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Title sais it all. Which body mod do you prefer for female V? I've currently got: [NSFW] Spawn0's BODY MOD 2.0 https://www.nexusmods.com/cyberpunk2077/mods/1424
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What is the difference between The People of Skyrim Complete SSE or AE and The People of Skyrim V10 AE? As in what does "Complete" change in the world vs. what "V10" changes? Is there a significant difference between the two? Basically I'm starting a new playthrough and trying decide which version I want to use.
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So i been on the site for a while and i have seen this message alot and I've thought about it more and now I'm very confused. Wouldn't it just make it Deprecated or unsupported because the dev moved on and such? Or is there more to this? As i don't see why it would need to be removed or hidden. If its broken then its broken but that doesn't mean i can't try to fix it myself ya know and are they archived? As that is important to me and can you download that archive to use? I haven't seen anyway to download archived mods but that's from my memory so idk. I'm not very knowledgeable on this so i thought i'd ask here as there are plenty of "Village elders" (if you get what i mean by that) that probably do know. Also i made this as a separate thing so i don't fill a different forum post on a similar but not so similar question.
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Hello everyone, I'm working on a simple mod and ran into an issue that I can't seem to solve. I'm trying to change the icons for some existing skills. I used the Multitool to unpackage the original game's Icons.pak file and got three DDS files: Icons\Public\Shared\Assets\Textures\Icons\Icons_Skills.dds Icons\Public\SharedDev\Assets\Textures\Icons\Icons_Skills.dds Icons\Public\GustavX\Assets\Textures\Icons\Icons.dds I then converted these texture atlases to PNGs, made my edits, and converted them back to DDS. Afterward, I placed them back into the game directory as loose files in their respective paths: \Baldurs Gate 3\Data\Public\Shared\Assets\Textures\Icons\Icons_Skills.dds \Baldurs Gate 3\Data\Public\SharedDev\Assets\Textures\Icons\Icons_Skills.dds \Baldurs Gate 3\Data\Public\GustavX\Assets\Textures\Icons\Icons.dds The edits for files 1 and 3 worked perfectly, but file 2 did not overwrite properly. Could there be an issue with the path, or am I missing something else? Any help would be greatly appreciated.
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- modding
- loose files
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So, I've reached Vault 88, but I don't want to do this crazy girl's experiments. I tell her, "I won't help Vault-Tec," and she says, "Okay, then do whatever you want here. Here are the prototype blueprints." Could you tell me, if I build these prototypes (Phoropter / Soda fountain) in my settlements, will they kill the settlers? You won't have any settings in the terminal since you haven't completed the quest, which makes sense. But which prototype version will be the default? I tried to figure out which version prototype using by the energy power, but the last two versions consume 3 power, while Soda always consumes 2 power, which is exactly what I'm seeing in workshop mode right now. Did you have settler deaths if you didn't complete the experiment quests? P.S. When building in the workshop, I don't see a warning that a settler can die, but I still want to know for sure, this is Bethesda...
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I decided to dress her in a blazer again, but it turns out it's hidden. Google told me: But I don't understand, equipitem 4d6ae doesn't work for me, but equipitem 4d6ae 1 does, what's the difference? The author of that post writes: Extra tip, if you put a 1 after that, it will LOCK the outfit on the NPC. P.S. I'm afraid to break the game. Well, and add blazer clones to her inventory)) What's the right way? If I understand correctly, If you specify a '1' here (without quotes), the item will be permanently equipped and can only be removed via commands, since the blazer is hidden from player, then the 1 at the end is necessary?
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I heard the term be used but i couldn't find anything in FAQ about it so how exactly does it work?
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Heya forum, i've got this issue with how Fallout 4 is running. I haven't been able to find a fix anywhere, so I figure someone here might know what's happening. So, here's the problem: I'm playing Fallout 4 & enjoyin it, but then the audio goes silent. If I click or press certain buttons like tab or m (Pip-Boy & Map respectively) in-game, it freezes & stops responding for a moment. Usually it becomes responsive again, then every silenced sound plays at once. But once in a while, it'll cause a CTD. I've been trying to find any way to fix this for about a week now, but there hasn't been a single "solution" i've found that did anything. Honestly, i'm at my wits end with this nonsense. If anyone here could help me with this, that'd be great. I'll provide more info such as my modlist, load order, and pc specs if needed.
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I have a spell doing 1 rad damage, and I apply it every second, but despite being applied multiple times, nothing changes. Can I just increase the magnitude and apply it all at once? The controls for it are in a quest Scriptname permRadiationFunctionScript extends Quest int Property radiationAmount = 1 Auto SPELL Property radiationSpell Auto Const Function StartRadiationEffect() Debug.Notification("Starting radiation effect with amount: " + radiationAmount) if (radiationAmount <= 0) Debug.Notification("Invalid radiation amount. Must be greater than 0.") return endif ; Set up a timer to apply radiation effect every second if ((Self as Quest).GetStage() == 20) ; Assuming stage 20 is the initial state StartTimer(1, 0) ; Start the timer to apply radiation effect every second StartTimerGameTime(24, 0) ; Start a game time timer to double radiation amount every 24 hours Debug.Notification("Radiation effect started.") (Self as Quest).SetStage(10) endif EndFunction Function WentToStage() Debug.Notification("Went To Stage 10") EndFunction Function ApplyRadiationEffect() Actor player = Game.GetPlayer() Debug.Notification("applying a radiation effect") if (radiationSpell && player) int i = 0 While(i < radiationAmount) player.AddSpell(radiationSpell, false) ; Apply the radiation spell to the player Debug.Notification("Applying radiation spell: " + radiationSpell + " i = " + i + " radiationAmount = " + radiationAmount) i = i + 1 EndWhile Debug.Notification("Radiation effect applied. Current radiation amount: " + radiationAmount) ElseIf (player == None) Debug.Notification("Player not found.") ElseIf (radiationSpell == None) Debug.Notification("Radiation spell not set.") endif EndFunction Function doubleradiationamount() if (radiationAmount >= 10000) Debug.Notification("Radiation amount cannot be doubled further.") return endif radiationAmount *= 2 Debug.Notification("Radiation amount doubled. New amount: " + radiationAmount) (Self as Quest).SetStage(10) EndFunction Function halveradiationamount() if (radiationAmount <= 1) Debug.Notification("Radiation amount cannot be halved further.") return endif radiationAmount /= 2 Debug.Notification("Radiation amount halved. New amount: " + radiationAmount) (Self as Quest).SetStage(10) EndFunction Event OnTimer(int timerID) if (timerID == 0) ; Assuming 0 is the ID for the radiation effect timer ApplyRadiationEffect() StartTimer(1, 0) ; Restart the timer for continuous effect endif EndEvent Event OnTimerGameTime(int timerID) if (timerID == 0) ; Assuming 0 is the ID for the radiation effect timer doubleradiationamount() Debug.Notification("YOUR RADIATION LEVEL HAS DOUBLED") StartTimerGameTime(24, 0) ; Restart the timer for continuous effect endif EndEvent
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Hello everyone, I'm not a developer myself, but I've been digging into STALKER 2 modding and wanted to ask something that might help all of us avoid future compatibility headaches. Is there a way for STALKER 2 (Unreal Engine 5) to append or inject changes into existing game files rather than affecting (replacing) the entire source/game file? This affects many other game parameters inside it, making other mods that change different values in the same file conflicting and useless, which forces players to "choose only one". To say it graphically: + [] = I've seen this approach used in other games with patching frameworks or modular config systems, and it significantly helps avoid mod conflicts. By targeting specific features, it enables conflict-free modding, which is currently a total nightmare, and this modding chaos made me stop playing my favourite and long-awaited game entirely. Most mods override (conflict with) many other mods for completely different game aspects. The only choice is to select which one to use in load order, not to mention the nuisance of constant mod changes and updates, sometimes altogether from scratch, aka "new game required", on top of regular game updates. Here is a simple example of an .xml mod header line and modified targeted parameters without overriding the whole file. This is just a concept reference, I am fully aware that's a whole different story with UE or any other engine/code: <blueprint_name internalID="file_name" append="true"> <ChangedValues internalID="WeaponName" image="xxx.dds" parametar1="aaa" parametar2="bbb" parametar3="ccc" whatever="xxx" /> Here's what I'm thinking: Is it possible to override or edit just a portion of a .uasset or a data table, like a single variable, property, or blueprint, without (re)packaging the entire original/game file? Does UE5 support any kind of modular loading system, like soft references, Data Layers, or mergeable Data Tables? Or would we need some kind of external mod loader or runtime patching tool to make this kind of workflow possible? Right now, the biggest issue I foresee is the classic modding conflict where multiple mods edit the same file, like a gameplay logic blueprint or global settings asset, and end up overwriting each other even if they're touching totally unrelated features. It's genuinely discouraging to read "...any mod that uses xyz.cfg file from my mod will not work." (although I changed two values of hundreds in the same file). If anyone knows whether UE5 has built-in support for more modular modding or if there's a workaround being discussed for STALKER 2 (e.g., with FModel, UnrealPak tools, or future community frameworks), I'd really appreciate the insight. To summarise: Changing one item wrecks all the others. To summarise more poetically: "For want of a nail the shoe was lost, For want of a shoe the horse was lost, For want of a horse the rider was lost, For want of a rider the battle was lost, For want of a battle the kingdom was lost, And all for the want of a horseshoe-nail." Thanks in advance, apologies for the wall of text, and kudos to everyone tinkering under the hood!
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- Stalker 2: Heart of Chernobyl
- modding
- (and 8 more)
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So yesterday I found a god sent merge pack, I've been trying to figure out how to merge 2 mods into convergence that being DMN and clever for like a week straight, then this pack comes out that merged that and more and I was saved. Then in the comments a couple of hours later people were mad cause the author didn't ask permission to the mod creators which I don't understand why for a couple of reasons One: all he did was share the files merged but not the files that you need for the full mod Two: He linked all the mods to their respective author Three: Don't you want people to make easily accesible merge files for your mods? That would mean more people download YOUR mod and more people being able to play it and endorse it? Not everyone is tech-savvy enough or the time to go through all this trouble of downloading 2 different programs and merging files that you need and hoping that it works and if it doesn't you need to go back to zero and do the whole process again. If I was more frustrated or more willing to give up I would give it a thumbs down cause the instructions weren't clear and never got the mod to work. I just find it absurd people were jumping the guy just because he wanted to help people struggling
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Q) How do I loop a quest stage / Leveled item list
antxs315 posted a topic in Starfield's Discussion
1) There's a quest stage I want to loop until the other stages get triggered. I want to repeat some wwiseevent every few seconds. How do I loop this stage once it's triggered? 2) I have a leveled item list. It works fine when I just put it into a container. But when I add it via quest script, it just dosen't appear. What am I doing wrong? -
So when does FO4 just snaps after having to many esp? As in if you are 5 over the limit how many more can you have before the game decides your free trial of fun has expired.
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So I'm trying to install and use the Ria Preset (I'll put a link below) and I'm having trouble with it. I thought I figured it out but it still won't show up in the presets menu when I'm making a character. I have all the required mods installed. The area that I think is causing the problem is that a hairstyle mod and the preset itself need to be downloaded manually, a friend told me that I can just drag and drop the files into vortex and that will work, so I have done that with both mods and I'm betting I somehow did something wrong there, I'm not that tech savvy of a person so forgive me lol. Please help lol Ria - LooksMenu Preset at Fallout 4 Nexus - Mods and community
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Is there a way to filter mods in this new UI? I haven't used this site for a while and I can't find any way to sort mods at all. Being able only to list through thousands of pages manually irritates me, like having an itch that you can't scratch, that wasn't there a few years ago.
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Hi! I want to start installing mods for my Stardew Valley, is SMAPI the only possible mod loader to use? I already have Mod Organizer for my other games, but I don't know if there is any difference, especially as I can see that in all the SV-modding materials only SMAPI is mentioned. I just wanted to make sure I won't have two programs for the same purpose, also because of storage space. I will be very thankful for any advice!
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- 1 reply
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- dragon age
- Dragon Age The Veilguard
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What it says on the tin. I'm modding Planet Zoo, which doesn't function well with Vortex, and want to make a collection of mods for the game. Is there any way to just make the collection on nexusmods.com? Thanks.
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I have been trying to install a reshade for Batman Arkham Knight and I have followed every single instruction properly, I even have installed and reinstalled ReShade 10 different times already and changed the keyoverlay in the Reshade file for my game however nothing seems to work. Whenever I load into the main menu of my game, or even the game itself, the menu won't open, Idk what Im doing wrong. Any help please?
