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Hi, I’m Krystin — Kry — YourHonorTheyNeededToSuffer. Nothing is built yet. This is the plan. I’m making an expansion-scale crossover that feels like it grew out of Pelican Town’s soil: a hero college on the edge of town, cozy first, feral second, fully playable. What this is Stardust Institute adds a living campus to Stardew Valley. Twelve romanceable, college‑aged Class 1‑A students. Five teachers. Four roaming villains who cause trouble without wrecking saves. The Farmer stays quirkless. Power comes from Titles — Hero, Villain, Civilian — and from support gear you earn by doing things, not by breaking balance. Day loops stay Stardew. Nights get weird. Why I’m serious I’m self‑taught and proud of it. I’ve coded for years. I built ArchiveMate, a 24,854‑line Discord bot, by hand. It parses AO3 links, generates embeds, stores searchable metadata, and keeps multi‑server fandom spaces sane. It’s my magnum opus so far. I write longform on AO3: ~2,937,611 words, 51,305 hits, 1,951 kudos, 1,167 bookmarks, 524 comment threads, 108 user subs, 271 work subs. I run Smash Reads: Explosive Book Club and DM UA Next Gen, a home‑brewed D&D campaign with custom Roll20 sheets and assets I built myself. I’ve been learning pixel art, sprite work, and animation for two weeks and I’m obsessed. I finish what I start. The vibe (you can hear Bakugou yelling already) Cozy mornings. Parsnips. Class at noon. Hawks heckles you from a balcony. Evening training. Open‑mic nights with Jirō. Late‑night mines run where a villain pops a dramatic monologue and then drops a reward chest because this is Pelican Town and we clean up after ourselves. Plus Ultra, but wholesome. The plan This is the build path. No hand‑waving. We ship in clean slices. Tech stack • Stardew 1.6 / SMAPI 4.x as the base. • Content Patcher for data and maps. • Json Assets for rings, hats, boots, and props. • SpaceCore as a shared lib. • GMCM for toggles and options. • Expanded Preconditions Utility for event gating. • Mail Framework Mod for letters and rewards. • Farm Type Manager for night/mines encounters that don’t break maps. • Tiled for map authoring. CP patches inject everything. Use 1.6 native shop data. Repo layout /StardustInstitute /[SMAPI]StardustInstitute.Core — C# mod: title system, CP tokens, hooks, GMCM /[CP]StardustInstitute.Base — campus maps, warps, base shops, map patches /[CP]StardustInstitute.Events — events, Special Orders, festival injections /[JA]StardustInstitute.Items — JA items and gear /[MFM]StardustInstitute.Mail — letters and rewards /[CP]Stardust_NPC_ — one pack per NPC: dialogue, schedules, portraits, sprites /_art — portrait and sprite specs, palettes, style bible Content specs • Portraits: 64×64, vanilla‑friendly palette, 8–12 emotions to start. • Sprites: 16×32, light walk frames, seasonal outfits later. • Hagakure: invisible world sprite gag with shoes/scarf hints; normal portraits. • Dialogue cadence: seasonals, festivals, marriage, schedule lines. • Heart events: 2, 4, 6, 8, 10 hearts. Confession at 10 with item unlock. • Titles token: {{Stardust.Title}} and helpers like {{Stardust.IsHero}}, {{Stardust.IsVillain}}. • Title flips via Special Orders, choices, and tiny prank chains. • Shops and scenes shift with Title and hearts. Quirks — design, balance, and implementation (the real plan) Philosophy: quirks are flavorful constraints and small powers, not save‑breaking abilities. Canon students get canon‑coded quirks; townies get "everyday" micro‑quirks (cute, safe, loreful). The Farmer stays quirkless to keep the story grounded and the code sane—your power fantasy is Titles + support gear. How quirks show up in gameplay • Buffs: We use Stardew’s native Buff system (1.6) for timed, stack‑safe bonuses. Think +1 Speed for 5m, +Luck at night, tiny Defense when raining. No custom VFX engines. • Support gear: Quirk‑adjacent rings/boots/hats via Json Assets. Gear grants small stats or conditional procs; earned through events or Special Orders. • Events & gags: Short CP/Events scenes that demonstrate the quirk (e.g., Kaminari frying a lamppost; Todoroki’s cold side frosting a puddle tile art). Purely cosmetic map tiles swap in/out with CP tokens. Implementation stack • Data: Each NPC gets quirkId, quirkTags (e.g., elemental, support, mobility), and a list of buff recipes { when, duration, effect }. • Tokens: Core exposes {{Stardust.QuirkActive:<Name>}}, {{Stardust.TimeOfDay}}, and reads weather/season to let CP branch dialogue and tiles. • Triggers: – Dialogue triggers (keyword choices), – Event steps (successful prompt → grant timed buff), – FTM encounter hooks (night/mine nodes give a short quirk demo + reward). • Safety: Buff magnitudes are Stardew‑small; most < +2. Durations short (2–10 in‑game minutes). Hard caps prevent stacking exploits. Townie micro‑quirks (examples) • Evelyn – Green Thumb: watering flowers in view grants the player a tiny +Luck for 3m (flavor only). • Clint – Warm Hands: near Clint at the furnace in winter → brief +1 Mining. • Gus – Hospitality: eating at Saloon grants a mild +Energy regen for the walk home. (These are map- or schedule‑conditioned, not global.) Canon student quirks (MVP behavior) • Bakugou – Explosion: training event → short Adrenaline buff (+Atk/+Knockback); gear = Blast Gauntlets ring. • Midoriya – Analysis: after battle talk → Insight buff (+Luck/+Defense); gear = Analysis Notebook hat. • Todoroki – Half‑Cold Half‑Hot: weather‑aware micro‑shifts: hot days → slight -Energy drain; cold days → slight +Defense; gear band toggles the edge cases. • Kaminari – Electrification: night mine node → Overcharge (+Glow/+Magnetism) with optional funny "brain‑fog" cosmetic debuff on overuse. • Iida – Engine: dash emote at 10h event; boots grant +Speed within safe bounds. • Jirō – Earphone Jack: evening Resonance buff at jams (+Luck/+Speed); gear = Amp Wristband. Player Titles interplay Titles modify thresholds and text, not raw quirk power. Example: Hero title unlocks extra training scenes; Villain title unlocks mischief chains; Civilian title keeps cozy routes. Shops and mail rotate stock with Title. Balance & accessibility GMCM sliders: Quirk Intensity (Off / Light / Standard), Encounter Frequency, Visual FX (On/Off). Defaults are Light + Friendly. All effects are reversible and time‑limited. Save safety first. Performance rules No per‑tick scanning. We hang buffs on event steps, dialogue choices, daily start/end hooks, and FTM triggers. Tile swaps are CP‑token gated and unload when off‑screen. Profiling happens every milestone. • Portraits: 64×64, vanilla‑friendly palette, 8–12 emotions to start. • Sprites: 16×32, light walk frames, seasonal outfits later. • Hagakure: invisible world sprite gag with shoes/scarf hints; normal portraits. • Dialogue cadence: seasonals, festivals, marriage, schedule lines. • Heart events: 2, 4, 6, 8, 10 hearts. Confession at 10 with item unlock. • Titles token: {{Stardust.Title}} and helpers like {{Stardust.IsHero}}, {{Stardust.IsVillain}}. • Title flips via Special Orders, choices, and tiny prank chains. • Shops and scenes shift with Title and hearts. Roster Students: Bakugou, Midoriya, Todoroki, Kaminari, Iida, Tokoyami, Ashido, Uraraka, Yaoyorozu, Hagakure, Kyōka Jirō, plus one more slot held for balance testing that locks to Jirō for v0.1. Teachers: Aizawa, Present Mic, Toshinori, Nezu, Hawks. Roamers: Tomura, Himiko, Dabi, All For One. Gear mapping (MVP feel) • Bakugou — Blast Gauntlets ring: small Atk/Knockback, short Adrenaline buff from training. • Midoriya — Analysis Notebook hat: Luck/Defense bump, flavor popups for enemy hints. • Todoroki — Thermoregulator band: tiny stat shifts on hot/cold days. • Kaminari — Overcharge clip: Glow/Magnet, cosmetic brain‑fog if stacked too high. • Iida — Engine greaves: Speed bump, dash emote cutscene at 10h. • Tokoyami — Shadow cloak: Defense at night. • Ashido — Acid‑proof gloves: faster mining. • Uraraka — Weightless charm: lower stamina drain. • Yaoyorozu — Creator’s satchel: occasional bonus craft yield via mail perk. • Hagakure — Surprise sash: stealthy interaction gags. • Jirō — Amp wristband: small magnetism and an evening Resonance buff. Map placement Campus entrance sits on the Pelican edge for v0.1 to keep dependencies low. Later, GMCM can move the entrance near East Scarp or Ridgeside. Interiors ship minimal first, expand with milestones. Event philosophy Short, flavorful, safe. Events respect day flow and save integrity. Nothing permanent gets bricked. Villain encounters arrive via FTM in specific spots at night or deep in mines and end with a neat bow and a lootbox because this town recycles drama. Milestones M0 — Skeleton • Create repo. • Implement Core tokens and GMCM. • Campus shell in Tiled. • Pelican warp and base shop with 1.6 shop data. • Items pack with two rings and one hat. M1 — Vertical slice: Bakugou • Portrait set and sprite. • Spring schedule, base dialogue. • 2h and 4h events. • Special Order unlocks Blast Gauntlets. • Festival flavor lines. • QA: pathing, token sanity, Title flip. M2 — Template + Midoriya • Clone NPC pack template. • Add one teacher with minimal route. • First villain encounter in mines. M3 — Jirō + Systems polish • Jirō full pass with music nights. • Resonance buff wiring. • Campus commons polish. M4 — Roster and festivals • Expand remaining students. • Add more Special Orders and festival routes. M5 — Entrances + compat • GMCM entrance toggles. • Light compat passes for popular location mods. QA and packaging Test clean on a fresh save with only deps. Zip packs independently. README covers load order and deps. Include GMCM screenshots and a troubleshooting section that tells players how to post SMAPI logs without crying. What I want Collaborators. Pixel artists. Portrait painters. Writers who live for banter and event beats. SMAPI/CP/JA coders. Playtesters who like breaking things kindly and writing good repro steps. Modders who want to learn together. This project is big and absolutely doable if we move in slices. Open questions I want to solve together How far can we push event density without stutter. Where Titles should influence festivals. How many romance arcs ship in v0.1 without drowning. Best visual balance between MHA style and Stardew tone. Whether villains get relationship meters or stay as encounter flags. The heart‑event cadence that feels right inside a Stardew day. Final yell I love Stardew. I love MHA. I want Bakugou yelling about watering schedules while Haley pretends not to hear him. I want Jirō running open‑mic nights at the Saloon. I want the mines to sparkle with villain drama that ends with a tidy chest and a polite “good night.” I want a crossover that plays like it belongs here. If this makes your brain light up, come build it with me. I’ll bring the code and the spreadsheets. You bring your weird, your art, your words, your tests. We’ll make Pelican Town go Plus Ultra and still be home when the day ends. — Krystin / Kry / YourHonorTheyNeededToSuffer
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- smapi
- content patcher
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I finally got my map changes to load, but now I can't get the warp to work. The map alteration is on the backwoods map and adds a path that goes off to the west. The path is supposed to lead to a new location, but walking to the edge of the map doesn't initiate a warp. The character just keeps walking and disappears out of bounds. Using Tiled to build a map, is it better to have the warps built into the map itself or should there be separate code in the content file. Also, what would be the format for each? I used the warp>string>"x y destination x y" format, but I'm not sure if that's correct.
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I am requesting for some mods like my ideas to be made because I simply do not know how to make mods, so I am not trying to be demanding I just have a few ideas for mods. 1. I would like for someone to make a neck breaking and it can be done by twisting the neck or if you hit the head hard enough with your fists or a blunt weapon it will make the neck snap 2. Can someone also do like a homing or like a never miss arrow because for me it is so hard to aim the bow to where I am not shooting over the enemies head by a few inches. 3. Maybe someone can make a shotgun axe mod, it would look like a regular shotgun but have an axe blade under the barrel of the shotgun. If it is possible don't make it just shoot one bullet let it shoot a group of them like a shotgun would actually shoot because i have seen a lot of shotguns only shoot one bullet for mods but it is fine to shoot one bullet. 4. There is also a scale spell mod that lets you be able to grow or shrink your enemies or an object, but it only works on the pc blade and sorcery and not on nomad so could someone make one for nomad please. 5. Can someone please please make a bar fight map and it can have stuff you can interact with like bottles, chairs, serving trays, ect. PS. The only ones that I would really love to be made to work on blade and sorcery nomad are: The neck breaking and The bar fight map. I hope there are some other people that feel the same way as I do and that they like my ideas. If someone does make any of these mods can you please put the link down below.
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- blade and sorcery nomad
- mods
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I'm sort of at a standstill in my current mod because I can't for the life of me figure out how to get my custom map and altered map to load. I have everything put together in Tiled, but I think maybe the layers are messed up. I'm not really sure how to account for this. I also want to know how to make an area that only opens up after a certain date/event like the path to the mines or the overlook. I'm going to attach the first error Update: tilesheet path issue fixed. Now getting an error about it not referencing an object or something?
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I'm working on a custom NPC mod that also adds a handful of other things and I'm having a little trouble with some of the functions. One of the more basic things I'm struggling with is adding a new map location. I need to alter part of the existing map just to add a little path and then add the new maps which consist of a small chunk of woods and the interior of a building. I have the maps created visual with Tiled and have laid down some paths, but I'm not really sure what to do from there. I'm not exactly sure how to get the path in the altered map to lead to the new location or how to make the game register that the door to the building leads to the interior map. One of the other big questions I have with the custom map stuff is how to set a location that's only open after a certain calendar day, the same way that you can't access the mines until Spring 5 Yr 1. Related to the above is just some difficulty I'm having with schedules and locations. There's plenty of information on how to do it, I just wanna know if anyone has some helpful tips on keeping track of coordinates and such. Most of the other questions I have have to do with shop functions. I was wondering if anyone had any idea how to do a limited shop stock that randomizes/restocks on a specific day of the week, but with livestock instead of normal objects. If nothing like this exists, where would be a good place to start? An example would be like in one week there are 20 chickens and 5 pigs available and then on Saturday the stock updates and there are now 20 chickens, 6 ducks and 10 cows available for the week. Obviously that's just an example, but the basic idea is every week there's a randomized selection of livestock from a list and each category is set to stock a random number between 1 and a set n value of whatever livestock are chosen. Also, if it's possible to have certain categories be static/not limited such as chickens and ducks being unlimited and always available, but cows having limited stock that would also be cool. The other stuff I haven't started yet, but may have future questions about are mostly just little things like NPC schedule changes and custom traveling merchants. I'm not anticipating having as much trouble with that stuff, but I still appreciate any advice y'all have! Thanks in advance and I hope that I will someday actually have something to publish lol
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- maps
- custom npc
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Would be amazing if someone could recreate the crackhead abandoned hotel from Condemned 2, alot of the meth lab stuff is already present in ready or not and could be used. In fact, any levels from Condemned 1 or 2 would be great, maps with a really scary atmosphere fbi investigating serial killers etc type vibe.
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I know the ability exists with the upcoming formats for beasts as well as the custom avatar framework. Could someone make mod packs of famous mythological stories or other famous tales? What I mean by that is you essentially take a story, and condense it into a pack that consists of NPC models, weapons, armor and a map. For example, Greek mythology, You could have a Greek armor set, God weapons like Zeus's lightning bolt or posideons trident etc. then you could have a map such as Olympus, Sparta etc.. (yes I'm aware a few mods that relate are similar, such as garden of Olympus map and posideons trident weapon). or regular Greek weapons. You could make mythological monsters such as the minotaur or Sirens. Custom spells that go along with the theme like maybe an Apollos bow spell or something as such. Then there are stories as well that many people love that I am sure they would love to attempt to experience in VR somehow. Personally, I would love to see a pack made for The Chronicles of Narnia. The lion shield, Peters Sword, and maybe a map of somewhere like aslans camp, Cair Paravel, or the lantern waste (the lamp post). VR allows us to experience the worlds we always dreamed of, and B&S allows us to participate in the most epic battles in those worlds! A few mods like this already exist for Harry Potter and for Star Wars of course. I think we need more mods like these. And I feel like this is something people would pay for.
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First I'd like to say I'm aware that most of these ideas are probably a pipe dream that would take a full game development team to make and that I don't know the first thing about modding or how difficult and time consuming it must be especially for a game as complex as this. What I do have is a passionate fanhood for this game that feels like a rental experience after you've 100% completed it a few times :laugh:. Adding a wedding ring to John's finger after "American Venom" would be really cool since that is so essential to his character. It is probably the the most feasible out of my ideas and I wasn't sure where it would fit under a bulleted list so I figured I'd put that down first. I'd like that to be a part of one the existing mods like John Marston Restoration Project or at least be compatible with them. Load Different Save Files From Main MenuJohn giving Mary Linton Arthur's cut of the MONEY and his Journal Of all the retcons I hate, John using Dutch's Gang's blood money to buy Beecher's Hope is one of the worst. John giving it all away to Rains Fall and the other gang members would be preferable. After achieving 100% completion and getting the cutscene at Arthur's grave Mary Linton and her brother should be there having been driven by coach by John and Abigail. This is basically just my head canon/fan fiction but seriously how else could she know where Arthur's grave was and John has her letters. Having a mod of John fulfilling Arthur's last will would be great. Remove Horse Targeting Priority during Combat + Horses are Aggressive Even in free-aim sometimes taking aim will focus the camera on horses and open the command menu during a shootout. I don't know how this made it past testing, but it's definitely the most annoying problem in the game. Horses never actually get attacked by predators nor do they kick anything besides the player. They should get into fights just like all the other beasts. I think using deadeye and horse reviver to save my horse from a cougar would be great. The rearing mechanic should frighten OTHER animals not your horse. Change Button Input for "Stop Tracking" on Horseback On foot the right bumper/R1 buttons are fine for canceling a focused on track, but on horseback it's the same input as hitting the brakes. So if you're chasing down a critter or bounty and need to slow your horse you have to lose the track first! Disable Automatic Weapon Holstering on Horseback and Camera focusing on Predators Infinite Random Events + Stranger Activities The only events that persist when you've done all of them are the two Murfrees looting their victims and the blind prophet begging. Also being able to repeat some of the one time activities like the remote control boat or doing missions for the widow Charlotte and other Strangers who are still around. Restoring all the ones from RDR1 would be great and adding some more for the new mechanics like fisherman contests while out boating, or animals caught in traps. Honor Tweaks Ideally a menu allowing players to change settings to individual taste, but mainly I don't want to lose honor for defending myself from bloodhounds or gain honor for stopping robberies. More Unlockable Weapon Customization & Gun Perks I loved the hero grip for the cattleman and the gunslinger grip for the double action, but imagine if you could increase a weapons stats by unlocking new parts or "appraisals" at the gunsmith by achieving a certain number of kills in deadeye, duel victories, executions, hip-fire headshots, etc. This would really help personalize each gun and add meaning to your "favorite weapon ranking." Riverboat Bars, Gambling, Robbery, & Fast Travel Reusing assets from the mission "A Fine Night of Debauchery" the player could board the Grand Korrigan from the ticket office at the Lemoyne Eastern Riverboat Company Blackwater Pier and travel to the other major piers in the game (Saint Denis, Braithwaite VIllage, etc.) functioning just like train travel but with services onboard. Maybe gamble on prize fighters or Guarma travel. Horse & Wagon Fence in Thieves' Landing + Import/Export Cattle Rustling The fact that there is only one location you can sell stolen/recovered wagons and horses is ridiculous. This would require changing the settlement from a Gang Hideout to the way it is in RDO with the mute Del Lobo item Fence. Maybe the stable near Van Horn could be one too. Adding the boat with horse stable from "A Rage Unleashed" to these locations would be really cool for immersion. Mute Gunsmiths or at least remove their commenting every time I select a weapon to customize. This issue could also be solved If there was a blacksmith station in the barn at Beecher's Hope. Freeroam Music Variety There is so much good music during missions, but the tracks that play while free roaming get really old and sound like something from a horror movie. Also add a few different tracks for the fast travel sequences. Hunting Grounds Make Legendary Animal Territories work like Hunting Grounds from RDR1 Online. [ | https://reddead.fandom.com/wiki/Liars_and_Cheats#Hunting_Grounds ] Essentially functions like a Gang Hideout but the Legendary Animal will attack after defeating waves of its aggressive kin, and of course it would be repeatable. Perhaps this activity would be activated by Potent Bait to keep the world cells open for other events. Also making the Legendary Bull Albino Gator spawn after "Country Pursuits" would be great as that is the only thing Arthur can't get by chapter 4. Falconry Remember the cool gauntlets on John's Rancher Outfit in RDR1? The Trapper is always talking about his falconer friend Jerry in Roanoke so I thought John could meet him and get a trained hawk to accompany him and Rufus for hunting. Seeing it perched around Beecher's Hope and whistling for it to land on your arm would be so cool. Races Ever thought it was crazy to play a Rockstar game that only had 2 races in the story and a few random events? I still can't believe there isn't a racetrack in Saint Denis. Being able to participate in challenging horse and wagon races all around the map would add another source of legal money, let you put your riding skills to the test, and earn some new horse perks and cosmetics. Stables would be a good place to access them. Quick Draw Duel Tournaments Like the Brimstone Championship from Red Dead Revolver. Melee Throws and Tackle Counters Ragdoll Enemies Grappling and throwing a weakened enemy into Euphoria during a fist fight would provide endless entertainment. RDR1 Ragdoll Intoxication + Wolf Heart Trinket Buff + More Blackout Scenarios It's already hard enough to get and stay drunk without the Wolf Heart Trinket so I'd change it to buff the effects of all alcohol or something. I think the perfect compromise of merging the new active drunkeness with the old is to have it be the classic way only when you drink at saloons. A dream come true would be active ragdoll where you can still talk to people and shoot your gun. Adding in more blackout scenarios reminiscent of the gta5 character switch scenes would be hilarious. The player should only have a chance to wake in jail if they blackout with a bounty in civilization not in the wilderness. At most one should wake up to being tracked or in the middle of drunken rampage. Bring Back the Wilhelm Scream! It was implemented tastefully in RDR1, only occurring every so often when killing enemies at a distance. The vanilla game already has the stock movie gun ricochet sound effect at least, but there should be a chance for the Howie scream when enemies are dying by fire or explosion. Also, melee knockouts should have a chance to make the old western movie punching sound effects. The option to implement sounds from Revolver and Redemption 1 in general as well. Hold Lasso & Be Dragged While Wrangling Large Animals as Long as You Want Gang Hideout Challenges Rdr1 had unique social club challenges for each hideout that unlocked new cheats and even had leader boards. Enemy Weapon and Tactics Variety More fire bottles, dynamite and mix ups like trampling and lasso wrangling. Maybe even use tonics and armor. Journal & Compendium Unity Being able to turn directly to the corresponding journal entry from whatever you're looking at in the compendium would be a really nice feature. Also the map icons/journal drawings of flora and fauna being displayed in the compendium would be great. Kind of like a map legend. A journal section in the pause menu could be put back in like from RDR1 to show if you're still missing entries or something. More Statistics I miss being able to read ALL of my gameplay stats. For example imagine if the "Player" section tracked your crimes and money. Make the Weapon Compendium appear in the main pause menu section like RDR1 and expand it to display even more like duel victories, executions, hip-fire kills, etc. Choose Horses pulling Owned Wagons and Reattach Them After Crashing More Animal Fat Ever thought it odd getting the same amount of fat from a duck as a bear? I think more animals should have it as well. ex: Bear = x5 units of Fat Craftable Torches Make torches melee weapons like in Undead Nightmare. More things to craft in general. Gang Member Grave Map Markers After paying respects the grave would get a drawing on the map like all other points of interest. Trapper Provides All Crafting Needs Going to the Fences to craft Trinkets and Talismans out of Legendary Animal parts is out of place. Also I'd like to be able to buy all recipe pamphlets from him right away. It'd be awesome to add a new mission in the replay menu where John and Charles aid the trapper in Tall trees. Purchase Boats Pay Bribes Instead of Bounties I understand that this is just for convenience, but for immersion I'd rather have the same mechanic changed to bribing local officials to avoid Marshals and Bounty Hunters. Camp Supplies Matter + Story Mission Restrictions/Requirements In GTA San Andreas CJ had to complete the driving school to progress in the story and if he was too fat he couldn't do the flight school. It'd be really cool if gang's supplies had to be maintained and upgraded to access major story missions and if their performance was better or worse depending it's status. Better Guarma Camp Weapons The Machete should've unlocked here since it's a sugar plantation Delete Arthur's Outfits from John's Wardrobe Arthur's Deadeye is Different Stronger melee in deadeye as Arthur and turn the filter red after his diagnoses. I think his hud being TB themed with blood stains and damaged lung tissue/ alveoli would create a really distinct experience with the epilogue. Classic Red and Black Pause Menu and Loading Screens in Epilogue Journal/ Mission Flow Fix continuity error of "Pouring Forth Oil IV" train robbery being accessible before "A Fisher of Men" and make Arthur's Journal entry about Colm hanging appear after "Goodbye, Dear Friend" instead of after "Mrs. Sadie Adler Widow II." Obviously this is an error but beyond that the whole entry is missing if the player chooses not to help Sadie. John Illustrates Guns Display his passion as a shootist by adding simple renders of weapons after he cleans or maxes familiarity with them. I wonder if there are cut drawings that could be added back in like helping the Widow Charlotte. MAP CHANGESEpilogue Gang Hideout Overhaul The major idea here being that times have changed and Dutch's gang helped the law crush the old gangs so most of them have been replaced, and the map east of Beecher's Hope is organized crime and law while the west is chaos. Beaver Hollow is no longer a hideout, sealed off by rubble with Pinkerton Memorial Guido Martelli Mob Gang Hideout at Angelo Bronte's Mansion and Shady Belle Night Folk at Lakay Six-Point Cabin Occupied by Laramies Ewing Basin occupied by either Micah's gang or Skinners Fort Mercer is occupied by the Military and off limits to maintain some level of respect for rdr1. Iron Cloud/Tempest Rim Restored + New Trapper Location in Grizzlies West Hidden Area outside the map used in Intro sequence [ ] and unmarked trails at Tempest Rim that could connect Adler Ranch to Wapiti. Another Red Dead Revolver Location Outside the map north of Rathskeller fork Brimstone or Tarnation could be added. Epilogue Map Changes Remove Rains Fall's still burning Sacred Site ruins, delete trees, and perhaps create a Memorial that isn't in the way of the trail to Col. Favours and all those soldiers who died. Clemens Point/Cove or Braithwaite Village become a new port suburb of Rhodes to add another riverboat fast travel landing. Also make the stables from Braithwaite and Gray manors provide services and work. Mercer and Bacchus Stations restored with Post Offices and travel. Horseshoe Overlook civilized tourist area of some sort. I like the idea of all the former Dutch's gang campsites being urbanized to show the wild west dying. Annesburg could be a ghost town with a gang hideout in the mine while Van Horn could be expanded to make up for it's absence. Wapiti could be a trading post, a trapper location, or gang hideout anything is better than a tiny abandoned oil pump. Repairing the bridge south of Dodd's Bluff where Dutch and Arthur made their leap of faith could open a new route for races. Anybody can come up with ideas, but executing them is something special. Most of these ideas would probably conflict with the existing popular mods, and I do have more, but I just wanted to get these out there without cluttering up the posts on mod pages. Some really big stuff I didn't write because it seemed better to leave as comments on existing relevant mods. I don't care about intellectual property or whatever I just want the community to flourish.
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- rdr2
- mod request
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imo i think its a good addition i wouldve tried my self but idont know how
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- clashroyale
- maps
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I've finally decided that I just need to make my own Greenhouse design. I feel like I've played all the mods currently on Nexus and know what I want. What tutorials do people like for learning how to do this with Tiled? I've never used it before and I'm not understanding the wiki modding page. Thanks!
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- tiled
- greenhouse
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Hi JP/JW peeps! There's no mod out yet for removing map borders, is there? I've got the Improved Terrain tools and I can't wait to get rid of random hills/mountains blocking the maps on various maps. On some maps, extending borders (Chaos Theory: Jurassic Park San Diego) is part of the story, thus I presume that is an additional wrench in the works. Kind regards, Marko
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Was wondering if it would be possible, to have a mod that highlights or outlines the borders of the Tiles of the terrains that make up planets and moons surfaces etc? So we know where the borders lie. So If we wanted to explore the entire planet, we are not accidentally landing inside the same tile of land or terrain. Instead of just willy nilly placing a landing marker, and hoping you just didn't mark an area that you came out of.....If any of that explanation makes sense? Thanks
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Anyone out there that can make Star Wars Maps? The creator of Star Wars Eras is no longer updating his Mod.
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So I've successfully created a map that has the farmhouse located at a significantly different location than vanilla. I've changed the intro event to take place at the farmhouse's new location, but... there's going to be plenty of events that take place at farmhouse doors, isn't there? And I have this horrible premonition that I'm going to need to change them all... Has anyone done this before? Is there a ready-made solution? Do I have a choice other than just, comb through the Events file, find every single one that takes place on a farm and include a correction to it in my mod? Is there a way to (learn how to) code a correction to happen automatically whenever anything whatsoever wants to take pace at the farmhouse's original coordinates? (Here's the latest screenshot of the farm map in question) EDIT: so in case someone else ever has the same question: IT WORKS. The events where people just show up to the farmhouse do seem to be just tied to the farmhouse, and nothing else needs to be edited!!! It's fine!!!
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I have CBBE and Caliente's Texblend didn't work at all for some reason, but the UNP one did. The blending of normal and color maps went smoothly, but despite changing the config.xml as suggested in the mod's FAQ, the program can't find specular maps so the preview panels are black. The seams aren't that noticeable with just the normal and color maps blended, but there's a shine on the neck that kind of stands out a little. Anyone help? (I don't know anything about modding so if it's something complicated, explain it to me like you would to a retard lol.)
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This is probably both simple and tedious and comes in likely two parts. part 1: Adding vault numbers to the vault lab coats, and adding leather patches to the waist-land variants elbows and shoulders. part 2: because of the obvious, fitting these lab-coats as replacements to both the waist-land scientists and the vault tech scientists. Not really a must, but adding a vault 111 lab coat and/or an armored elbow variant to sanctuary and/or the vault 111 cryo lab. Throughout my first play through, which I flunked badly at self control, I used console commands to play around with everything in the game once I left the vault, sad to say I never found a lab coat until I made it to vault 88, which disappointed me greatly. Adding numbers to the suits and leather patches just makes it seem more realistic as though scientists were specifically designated to each vault with a lab coat made for that vaults needs, and since vault 111 is cryo science, it would make sense for the lab-coats to be fitted with thermal padding and be specially designed for that vault. Anyone who fills this request I must say thank you!
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Hi, I'd like to know how would you exactly map specular maps? Fallout 4 specular maps aren't like others I've seen--the red, green, and blue channels are a bit confusing. Here is my diffuse texture--what would I need to do to it, to make it game ready? I have Gimp and AwesomeBump. Thanks.
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I have been looking for and yet to find mods of my kind, I am looking for; 1) a PIP/ HUD map (like in morrowind) 2) armor that absorbs (health, magika, stamina..... like i foind in Morrowind) 3) a way to make my followers SHUT UP ( Sorana's complaining is just too much) Until I have a chanc to learn how to develop mods myself anyhelp would be greatly appreciated.
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I find that the indoor maps you get are borderline unreadable. like, why does it need to show this pile of rubble hear that isn't blocking anything or that rug there and this rock pile hear? so could someone make a mod that just shows a crystal clear image of the indoor maps layout? Like, just black screen with lines showing the walls and doorways, and maybe squares and rectangles of various sizes indicating there is a table or a desk or something hear or a shelf or partition and NOTHING else is shown because why would that kind of information like piles of rubble in the corner be relevant when i just want to find my way around this bloody collapsed building. Or even leave the maps the way they are just remove all the irreverent details. so it can actually be read and you know exactly where you are in relation to everything else in the building. because as it is now it just looks like a white noise blob of s#*! on my pip boy screen where i have to zoom in and squint in order to see where i am and find my way on the map. This suggestion could also be relevant in all the fallout games in fact from 3 to 5.
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In skyrim, sometimes when its night my vision will become very blurry and I sometimes wont be able to see... also, around 9:00 pm skyrim time the map will be very blurry.. I noticed this after I installed the Wet&Cold mod. I already have the unofficial skyrim patch installed. Anyone know how I can fix this? I don't want to have to start over
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Greetings, I've been working on a DLC-sized mod which includes a large worldspace (by this, a separate, large world). However, obviously there's been no map to appear after going into the map menu while in the new worldspace; it simply uses the regular Skyrim map and uses the map markers which are in the new worldspace. How do I get the map for my new, custom worldspace to show up? Is it manually done (I've searched in BSA files, and didn't see anything on a world map(?)), or is it automatically generated? I assume it's the latter, and I may be missing something obvious or something, as the topic hasn't exactly been covered that much. Thank you, - M
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Hello there! I love DA:I. I am currently on my 7th and last playthough - I want every single little collectible collected and quest completed, however... Having played through DA:I already 6 times, I seriously cannot be bothered to stroll through the same maps over and over again in search of things I've already collected before. So, my request: Modders! Would it be possible for you to to reveal the whole map after travelling to it, with the collectibles (bottles, mosaics, Solas' artifacs, etc.) maked? It would make our lives, the completionists', so much better! Thank you in advance, and I will anxiously await your answers. - Redvyx
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Does PatcherGUI enable loading of Defaultmaps.ini?
ViperCanel posted a topic in XCOM's Enemy Unknown
Hi, PatcherGUI mentions enabling direct ini loading from the configs folder but does it include all inis there? I am particularly interested in using Xcom map patches which has a modified "defaultmaps.ini." I am curious because only "defaulgamecore" and "defaultloadouts" are mentioned in the readme file.- 3 replies
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- patchergui
- ini
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