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Showing results for tags 'source'.
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I use a mod called Lights remover which basically removes all sources of lights in the game, greatly increasing fps. Coupled with Light Sources Do Not Cast Dynamic Shadows, it gives the game a great dark vibe with occasional light places. What's my idea: be able to use the Flare Gun as a light source, shooting a dark place and illuminating it, just like a burning corpse does. Bonus point: the light attracts ghouls, scares animals and place all the other enemies on alert. Restrictions: can only be used inside buildings, outside it will work as normal. How it works? I'm not familiar with the modding code, but it could produce an invisible corpse burning on the point it lands, correcting the color from the white-red to bright red of the glare.
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If there isn't anything like this already, I would like to see a mod that would make hydrating yourself a way more faster than it is now. The way how often you are required to drink in survival combined with the fact that you have to spend ridiculous amounts of time watching those pumping animations at settlement's waterpumps is a waste of time. It would be much better if: A) you would get fully hydrated instantly while drinking from water sources that offer infinite amount of purified water B) while you'd be inside the construction boundaries of a friendly settlement that has at least one infinite source of purified water you would be fully hydrated all the time you spend inside that settlement. These changes would not make the game easier/harder, they'd just make the game much more enjoyable by getting rid of unnecessary steps. I don't have modding tools set up nor do I know how to implement this, but if nobody decides implement this I am planning to try it myself. If you have any tips how this could be made possible feel free to comment. Thanks for reading.
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I was surprised I couldn't seem to find anything with this available, but the lanterns you see and light sources around Far Harbor and the Nakano residence, they seem to have a specific effect on their glow and it'd be nice to be able to put some of those up around a settlement!
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Hi I'm new to modding and I have a great idea for a mod in Fallout 4, I don't want the idea to be stolen because I do want the credit for it and the experience of making a mod. However I will shed some light on the idea. I've posted this thread to ask some questions and to hopefully gain some sources for myself and anybody else who is on the same path as I. That is, learning to mod! I want to ask the community here for general knowledge on modding, give me a list of sources for modding that includes; Tools/Programs that modders are currently using and Tutorials that are great for those tools/programs The idea I had for a mod is what I believe is brilliant and it currently does not exist anywhere however I without a doubt can guarentee that someone has had a similar idea or at least is currently making one now. Sorry I will not say exactly what but let me shed some light here. The mod is basically taking an existing vanilla wasteland found decoration piece (sort of) and giving it a function at settlements. I want it to require power and other uses (that shall remain hidden for now). The question is what kind of tools do current modders make that could fit the criteria of this? I'm already aware of GECK that isn't out at the time being, I am currently messing around with F04edit, are there any other mod tools I could use? If so any basic tutorials for them? Anything else I should (or other people new to modding) know? Please let me know your help is gratefully appreciated. I want this to be a place with an abundance of sources for anybody knew to modding at the time being. Peace - Cigy
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Hi all. I am hoping someone can help me. I am trying to modify a vanilla script in the creation kit. I make the change and then compile and my change shows up in game. However, my change never affects the source file. When I open my script again in the CK my changes are gone. Why is this happening? Actually, my FIRST change is saved in the source file, but subsequent changes are lost when I open the script again. What gives?
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Greetings! I am trying to chose what class I should play as in skyrim and I have a question to ask to help me decide. Are magic users in the elder scrolls games more akin to wizards or sorcerers? By this I mean can anybody learn magic with enough study or is it something you either have or do not have. I realise that some races have more magicka and such but I don't think that rules out the possibility that magic is an acquired skill which comes easier to them. Thank you for your assistance!
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3ds max nifskope plugin source?
TheFuzzler posted a topic in Fallout New Vegas's Mod Troubleshooting
Hi, Has anyone been kind enough to post the source code to the 3ds max nif import/export plugin? Cheers, -Ben -
Hello users, As the title states, I am looking for any of the elder scrolls iv multiplayer mod sources, as i am fed up with looking for mods and plan to revive these unfinished dreams. Why not just make my own? I just want to dive right in and finish what the other modders couldnt, regardless of difficulty (im sure its possible as they have already gotten the basics, and those base elements they have already accomplished means ITS ALL POSSIBLE) What Im looking for: MULTITES4 SRC Oblivion Online SRC Oblivion Reborn SRC I want Oblivion Online's SRC the most, because from what Ive heard it is the least buggy and the closest with server sync. The one I want the least is Multites4, as ive heard it is the most buggy, and i dont want to clean up a mess before I begin improving it. I WILL GIVE THE FOUNDERS/DEVS FULL CREDIT. I WILL SIMPLY ADD MY NAME AS AN UNOFFICIAL PATCHER PLEASE GIVE LINK AND I WILL BE EXTREMELY GRATEFUL. Dont we all want to have fun online?
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- multiplayeroblivion
- obse
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If you are like me, you end up with an opening dialogue menu that has ten+ dialogue choice lines that end in different events and you forget which one does what. :ohdear: Is there a mod that shows which dialogue line comes from which mod? I have only one mod that provides the mod acronym in brackets, so you know that mod provides that line. Thanks.
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Hi, I'm getting a little infuriated with this.. I'm trying to edit the source of a mod's MCM menu in CK, the mod has the loose psc files included with it, and I quadruple checked that they are in fact in the Scripts/Source folder, but for some unearthly reason I can't edit the source in CK... I also attempted to make a new script but it won't allow me to extend SKI_ConfigBase because "it doesn't exist" even thooooooooooo it's also in the friggin' source gash dang folder... Please help, I'm this close to smashing my PC into bits... I love this PC. Thanks. EDIT: Holy god damn, I figured it out.. The new CK for SE reads psc from Source/Scripts... I'm used to LE CK and this is my first time using SE CK... Anyway, I'm stupid.. Yeah.
- 1 reply
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- creation kit
- script
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How do I systematically and automatically convert phong exponent and specularity into a GGX roughness value and intensity in a non-light conserving way that accurately lines up with the original shader? I've been looking for a mathematical function I can do with shader nodes, but I can't seem to get it to work.
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40ksource.com moddb.com/mods/exterminatus steamcommunity.com/groups/exterminatusgame Free mod that requires at least one Source Engine-based game installed in order to run. Based on the Warhammer 40,000 franchise. Class-based First Person Shooter with two teams: Space Marines and Tyranids. Creator and main contributor of mod: ChromeAngel Other contributors: Don'tAsk4470, Stormwolf 597, wikkyd, X less force, and more.
- 3 replies
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- exterminatus
- rival species
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Hello nexus, sorry for my bad english, i currently represent a nameless (well...) team, working on Source Engine modification. Its mostly gameplay mod, so its versatile, you can play HL2 campaign using it or any other custom map. I'm making source code, sounds, some music and gameplay design, also we have leading designer, modeller, animator, system administrator, second composer, and two guys promised us public relations (you may know t3hSnake from GB or Gunship Mark II, working on Cinematic Mod for hl2), but still, we are missing something...someone who will make textures? Mostly for the guns, yes. Currently we need very fast texture on one (1) gun, named AR1, until 3rd december, and later we need to texture other guns we made, but not necessarily so fast. The mod features huge gameplay changes and even more awaits, if someone is interested, i can list some of those, and here are the screenshots of the AR1 Carbine. We currently have no moddb page, but will have it in december, after we made our first video showing gameplay and current features. If someone is speaking russian and/or has VK account, that will be the best.
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Hello, I've been trying to get into creating mods for skyrim. When I entered the nexus wiki site and went to this page: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1#Overview The images are there, however the enlarged versions of the images are gone. I get a 404 not found error. Would you kindly fix this please?
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Dear Vortex Wizards, I have recently switched computers and tried to move my installs of mods from the prior system to the new one with the instructions on the knowledge base: https://wiki.nexusmods.com/index.php/Moving_your_Vortex_Mod_Setup_to_a_new_Computer# I am able to get the mods to load in, however the full history of the links to the Nexus site web pages (and the ability to flag new versions/update) don't come along for that ride. I have a backup of the old drive, however, so if there is a specific file I can replace into the new install I can do that. Is there such a file available in the root or someplace in the appdata folder? I poked through the files and didn't see one, but having those links is enough to make me spend several painful hours redownloading if there is no other option. Thanks in advance for your help.
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- vortex
- new install
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