for (essentially) all RE Engine games! (For now is just Re4r and Re2r) It's a very basic and simple executable to use! Rengine msg tool Virustotal Scan The Virus-total scan, it has 2 detection's but they are false positives. It was based on the .bat file from YouTuber TrainDozer (link to the specific video: https://youtu.be/TnHQVo9ZV8s). I made some changes to make process easier! I'll give a brief explanation of how text modding works for re4r and how to use the program but the process is the same for re2r, just the folders are a bit different. After extracting the files (if you're familiar with modding, I believe you already have all the game files extracted), inside the _Chainsaw (or _Mercenaries) folder there will be a message folder (valid for all RE Engine games), inside it will be other folders with all the game's text files and their languages. The files will be in .22 extension and compressed within these files will be all the languages that the game itself is translated into. All you need to do is place the program and the .bat file inside the folder where you want to extract the texts and open the .bat file. After that, select the first option and type the language you want to extract (e.g., en). The program will extract the text in the language you chose from all the files inside the folder. After that, simply open the text files and edit what you want and save. (Remember the file you edited, you will only need to copy that one.) Open the .bat file again and now choose the second option and select the language you want to import the files into. Now the program will create new edited files with the .NEW extension. After that, copy these files to another folder and edit them by removing the .new extension from the end, and you're done! You have your edited text file; you just need to create the folders normally, like any other mod, and place the new files inside. Summary: - Download the .bat file and REngine_msg_tool.exe - Open the "Message" folder inside the game directory - Place the files inside the folder where you want to extract the text - Open the .bat file, select the first option and the language - After extracting the files, open the text file and edit what you want - Save everything and open the .bat file again and select the second option and also the language. - Take the .NEW files you edited and create the mod folder exactly as it is originally (natives\STM\Chainsaw\Message\...) - Drop them inside the folder and remove the .NEW - Done, your text mod is finished! I'm sorry if the tutorial is confuse, you can watch the original video to help you understand how the text modding works! I will be updating the files for supporting others re engine games! Credits: TrainDozer (For the Tutorial and the base .bat File) GameVoice Studio (For the REngine msg tool)
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WORK IN PROGRESS There's a lot to write, so it's going to take a while. Decided to post this in the meantime because it has solutions to weird problems people may be stuck on. Changelog: - Finished explaining how to export as shapekey. - Updated and added some troubleshooting stuff. - Added important note about material limit in the MOD3 file. - Added step to make sure mesh is assigned to armature before exporting to FBX. - Corrected UV name from main_uv_layer to main_uv_texture - Added more troubleshooting explaining possible import/export and texture/UV problems. - Elaborated further on the texture stretching problem. - Added recommended tools section. - Added suggestion to combine textures and redo UVs to match, in order to counter model material limits. - Added some tips on vertex editing and how to use the 2d/3d cursor to control axis. - Added warning that the DOA5 tool "Keep Normals" may actually be breaking normals for MHW models. - Updated info about importer/exporter. CrazyT fixed the bug preventing the latest version from exporting. - Added some info on how to fix texture problems (checkerboard pattern, etc). Well, I was writing this and then some hotkey opened another browser window, I tried to close it and it closed this window too. Lost everything. So now I have to write it all over again. This time I'm going to write it in another program and paste it in here after. Possible: - Import new models, regardless of vert count. But there are some weird possible issues (see Troubleshooting below). - Reweight models. There's a problem with TransferWeights (see Troubleshooting below). - Import new textures of any size. All types of textures supported. - Edit and add new materials to the MRL3, based on existing shaders. Fur, glow, shine, skin, color customization, etc. - Limited physics editing. Not much is known about the physics formats. - Limited bone editing. Possible to repurpose unused bones, and change rotation/position for some bones. - Breakable parts, such as cutting tail. - Editing monster behavior and movesets. Hex seems to be doing this in his Hex World mod, although I haven't tried it myself. - Effect swapping and possibly editing (I don't know how much about it). - Sounds and BGM. Some sound files can't be edited, and most BGM are in a single large archive. Newly added BGM may be in separate files (ie. Behemoth theme). I also heard looping doesn't work properly. Not possible (currently, as far as I know): - Animation editing. - Adding more materials to the MOD3. Which means you have to make do with the number of materials in the MOD3 (you can redirect these in the MRL3). - New bones, new skeleton, etc. Note that bones don't have names, just numbers. - Cannot scale model/skeleton. But it is possible to change monster scale by editing the monster data elsewhere (ask Hex). - Cannot seem to raise skeleton to mimic high heels. I tried hacking up a skeleton in a hex editor, but couldn't figure out how. - Overriding how the game decides which parts to hide when equipping mantles, or each Palico equipment. Nobody has figured out where the game defines these. Not sure if possible: - Editing elements, weak points, etc. Hex would probably know. - Not sure what the limit is on bone influences. In general you should edit weights with "Auto-Normalize" on, and maybe use the Clean and Normalize All functions to fix weights. - Defining which color channel is customizable. I think there's a general file that does it, but that file likely gets updated on every update. There seems to be multiple types of skeletons. In NPCBS019 (Gathering Hub Girl swimsuit) the "movement" skeleton seems to have condensed data for each bone. Whereas usually each bone's rotation/position data are usually spread out over several lines. I've yet to figure this out. Recommended tools to use: Blender 2.79b (make sure you're using 2.79 for minimal incompatibility issues) https://www.blender.org/ CrazyT's import/export tool. Nexus link is here (some helpful info in the description): https://www.nexusmods.com/monsterhunterworld/mods/242 I recommend trying the latest version on Github: https://github.com/TheCrazyT/BlenderMhwModelImporter But if you seem to have problems no matter what, try this version: https://github.com/TheCrazyT/BlenderMhwModelImporter/tree/b3691996b35537ed03587ad7d951f709038c2c59 Yavne. You need this to fix weird shading, visible seams between combined model parts, etc. https://github.com/fedackb/yavne Dtk mnr's Blender 2.79 tools for DOA5LR: https://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod#mc91ipeghb8r6 Keep Vertex Normals. keeps vertex normals while editing. WARNING: may actually be breaking normals. Transfer Vertex Data. can transfer selected weights, but doesn't work well if the mesh is too different. You can use transfer weights and then "revert" some parts from a backup mesh, using Transfer Vertex Data. Vertex Groups Utilities. Haven't used this yet, but it's probably useful. Preparing the model: Deciding what model to use as a base: Body meshes (ie. not arms, legs or waist) usually include all bones used throughout the body, except maybe unique head bones (I haven't confirmed). Note that replacing head models with body models usually causes implosions. So it's safe to assume that you should use a head model as a base for headgear. If you intend to repurpose bones, you should probably think about replacing a body model that has lots of extra bones. The Handler models may be good for this (she has extra bones for the book, etc), but some don't have slinger bones (ie. causes crashes when entering combat areas). Also note that you can't add materials to the model, so you should pick a model that has at least the amount of materials that you want to use in the model. If you have to, you can combine textures into a single image, and then edit the UVs to match. Useful tips on vertex editing: - Before you edit anything, always double check to make sure you don't have extra verts selected that you don't want to select. - Highly recommend editing in orthogonal view (hit 5 on numpad) and then rotate or select camera angles with the other numpad keys. - I like to use proportional edit. In viewport, hit O to enable/disable it. When it's enabled and you try to move/rotate/scale, a white circle will be visible. Scale this with mouse scroll wheel. Default curve setting seems good. - For easier modeling disable parts. Position cursor on vertex and use L to select that part, shift+L to deselect. Or select a vert and hit ctrl+L to select the connected part. Hide with H, unhide with alt+H. - You can save selections as vertex groups for easy reference, but don't forget to remove them before export. Tips on using the 3d/2d cursor: When editing, the axis is pretty important. Bounding box = center of current selection. 3d cursor = customizable axis. In viewport, hit N to bring up a toolbar that has a section where you can customize the cursor position. Example of how to use 3d cursor: to lengthen ponytail, position 3d cursor near the base of the ponytail, and you can simply stretch the ponytail outwards from that point. 2d cursor on UV mapping example: when combining textures, set the 2d cursor Y pos to the top of the texture (the number depends on the texture res), select all UVs, hit S to scale, then Y (limit to Y axis), 0.5. This will halve the Y scale of the UVs to the upper half. If you want to scale to the bottom half, leave the 2d cursor on Y position of 0. Combining mesh: How to snap verts. How to snap objects. Combining textures and editing UVs to match: Preparing UV islands: Refer to Ezekial's tutorial for the time being. Fixing smoothness, hard edges and seams: Yavne. https://github.com/fedackb/yavne Inserting the model into an existing MOD3: Note that if you do not recalculate normals when exporting MOD3, they will use the existing normals in the original file. You can use this to your advantage. For example, if you've got the normals looking right and you want to apply a shapekey without changing the normals. you can import the completed normals as its own MOD3 (thus keeping the reference data of the completed normals) and then export the applied shapekey version without recalculating. It'll use the existing normals from the reference of the completed normals MOD3 that you made. Weighting: Two ways to do the weighting. Either make your own/have a weighted model prepared, or tranfer weights from a similar model and then clean them up. If you have a prepared model, you'll have to redo/rename the weights/bone groups so that they match the model you're importing over. Applying shape keys: This is useful for making different proportion versions and "morphing" between them to make variations. Vertex count must match. Also, shapekeys can change the normals so you'll need to adjust the normals after applying shape keys. Here's how to do this: 1. Open two Blender windows. One with the original, one with the shapekey target. 2. Rename the target object names so that they won't clash. I like to use names like "a", "b", "c". Delete the armature or else that'll be copied along with it. 3. Make sure cursor is on the viewport, select the objects you want to copy and hit ctrl+C. Then go to the other Blender window, mouse on viewport again, and hit ctrl+V. 4. For each model you want to add shapes to, first select the target, then the model you want to attach the shapekey to. 5. Go to object data (triangle with vertexes icon on the right) and under Shape Keys click the down arrow and select Join as Shapes. Note that if you export with the shape as 1 it won't actually export with that shape. There's a way around this. 1. Set the shapekeys to look the way you want. Then go to the same object data, Shape Keys, and click the down arrow and select New Shape from Mix. 2. Set this New Shape from Mix to 1. 3. Delete the other shapes from top down (ie. from basis to the new shape) then delete the new shape. 4. The default shape will now be the combined shapekey version. If you want to make morphs that are under 0 or above 1, left click the shapekey name, and an extra section will appear underneath that lets you change the number limits for that mesh. This is useful for if you want to reverse or multiply the effects of a shapekey. Troubleshooting: Textures aren't appearing, texture changes aren't exporting: You must import the original MOD3 with textures. How do I know which bone is which? Scroll through the original model to see which bone groups affect what. You can also try selecting verts and hit N to display the toolbar that shows which bones affect that vert. Note that the bones aren't set up exactly how they work or appear in-game, so even if you find bones by clicking on them visually, they not be that bone. That's why the group weight method is more reliable. Can't export: Make sure all objects/LOD mesh are visible. Make sure you have an object selected (nothing selected will refuse to export) and are in object mode. You may need to make sure each model has an armature modifier (not applied) that points to the MainArmature. I think objects with names that don't match any LOD mesh are ignored. Make sure you don't have any shape keys remaining on the objects, as they may cause issues. Texture is obviously stretched across the model: See fixing seams. Basically, MHW uses one of those engines where the seams of looping UV islands need to be separate vertexes (ie. you can't have separate seams on a single vertex). Otherwise the engine thinks those UV seams are joined, which results in the stretching problem (because your UVs will be forced to connect and drag across islands). There's a way to split the seams (explained in Ezekial's tutorial, I'll cover it myself later). Textures are totally messed up or missing: Make sure you rename the "UV Maps" for the imported objects to "main_uv_texture". Textures are a checkerboard/boxed pattern: That means the MRL3 file is corrupt, broken or missing. You need to use the same MRL3 as the MOD3 you last imported into the scene (it uses the last imported MOD3 as reference data). The reason for this is that MOD3s refer to materials with some kind of hash ID, and if it can't find that in the MRL3, it won't be able to find the materials. The same checkerboard pattern appears if you edit the MRL3 incorrectly and it can't find data inside it. In other words, if it can't find the material it's supposed to. Textures look flat, or custom color affects the entire texture when it shouldn't: The MRL3 can't find the texture files. If it can't find the CMM texture, changing color affects the entire texture. Same goes for if it can't find the EMM file, the entire model glows. Can't see the UVs at all: You have to import the mod3 with textures, or else you can't see or import/export UVs. Error when importing with textures: To import with textures you have to make sure the Scarlet folder is installed along with the import/export tool stuff. If you got the import/export tool via Github (latest version) it doesn't include the files in Scarlet. You have to download them manually (there's a link somewhere on the import/export tool Github) or use the files from the Nexus release (which may not be the latest version). Can't export, base 0 error. This happens with some of the 1.4 versions of the model import export tool, when importing new meshes. The problem has been fixed in the latest version of 1.4. Can't export, -1 error. This may occur if you've edited the mesh in Blender and scaled UVs or mesh -1, or flipped normals. Haven't isolated or figured it out exactly, but the solution is to avoid editing in Blender as much as possible. Unless you know Blender really well (I don't). I've had a situations where I could not restore a mesh after getting the -1 error and had to redo those changes. Import/export tool doesn't seem to be functioning as others use it, can't combine meshes or go over vert count, etc: Make sure you're using the latest version on either Nexus or Github. Sometimes the Github version may have errors (the latest version seems to have problems combining models). You also have to make sure you replace all instances of the import/export tool (I had two, one in the Blender folder and one in my MHW mod work folder, and apparently the latter was still being referred to and was outdated, which was why I was having problems importing models and going over vert count). Model works in some places but crashes in others: Apparently this can be if you're referring to bone groups that don't exist in the skeleton, especially 255 (FF). With the Lion King mod, it worked in the Lunastra cutscene, but for some reason would crash in Teo's cutscene. I never figured out why. It had something to do with my cutting parts of the model and mirroring them via scale, or the way I cut the tail. When I redid those changes, I used "Mirror" instead and that seemed to work, but I still had to flip the mirrored mesh's normals, using Yavne. Model polygons glitch and stretch horribly: Occurs when replacing some LOD meshes, or TransferWeights is being ignored Weight changes are being ignored (especially TransferWeights): 1. Delete the parts you're not using (ie. original model parts that you aren't changing) and export as FBX (default settings). 2. Make sure the mesh parts are attached to the armature (or else skeleton+weights won't export), and export as FBX (default settings). 3. Reimport the FBX. Delete the armature. This will unparent the meshes under it. 4. Reimport the model you're replacing on top. Make sure you untick "clear scene". 5. Replace the LOD mesh as you did before. Weight should now be updated.
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1-28-2020 I am now officially back and will be answering any questions myself, THANK YOU VERY MUCH to Dubiousintent for monitoring my guide threads while i was gone. If you use this information all I ask in return is a simple thank you post :smile: I can usually be found in the chat room on a daily basis 1-24-17 - I have used the info in this guide to set up and test my own load order with Fallout 4 and I am glad to report too all of you that this guide WILL work :D READ! Read the description pages for each mod. Read the install instructions for each mod or utility. Read the Fallout 4 owners manual. No one was ever hurt by just reading. WINDOWS 10 USERS - I "HIGHLY" suggest using this to bypass the problem of crashing or lockups and having to restart your computer - https://www.nexusmods.com/fallout3/mods/23188 - I tried it with Fallout New Vegas and it works, I love it! This guide will NOT work for any unofficial version of Fallout 4. BEFORE YOU DO ANYTHING ELSE WITH THIS GUIDE GO INTO STEAM AND TURN OFF CLOUD. WHEN YOU EDIT THE INI'S IF CLOUD IS STILL ENABLED IT WILL GO BACK BEHIND YOU AND RESTORE THOSE EDITED INI'S 1) You need to run LOOT, Wrye Flash and FO4Edit, in that order. Loot is not 100% and if that is all you're using you're going to have many problems as you progress through your play through, BOSS is no longer being supported and thus is out of date with newer mods. With many mods loaded, you should be using 2 other programs, Wrye Flash and FO4Edit. Sort the plugins with loot then click apply LOOT = load order Wrye Flash = verification of load order and primary and secondary file load FO4Edit = verification of primary and secondary file load 2) Wrye Flash 2.1) When you run Wrye Flash if any checkmarks are not green, those mods are causing problems in your game, you make them turn green by dragging them up or down in your load order in wrye flash till they do turn green. 2.2) You HAVE to have either a merged patch or bashed patch file, once again Wrye Flash is your friend because it will automatically make you a bashed patch file when it loads your mods. A bashed patch file makes all your weapon and armor and other mods play nice together, it also keeps track of leveled lists in the game and makes them work better together also. 2.3) One other thing, make sure you enable ( check mark ) the bashed patch Wrye Flash makes, then right click it and choose rebuild patch as the one Wrye Flash makes is empty, which should always be last in your load order unless you're using an ENB, SUM, ASIS, or the Reproccer. 2.4) Make sure you go through both lists on the left and right panes of the window and make sure each entry that has a listing also has a check mark for the box next to it. Rebuilding the bashed patch is not going to help you if EVERYTHING is not included. 2.5) Concerning what the red, orange, and green check marks mean in Wrye Flash. A) Red means a missing master file - basically a guaranteed CTD on startup. B) Orange means that some ESP has requested its master files in an order that is different to the the order that you currently have them in. Orange mods are arguably more dangerous, because you won't necessarily get an immediate CTD every time, so you may be lulled into a false sense of security, whereas in reality you have an unstable load order. Clicking on the orange/red mods will show you what masters they have, and what order they want them in. From here on in, it becomes like a puzzle: you need to manually drag and drop the various masters in your load order until their order is harmonious ( IE:. you've managed to provide the desired order of master files for every single ESP in your list simultaneously ) and all of your oranges have disappeared. C) Green means you are good to go for that mod D) If it's not possible to eliminate all orange mods, you may need to do one of the following: Manually download and manually install the mod - sometimes they are corrupted, this has worked for other people in the past that I have helped one-on-oneDitch one or two mods / patches - last resortSort the master files for the orange mod in FO4Edit - see appendix 1Appendix 1 - open WRYE find an orange mod load in FO4Edit only that mod and FO4Edit will load the rest ( best to do one at a time ) then right click the orange mod and pick sort masters then close and save Your original game files should ALWAYS be kept in this order, NO EXCEPTIONS, below Any mod that changes the order needs to be fixed using Appendix 1 and Xedit. DO NOT USE A MERGED PATCH, USE A BASHED PATCH INSTEAD ************************************************************************************************* WARNING - As of 8-11-2017 From alt3rn1ty - author of the Wrye Bash Pictorial Guide Wrye Bashes Bashed Patch can import a lot of records for the old Oblivion game, but for newer games like Fallout the patchers all need to recognise the newer games records to be able to increase it capability .. But they need to be developed first (Wrye Bash for newer games is a work in progress) - Because of this people are impatient to get a solution to importing more record types so falsely believe using xEdits Merged Patch aswell as a Bashed Patch solves the situation : It does not, if anything it makes things worse and random. AND Sharlikran - contributor to Wrye Bash Gromulous aside from the quote from Alt3rn1ty, you might also want to mention what I said in my other post abut how Elminster originally made it for FO3 and FNV because there was no Wrye Flash for those games until Valda released his versions. The other thing that makes what Alt3rn1ty mentioned correct is because they don't patch all the records. Wrye Bash (with the proper record definitions and patchers) can patch all the records that make sense to patch. There are a few exceptions that you would never touch like the NavMeshes. You could also add that it's inadequate because xEdit only looks at 10 records, 'LVLI', 'LVLC', 'LVLN', 'LVSP', 'CONT', 'FACT', 'RACE', 'FLST', 'CREA', 'NPC_'. Records like CREA are not in Skyrim, so if the record doesn't apply to the game, it's not used. ************************************************************************************************* #1 rule - NEVER delete a mod once you install it unless you are making a new character - N E V E R !!! 3) FO4EDIT is used to do 2 things, (A) verify that your load order is not missing any files that your mods need and (B) verify that no primary files are being loaded after secondary files. When you run FO4EDIT it will throw up an error box and the error will be displayed at the bottom of the right pane / panel. All you have to do is read what it says and it will tell you exactly how to fix the problem in Wrye Flash. Yes, you can open Wrye Flash while FO4EDIT is open so you don't even have to write down what the error is :smile: Please remember that while LOOT is a great program it is NOT 100 % Let me know if you need any more help :smile: Additional info that may be of use for some people below: 1) MotoSxorpio - If you have removed a plugin or changed load order, a reference ID for objects being missing could cause CTD. 2) Oubliette - Error checking mod combos isn't impossible it's just a pain to do and no one wants to do it for anyone but themselves - which answers your other question. The following is standard trouble shooting for mod issues not pinned to a single mod (this is why you test every single mod in your install as you go, individually and with all your other mods - to pinpoint problems at the mod from the very beginning). First - have you verified your game files through steam and updated to the latest patch? Second - uncheck all your mods, start a new game, save after the chargen. This will be your 'tester save.' Do Not Overwrite or Delete this save. Third - Enable five mods. Four - Go into game with your tester save. Run from one end of the game world to the other. Go into a few cities. Interact with a few things that are mod related. See if anything crashes. Five - No sign of problems? Repeat 3-5. It crashed or something's not right? Go to step 6. Six - something crashed? uncheck one of the five mods then go back to your tester save, repeat step 4. Continue until you have found and fixed your error. LOOT - http://www.nexusmods.com/skyrimspecialedition/mods/1918/? Wrye Flash - http://www.nexusmods.com/fallout4/mods/20032/? You can also use this - http://www.nexusmods.com/fallout4/mods/495/? FO4edit - http://www.nexusmods.com/fallout4/mods/2737 ONE OTHER IMPORTANT FILE YOU WILL NEED IF YOU ARE GOING TO USE MODS IS THE FALLOUT 4 SCRIPT EXTENDER LOCATED HERE - http://f4se.silverlock.org/ My other guides: My Skyrim guide - http://forums.nexusm...ide-to-modding/ My Fallout 3 guide - http://forums.nexusmods.com/index.php?/topic/2247384-fallout-3-beginners-guide-to-modding/ My Fallout New Vegas guide - http://forums.nexusm...ide-to-modding/
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You can now make your own animations without 3dsMax! Here's a link: https://www.nexusmods.com/fallout4/mods/82537 You should find anything you need there, and if you have any questions, don't hesitate to ask.
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Drunken gnome locations Uncle Fester - Black Mountain - Exterior, inside large overturned satellite dish Last Call - Blue Paradise Rentals - Exterior, behind rock ridge behind cabins, south from two graves The Lone Ranger - Bonnie Springs - Exterior, ruined building to left of Far-Go traders, SE corner Private Ryan - Boulder City - Exterior, inner ruins, in rubble behind "Bakery" sign near Khan hideout Corporal Punishment - Camp Forlorn Hope - Exterior, cliff edge near outer graveyard with pile of bodies Mr. Robinson - Camp Golf - Exterior, sandbagged observation point overlooking pipeline Fire Marshall Bill - Camp Searchlight - Exterior, in ruined shed behind fire station Ralph - Crescent Canyon East - Interior, boxcar above the canyon Gomer - El Dorado Gas - Exterior, between silver LP gas tank and building P.B.R - Freeside - Exterior, in shell of ruined bus Happy Hour - Goodsprings - Exterior, behind gas station Larry the Lush - Great Kahn Encampment - Exterior, empty dump bucket between truck and steam shovel in quarry Otis - Gypsum Train Yard - Exterior, between dumpster and wall of abandoned building (beware deathclaws) Johnny Reb - Horrowitz Farmstead - Exterior, inside toppled grain silo Minor League - NCR Correctional Facility - Exterior, Inside northern guard tower overlooking parking lot Floyd - NCR Sharecropper Farms - Interior, greenhouse, under plant tables by 2 buckets Billy the Boomer - Nellis Air Force Base - Exterior, on control tower roof Officer Friendly - Nevada Highway Patrol - Exterior, in bushes near ruined police cruiser (see fix notes if gnome can't be picked up) Willy the Wino - Nipton Road Pitstop - Exterior, in desert at foot of honey mequite tree near wrecked airliner Major Tom - Old Nuclear Test Site - Exterior, in bushes near hilltop observation post (several sets of authority glasses here) Whiskey Dick - Primm - Exterior, top of highest arch of roller coaster Ranger Rick - Ranger Station Charlie - Exterior, in bushes between fence and double-stacked long RVs near entrance Genghis - Red Rock Drug Lab - Exterior, inside small ruined camper, 2nd (middle) of three Colonel Klink - Remnants Bunker - Exterior, topmost cliffs left of bunker entrance Party Time - REPCONN Test Site - Exterior, in rubble-choked pit to immediate left when facing front entrance to test site building Sergeant Schlitz - Samson Rock Crushing Plant - Exterior, 2nd floor of central boarded up building, via stairs Joe Twelve Pack - Searchlight N. Mine - Exterior, on cliffs above and to left when facing mine entrance Tonto - South Vegas - Exterior, top floor of ruined barn at Ant Mound map marker Festus - Sunset Sarsaparilla HQ - Exterior, in farthest part of Sunset trailer, behind crates Boozo the Clown - Vault 3 - Exterior, in sign graveyard behind Zapp's Neon signs *fix notes - if a gnome can't be picked up, open the console, click the gnome, type "gbo" and hit enter to get the base ID of the gnome, then type "player.additem (base ID) 1" This info was copied from a forum a was a huge pain in the a×× to find. I'm putting it here for others to more easily find.
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Hi guys, I'm a C# programmer and I've had one or two ideas that I've seen that nobody had... So, since I couldn't find those mods I decided to do my own mod, but the problems is I don't know even how to start, so if you guys can help figure out how to start, or how to avoid common mistaskes, or... whatever, I really appreciate Anything, really... Thanks in advance
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Is there a good tutorial/guide on these 2 mods? What do they do? How do you use them? I know you can merge mods or something like that, but that's about it. I tried searching for a tutorial on YouTube however almost all of them are a couple of years old so they're outdated, or don't use Vortex as a mod manager. Any help is appreciated
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Are there any guides somewhere for correctly installing the Skyrim Guild mods? And can it be done with Vortex or any other mod organizer, or do you HAVE to do it manually? Also what exactly is the difference between MCO and SkySA? Because everyone seems to be using MCO these days but when looking over the installation process and endless list of requirements that then have requirements which have requirements I can't imagine what would be worth that headache.
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Hello, firstly I want to say that my computer is good enough to run 4k textures and that I can run Oblivion with 4k textures just fine with the help of EGL. But when it comes to New Vegas, I can't, I was able to with ENB Boost and some other things but they are all outdated and i had black textures problems instead. I know it is not my mod load order because i moved the textures folder away and it didn't crashed while not having the textures on the data folder. I create a new character, i spawn inside Doc house, everything is good until i leave his house, it crashes right away. If i use the coc command to Megaton, game runs fine until i leave Megaton. So my problem seems to be that the game is running out of memory. I have xnvse, the 4gb patcher, anti crash, tick fix, etc... I have followed the Viva guide but it is not enough. EGL for New Vegas doesn't seems to do much actually. So I simply want to ask if someone has a good and recent guide that can help me with this specific problem. The help would truly be appreciated. Thanks.
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I want to change a book guide to a certain city. Should I create a new item and replace all existing copies of bk_guide_to_city or should I rewrite the original item (bk_guide_to_city). From what I understand it is not a good idea to change to vanilla dialogue etc. or will that not matter for this guide?
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-- WIP - due to cloudflare.... IGNORE! Without beeing able to show added images, I wont continue. Probably once I figured how to actualy show images that were added to the post. Until then, I'm just annoyed / upset. --------------------------------------------------- Hello everyone This is just a quick guide on how to set up the Vortex mod manager by NexusMods. Please note that this guide is based on my hardware setup and according to my preferences which I recomend for the use with Collections. First notes: Vortex works best if it is located on the same disk as your games are - for me, that is drive E: So, with Vortex beeing installed on E: (any drive that is NOT C:\), I do recomend to download the Vortex (custom install location), however if you do have a hughe drive C:, where all your games are installed, going for the default application (Vortex) in which case you can keep all default values, and jump directly to the Set Up section, while ignoring the path changes. The Custom Install Location installation, keeps Vortex working even when you have to reinstall Windows (though there is one step required, taking care of that later), while Vortex updates itself (restart) whenever required. Download it here: Link Preparation: So, lets prepare/create some folders: E:\VortexE:\Vortex\-ManagerE:\Vortex\-Tools Installation: Now install Vortex into the directory: E:\Vortex\-Manager Set Up: Before we add any games to Vortex, we should set up some basic things. First we need to decide wether we use Per-User or Shared, as this completly resets Vortex. If you are the only person using this computer, it does not matter at all, but if you share this computer, it is highly recomend to select "Per User". If you changed the mode, you will need to restart Vortex now. We need to enable Profiles: Set the mod staging dir to: "E:\Vortex\Games\{game}\Stage", this will collect all game-data under the directory, "Games". We can keep the download directory quite simple: E:\Vortex\Downloads You can now customize the appearance to your liking in the "Theme" tab.
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I want to swap the actor meshes/texture for Ralof and Ragnar because I always really liked him and just wanted to add a personal touch since there aren't many mods to replace him and I think he plays an immersive and important role in the game, I was wondering if someone could recommend a guide or make the change themselves if you think its a good idea too and upload it under the name "Ralof Lodbrook" thanks!! Here is the link to the mod Ragnar Lothbrok-the Viking-Male standalone follower at Skyrim Nexus - Mods and Community (nexusmods.com)
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You can find the plugin needed to get the launch options by downloading frosty version 1.0.6.2,extracting it, open the plugin file in frosty mod manager which is where you'll see LaunchPlatformPlugin, move this plugin to the newest frosty mod manager, in the plugin file. I also recommend getting frostyfix. After that go to the frosty mod manager settings and you'll see launch options. With frosty fix go to settings and you'll see a few options. Also I suggest getting datapathfix as well,it goes into the plugin folder too. Frosty fix settings: Frosty installation is for where you choose the path to your mod manager Custom Game is where you choose the path to your game exe I hope this helps if you haven't found a solution:) Links: https://github.com/Dyvinia/DatapathFixPlugin https://github.com/Dyvinia/FrostyFix/releases/tag/v5.3.0 Version with launch plugin: https://github.com/CadeEvs/FrostyToolsuite/releases/tag/v1.0.6.2 Newest version: https://github.com/CadeEvs/FrostyToolsuite/releases/tag/v1.0.6.3
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waddup my fellow 2077 homies :cool: If you have a .archive mod - you can open it up and edit it to perfect your Cyberpunk experience! Here is how to tweak, edit, personalize any .archive mod you download: Basically, WolvenKit extracts files into a project folder so you can work on them. Then you re-package into a new .archive to apply to the game when finished download WolvenKit, it should set itself up easily + find your game directory no problemocreate a NEW PROJECT - place it wherever TOP - VIEW tab can re-open/ close sections, + you can drag/ snap sections togetherclick on "Asset Browser" window in the main work area (to focus the section)click on "Toggle Mod Asset Browser" at the TOPselect any main mod .archive folderclick on upper left checkbox (a.k.a. select all) inside the windowclick on "Add Selected Item(s) to Project" at the topnow you can freely browse whatever stuff the original .archive mod is changing (inside the main "Project Explorer" window)click or double-click on files to viewexplore, tweak, edit, delete whatever you wantwhen you think you are done... click on "Pack Project" at the TOP - it will automatically create a new .archive mod file inside your 2077->Mod folderdelete + backup the original .archive mod before running the game ( ^ you just made a new one to replace it)keep or delete project folder------------------------------------------------------------------------------------------- Enjoy personalizing any mod you like & have a splendid time in Cyberpunk!
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I have been trying on and off for months to catch the bonnethead shark as I need it for a fishing quest for Willy, but I never seem to get it. I have heard it is found on Ginger Island at Pirates Cove but I have fished in countless locations across Ginger Island but never seem to find it. Can someone who has caught one please give me some advice please such as what was the season and time you got it? Does it need to be raining or not? and if possible post a screenshot of where you were so I know I'm definitely looking in the right area. I'd really be super grateful for any help with this as it's been bugging me for ages! Thank you in advance :)
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Updated at 17 November 2024 This is a simple guide on how to set up The Witcher 3 Mod Manager and Script Merger on your Steam Deck running SteamOS. Enter desktop mode and let's get started. Protontricks Install Protontricks from Discover store. It is a wrapper script that allows you to easily run Windows executables and Winetricks commands for Steam Play/Proton games. We will use it to run Mod Manager and Script Merger. Mod Manager and Script Merger will ask for you to locate your game installation folder. Based on your installation, your game directory should appear in; Internal storage: "Z:/home/deck/.steam/steam/steamapps/common" SD card: "E:/steamapps/common" If your game is installed in internal storage, you need to enable hidden files using Protontricks. Open "Protontricks > Select the default wineprefix > Run winecfg > Drives" and check "Show dot files" box. Script Merger I suggest using the New Script Merger by Phaz42 as it has bunch of useful features that makes the process much easier if you're dealing with large number of mods. But you can also use the Original Script Merger. Original script merger should work right away when you run it with protontricks. But the new one requires some extra steps, which are explained in 'Steam Deck' section of the mod's description. Mod Manager Download Mod Manager, extract to folder, run the executable with Protontricks app and select The Witcher 3 from the game list. This will make it run on TW3's wineprefix. It should ask for "witcher3.exe" location, select "bin/x64/witcher3.exe" or "bin/x64_dx12/witcher3.exe" inside your game installation. Also locate your Script Merger executable from top menu: "Settings > Configure Settings > Change Script Merger Path". You're ready to go, start installing your mods! Here's a mod I recommend to replace Steam Controller input hints with Xbox hints: Steam normally forces Steam Controller icons on the game UI for the deck, you can replace them with Xbox or PlayStation icons using this mod.
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