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  1. I am looking to make a semi cheat whimsical weapon as a high level craftable add-on to a gun for my "Gnome Warfare" mod that shoots homing bullets, is this even possible? Can I clone a script from the rocket launcher?
  2. Hello everyone, I am new to the world of modding and would like to know if anyone can share their knowledge or suggest a guide that can help me. Since I am a beginner in this field, I need a complete guide from scratch that describes all the actions and their purposes. Thank you all for your attention. Sincerely, Hivy.
  3. I'm wondering if anyone in the Xbox console modding community knows of any mods that allow you to send companions to Creation Clubhouses in Fallout 4. It seems like a waste that all these Creation Club homes have extra rooms, and I figured someone might have found a way to send companions there. In Skyrim, you can use similar commands for pets, lovers, and children, so I thought it might be possible in Fallout 4 since both games use the same Creation Engine. or mod to make creation club player home into settlements to send to the creation club player homes
  4. hi, i've been trying for like months now to downgrade the creation kit alongside my main fallout 4 game, but whenever i do i get an error saying it couldn't find something in the steam .dll file i've tried downgrading my game with this downgrader whilst the ck's installed but that didn't work; i've also tried downloading the depots for the ck from steam (the 1.10.162.0 version) and overwriting my game files with them which also didn't work. right now i'm trying to figure out a way to use root builder to make it work, as i've read & been told by people say it's a good method to work, but to be honest i don't know what i'm doing. i think i have the file structure set up right for the "mod" in mo2, with the .exe and other files in the root folder and the data folder unpacked into the mod folder, but i'm not sure what settings i should use when i press build? (again, i don't understand root builder all that well even after reading through the site) any help would be appreciated
  5. In my exp, Skyrim allows the player to feel powerful if they level up and get the best perks for their class (efficient leveling). I think it's way too easy once you do that, though. Maybe the game should be divided into regions: most of the known world is automatically set at "Adept" difficulty (Normal) while special areas of the map are set to Expert, Master or Legendary. The default system of difficulty where you can modify the multipliers to make yourself weaker and your enemies stronger on a global scale feels extremely disconnected from the game, giving the impression of a cheap solution to the issue. In Dark Souls - one of the most difficult battle oriented RPGs out there - the game is set to an extreme of difficulty where everything can and will be very hard, except if you already know enemy patters and perfect strategies and timing and etc. BUT the game doesn't offer the experience of what would be like to play as a Black Knight, for example. I think it's a genius approach to medieval RPGs, yet it's understandable that a single game won't be able to offer every pleasant gameplay available out there. In Skyrim maybe you can feel more like a Black Knight to most enemies, or a Nameless King or a Sister Friede. HOWEVER I find myself installing mods just to give me more of a souls-like challenge (or other difficult combat challenge that follows another style and approach). That's why I think a combat focused RPG should offer both scenarios if possible. One where you are very powerful if you hone your skills through effort and at the same time fight very difficult enemies out there (probably the minority except if it's a high level area set apart from the main world) who can either match you or greatly overpower you. I'm trying to mod my Skyrim SE game so it can fit this scenario (if any of you can point me to a few mods that do this besides getting involved in the discussion, I thank you in advance).
  6. I was kind of hovering over websites to see nude mods about rdr2 until I found out this reddit post the thing that stands out the most to me was the fact that rhode nude npc model can be applied into an online female character, how is this achieved in game? is it through the use of trainer or something else?
  7. Hello, I installed Takikun's mod Unvisual Volo's Eye and when I checked for an update, I noticed the mod is completely hidden with the message that it may have been hidden due to an issue. Is the mod outdated now because of Patch 7 and in need of an update? If so, should I uninstall or could that mess up the game? For context, I haven't started a game yet, I just started installing mods earlier this week, including this eye one. So I have no saved games. Should I wait until Takikun updates the mod before starting a game? Not sure what to do. I haven't opened the game at all yet. Any advice helps, thank you.
  8. hey folks! there's a spell in-game with one of my dear friends' deadname on it, and obviously it makes them pretty uncomfortable. i'd like to be able to make a mod to just replace the name on it for them, but i have.. literally never modded any game in my life & i have no idea where to start. i figure with patch 7's modding toolkit just coming out, now would be a good time to ask for some resources!
  9. So I want to make a TT-33 weapon mod that takes actual 7.62x25 ammunition. I'm fine with making the weapon, but I can't find anything online about creating a new ammo type. I assume it's easy, maybe just duplicating an ammo type in the GECK and changing the ID and stats, but I honestly have no idea if that's accurate. Any help would be greatly appreciated!
  10. Maybe it is a somewhat silly question for some but I wonder if an HDD is responsible for crashes in a game with more than 400 mods in a perfectly ordered list since for me it is an important point to choose whether to buy an NVME or not. (Google translator)
  11. 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?
  12. Mod in question I want to use this mod and play as a skeleton but I don't want to wear the fireman's uniform. I want to change this mode to apply to the Ingame skeleton outfit. That way to others I am wearing my normal apparel of the halloween skeleton costume and mask but I myself am the modded skeleton skin. If this person has already made the mod, could I not just change what file this is applied to? I have never made a mod before so I don't know what to do or how to do this.
  13. Is there a way to stop tracking all mods at once or more than one at a time?
  14. I've been using mods with this game for a long time, and I've always been curious about how I could make my own. I'm not aspiring for anything crazy, but it would be cool to make some smaller tweaks to the game for myself. Mods that do things such as tweak weapon stats, tweak Cyberware stats, add new Cyberware, and change Cyberware behavior (such as making Berserk have a "toggle and un-toggle at any charge level" feature much like the Apogee and Falcon Sandevistan). Those are just a couple examples of some small things I'd like to try, then maybe work my way up to larger mods. The reason I'm posting here for help is because I can't seem to find a good resource to help with actually creating mods. I've accessed the REDmod Wiki and have previewed the comprehensive guide to making mods that is here on Nexus, but every example seems to lean towards tweaking textures and whatnot; I haven't been able to find anything that teaches how to tweak certain mechanics and such. My question is how can I start making these smaller mods for Cyberpunk, and what are some good resources that can help me in their creation?
  15. i have the collection called "DOMAIN: An AE NSFW AIO pack by dae" on a 1tb ssd so i had to install vortex on there and it had to be 1.10.8 because 1.11.x will brake the collection, so now im wanting to mod baldurs gate 3 and i was wondering if i would set up vortex 1,11,x on my main drive for bg3, would that work ? i dont want to do it without knowing since it took so much effort to add the skyrim collection
  16. I want my characters hair to show but I want to equip items in all slots and have them enchanted. Haven't found anything like this yet. Currently I just use a custom circlet from Nibenean. Would love to have some way to equip different head or face tattoos as if they were helms and have them be enchantable. Or maybe some earrings that slot into the helm slot (30 for reference). Basically anything that isn't a helmet that doesn't cover my characters hair and can also be enchanted would be great. Tired of circlets.
  17. Now, I absolutely understand that the game is huge, there are many stages to main story quests and even more side quests and their stages, NPCs, all the voiced lines, etc. And I understand that this idea iteself is kind of ridiculous. But still... From what I understand, in original two games ( Fallout and Fallout 2 ) quests were little more than a bunch of global integers. Plus some text files with descriptions for maps, encounters and cities, text files with dialogue and description lines and so on. Some stuff was hardcoded, like you can't make more or less than 49 towns or you can't have more than xxxx scripts and yyyy maps, but as long as your first map was called "artemple.map" and you set certain globals/play certain videos and don't rename certain files and certain things inside files and stick to numeric limits - you could pretty much rewrite everything else entirely. Worldmap, its dimensions, townmaps, npcs, dialogues - whatever you want. That's basically how Sonora and Nevada work. They aren't just expansions to main game, but a complete rewrite, using the same globals through "#define GVAR_MyName (GVAR_OriginalName)" and using same names for some files to override them. So the question is - would it be at least theoretically possible to edit every single quest, scene and npc in the base game and remake the entire map without breaking the game? Or is there simply too much hardcoded/behind-the-scenes stuff going on? ( Also is it possible to change in-game date and time with something like F4SE? )
  18. I've modded my games before. I understand some concepts. I know that the script extender is needed for certain mods. I've read that the new FO4 "Next Gen" updates disrupted compatibility. I'm not clear how deeply the disruption went. I have not played FO4 for a couple years...I'd like to pick it back up and try things out. I also like to mod the game, mostly with graphical and UI mods. I'm confused about what indicators I should be looking at for me to pick the game back up. For example... Was the main break in compatibility in the script extender mod? Meaning...when the script extender is updated all my worries are gone? Will each mod need attention from each author? Meaning...the script extender isn't the single indicator I should look at. I need to also review every mod I want to download to validate if the author is saying "Yep, this will work with the next gen update" What else should I look for? At first it felt like it was just the script extender. Then I browsed around and saw authors making comments about their mods working with the next gen update, while other authors haven't. I'm sure some older mods just don't have support any longer from the authors that created them. All of these different assumptions/mod reviews are making it confusing for me to understand. Sure. I could just try them with fingers crossed. But I'd appreciate someone here who understands what is going on to give some guidance please. Am I overthinking, or am I just as confused as everyone else? Many thanks.
  19. Hello, I would like to know what I can do to modify Tiefling horns, specifically Karlach's, to fit male heads. I am unsure how to do such a thing but if anyone has any knowledge it would be greatly appreciated.
  20. This may be a dumb question my bad. But how would i go about replacing the files for one of the ingame outfits, like the tengu one, with a modded outfit, like the bloody wolf. I feel like i know i need to find the files associated with the outfit i want to change, and i think i did with tengu by downloading a mod that is a reskin of the outfit. But an outfit mod like blood wolf has multiple files each for body, im assuming for the cape and extra bits. But tengu seemingly only has one file for face, body, arms, and legs. So, what am i missing here lol. Or is this just not something thats possible and you can only have one outfit mod on at a time??
  21. So I'm currently making a daughter for Willy because I had a fun Idea for it, I've drawn out sprites for several things as well as drawn portraits, I've also been writing dialogue out and been working on blocking out how events would happen with this character. I wanted to start the coding process, but found that most tutorial's I've seen are out of date, as well as recommend differing programs (other than SMAPI, which is consistent across the board). I was wondering if there is any coding tutorial resources that are current with Stardew Valley 1.6, or if most of the older tutorials will still work? The one on the wiki asks to use Visual studio 2017 with the C# Coding language, and C# seems to be consistent for most of the tutorials I see, but they are all asking for VS 2017, 2019, or other versions. I wanna make sure I can find an up to date Tutorial since this is my first Stardew mod I am making and I wanna make sure whatever resources I use are solid and don't cause me to take steps back during the development. Edit: I've gotten closer to my goal thanks to XxHarvzBackxX's Youtube Tutorial, it was easy to follow and well done. His epidsode 4 addressed NPC's and got me on the right track for getting them done. I also continued on the sprites for Wanda and have gotten what I think is a pretty solid looking character
  22. I guess what I'm looking for is a mod or requesting one be made that changes the world space of a town like Rorikstead, Morthal, and Falkreath into a closed-off city. I'm using the "Town - Wilderness - Swimming Outfit Change" Mod (a great and underrated immersive mod btw) and would like to be able to change sets automatically when visiting towns and not just cities.
  23. Hello everybody. I'm making this question just for curiosity... I've been searching for this for a while on Nexus and Elsewyr also to no avail. I don't want to start a debate here of how better things are now or how worse. The whole point of mods is for us all having the game the way we want. And in my case I like to have enemies always marked in red in my compass like they were in FO3/FNV. Not using recon scopes, power armor mods, etc...: I want them to show always and forever just depending on distance from me and my perception SPECIAL. Not after "caution" state, also in "hidden" (like in FO3 and FNV). And since the game have already built in the percepcion based distance to put red markers on the compass while in combat and the recon scope system to mark enemies out of combat... I thought that it would be one of the more easy mods to find out there. So I was really surprised not to find any (there are mods that restore compass in survival difficulty and mods that remove completly markers in compass, but not this). So my question is not a complain. I know by far that mod authors are people who dedicatly give their spare time creating incredible mods for the joy of us users. I'm not demanding anything. I'm just curious about this subject: why does this mod doesn't exist since it would be a pretty obvious modification to do (in the functional level)? Is it technically that hard to implement and those two already built in systems cannot be used to achieve the result? Is there any conspiracy behind scenes of which I know nothing that consider mods like allowing you to tgm back in survival legit but definetly having a permanent aware compas is beyond limits? Does the mod exists but I'm so noob in searching both in Nexus, in LL and in Google that I haven't found it? Am I the only human on earth that want this feature back? As I said, I write this just for curiosity, to have some talk about the subject with someone who understand better this thing. I'm intrigued about it.
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