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  1. Have you ever wanted to summon three mimic tears? How about seven? Like the Redmane/Leyndell/Mausoleum knights but disappointed that they don't come with respective soldiers? Thanks to modding tools you can easily fix this by: Finding your regulation (I recommend using Mod Engine 2 and copying your game's regulation into the 'mod' folder if you don't have one already) Open your regulation.bin with Smithbox (Make a name for the project, select the folder the regulation.bin is located [if you are using Mod Engine 2 - %/Mod Engine 2/mod] and select the game's .exe [steam/steamapps/common/ELDEN RING/Game]) Under Param Editor, go to BuddyParam and find the name of whichever summon you want to increase the spawn of Copy and paste the row until you have the desired amount (anything higher than 10 will probably cause issues) When you are finished, File>Save All Modified Params If you want to mix and use multiple summons (ex. Rotten Stray + Pest + Rat): Choose the summon that will be equipped to spawn all entities and copy its Trigger SpEffect ID (triggerSpEffectId). [Rotten Stray is 235000] Find the other summons you would like to use and paste this id into copies of your preferred summon (make a copy of Pest/Rat and paste 235000 into triggerSpEffectId. When you spawn a rotten stray, a pest and a rat will now spawn with it. If you copy the id into the original params instead of using a copy, you will break the other summons and they will no longer spawn with their own ashes.) Again, when you are finished, File>Save All Modified Params Image of me summoning a rotten stray, pest, rat, winged misbegotten, and putird corpse using the rotten stray ashes:
  2. 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
  3. 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
  4. 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.
  5. 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/
  6. Olá! Este é um guia de como traduzir mods para o Baldur's Gate 3! Neste tópico vou explicar o passo a passo de como criar sua tradução para o Baldur's Gate 3 e ter aquele seu mod favorito em português para uma imersão maior no jogo! Aqui estão alguns programas que você precisará: Baldur's Gate 3 Modder's Multitool - Esse programa permite ao usuário a desempacotar e empacotar mods e arquivos do jogo, gerar UUID's e outros recursos para usuários avançados. O nosso foco é somente desempacotar e empacotar mods. Norbyte's LSLib Export Tool - Esse é um programa de conversão de arquivos, quando aberto ele é cheio de abas com diversas opções de conversão, porém nós só vamos utilizar a aba Localization. Notepad++ - Você precisará de um programa para abrir o arquivo de tradução que está no formato .xml, você pode até utilizar o bloco de notas, mas recomendo utilizar o Notepad++, pois ele tem muitas vantagens em editar arquivos com muitas linhas e tags (basicamente um editor de texto para programadores). LaughingLeader's Baldur's Gate 3 Mod Manager - Este é um gerenciador de mods do Baldur's Gate 3. Ao adicionar mods, eles ficarão em uma lista de prioridades, se o autor do mod diz que o mod precisa estar em alta ou baixa prioridade, siga o recomendado, caso não coloque na ordem que desejar. Sempre coloque traduções abaixo dos mods principais. DeepL Translate - Você poderá usar sites ou até mesmo dicionários para traduzir o arquivo, um site que recomendo é o DeepL Translate ele sugere termos similares no próprio texto traduzido e modifica da forma que você desejar. E ele até tem um programa próprio se quiser baixá-lo. 7Zip - Como o WinRAR, o 7Zip compacta e descompacta arquivos, a diferença é que ele abrange mais formatos e é Open Source, ou seja, gratuito. Passo a passo de como traduzir mods: 1. Primeiramente instale seus programas em um lugar da qual ficará fácil para acessar seus mods que quiser traduzir, que estão em andamento, ou já traduzidos. Após a instalação de todos os programas faça uma cópia do mod, que está em formato .zip, que você quer traduzir e coloque em uma pasta separada, como por exemplo: "Mods para traduzir".  2. Você precisará extrair o mod para a pasta que você acabou de criar, o arquivo que será extraído está em formato .pak, para extrair utilize programas como o 7Zip que é gratuito e é compatível com diversos formatos de compactação.  3. Depois do arquivo .pak extraído, você precisará desempacotá-lo para ter acesso aos arquivos do mod, para fazer isso abra o programa Baldur's Gate 3 Modder's Multitool (bg3-modders-multitool), vá na pasta onde você deixou o arquivo .pak e arraste até a caixa de texto onde está escrito "Drop mod workspace folder or a mod .pak here", isso fará com que o arquivo .pak seja desempacotado.  4. Após o arquivo .pak ser desempacotado você precisará acessar o local onde ele está, no próprio programa Baldur's Gate 3 Modder's Multitool vá na aba Shortcuts e clique em Unpacked mods, o programa irá abrir a pasta onde os mods desempacotados estão e você terá acesso aos arquivos do mod.  5. Com acesso aos arquivos do mod sugiro copiar a pasta do mod desempacotado, colar na pasta "Mods para traduzir" e somente deixar as seguintes pastas do mod: Localization e Mods. Você somente precisará do arquivo de localização que está em "...\bg3-modders-multitool\UnpackedMods\NomeDoMod\Localization\English". 6. Após a cópia da pasta do mod, e exclusão de outras pastas que não iremos utilizar, vá na pasta Localization e renomeie a pasta English para BrazilianPortuguese, assim não teremos problemas quando abrirmos o jogo e nada estiver traduzido, e dentro da pasta Mods renomeie a pasta para o nome do seu mod.  7. Sugiro excluir o arquivo de metadados "meta" que está em formato .xml que está em "...\NomeDoMod\Mods\NomeDoMod", pois iremos adicionar um arquivo novo automaticamente utilizando o Baldur's Gate 3 Modder's Multitool, vou explicar mais nos passos finais. 8. Abra o arquivo de localização .xml na pasta do mod original localizado em "...\NomeDoMod\Localization\English" e o arquivo que você irá traduzir localizado em "...\NomeDoSeuMod\Localization\BrazilianPortuguese" com o Notepad++. Clique com o botão direito do mouse no arquivo, clique em Abrir com e selecione o Notepad++, caso não apareça na lista de programas, vá em Abrir com -> Escolher outro aplicativo e selecione Notepad++, e se ainda não estiver aparecendo o programa, desça a lista e clique em Mais aplicativos -> Procurar outro aplicativo neste PC e selecione o arquivo .exe do Notepad++ no lugar onde você o instalou, você pode deixar para sempre abrir arquivos .xml com o Notepad++ se quiser. 9. Após abrir o arquivo de localização original, sugiro deixar como Somente leitura para não ter problemas no caso de colar ou excluir no lugar errado. Abra o arquivo que você irá traduzir e se você tiver um monitor grande ou até mais de um monitor sugiro deixar um arquivo ao lado do outro para ter como referência e facilitar caso já tenha avançado muito na tradução e quer mudar algo específico. Você pode usar um recurso do próprio programa: Clique com o botão direito na aba do arquivo no Notepad++ e clique em Mover Documento -> Mover para outra tela, ou nas abas superiores do programa clique em Visualizar -> Mover/Clonar documento atual -> Mover para outra tela. 10. Quando estiver traduzindo note que há tags nas linhas, a parte que você irá traduzir é a que está mais para o fim da tag. E após a tradução você salvará e renomeará o arquivo traduzido para BrazilianPortuguese ou o nome que desejar. Exemplo de linha: 11. Estamos chegando nas partes finais, você terá que abrir o programa Norbyte's LSLib Export Tool (ConverterApp), na parte superior esquerda do programa selecione o jogo na caixa de seleção e depois vá na aba Localization, em Input file path clique em "..." e selecione onde o arquivo está localizado, e em Output file path repita o mesmo processo e copie o nome do seu arquivo traduzido, cole na caixa de texto e clique em Salvar. Clique em Convert e pronto! O arquivo que foi convertido estará no formato .loca.  12. Se houver outros arquivos na pasta Localization que não sejam o arquivo que você traduziu em formato .xml ou o arquivo recém-convertido em formato .loca, exclua eles. 13. Agora só falta determinar os metadados da sua tradução, para isso abra o Baldur's Gate 3 Modder's Multitool e vá no local onde está a pasta da sua tradução que você fez, NomeDoSeuMod, por exemplo, e a selecione, arraste até "Drop mod workspace folder or a mod .pak here", uma janela irá abrir com as informações que iremos colocar. Na janela que foi aberta coloque as informações do seu mod:  Em Author, coloque seu nome/nickname; em Description, descreva o seu mod, pode ser na língua que quiser; e em Version, selecione a versão do seu mod, por exemplo: Major: 1, Minor: 0, Revision: 0 e Build: 0, da qual ficará: 1.0.0.0. E Pronto! Seu mod foi traduzido! Agora você precisará testar para conferir se tudo está certo, e caso queira mudar os metadados do seu mod vá em "...\NomeDoMod\Mods" e abra o arquivo meta, se quiser mudar o nome do seu mod vá na linha 18 onde está escrito <attribute id="Name" type="FixedString" value="Nome do seu Mod" /> e mude o último valor para o nome que quiser. Volte para o Baldur's Gate 3 Modder's Multitool e repita o processo para empacotar novamente, porém você não precisará colocar os metadados novamente já que já estão no arquivo meta. O seu mod ficará em formado .zip e você só precisará colocá-lo no Baldur's Gate 3 Mod Manager, deixe-o abaixo do mod original. Bom, espero que tudo esteja claro, se tiverem dúvidas não deixem de perguntar!
  7. Hi everyone, I'll try to guide you through how you can install The Witcher 3 mods on your Steam Deck. It's actually pretty simple, enter desktop mode and let's get started. Set up Q4Wine Q4Wine is a Qt GUI for Wine. It will allow you to run Windows executables with ease. You can install it from Discover app. We will now create a new wine prefix for The Witcher 3. Launch Q4Wine, navigate to "Prefixes" tab and press "Add New Prefix" icon. No need to change any advanced settings, just give it a name and change its path if you like. Allow Q4Wine to access the game directory Install Flatseal from Discover, we will use it to give Q4Wine permission to access all user files. Open Flatseal, select q4wine, turn on "All system files" option under "Filesystem" section. Open Q4Wine, select "system" under the prefix you created, then run "winecfg". Under "Drives" tab, check "Show dot files" option and save. Restart Q4Wine, run "explorer" under your prefix to see if you're able to access steam folder: "/home/deck/.steam" Inside Q4Wine explorer, based on your installation, your game directory should appear in; Internal storage: "Z:/home/deck/.steam/steam/steamapps/common" SD card: "E:/steamapps/common" You will use this path when prompted to enter game directory by Mod Manager and Script Merger. Point the game's user data to your local This step is crucial because Mod Manager and Script Merger will try to find your "The Witcher 3" user data directory inside "Home/Documents". First locate your "Documents/The Witcher 3" directory, it should be in "Home/.steam/steamapps/compatdata/292030/pfx/drive_c/users/steamuser/Documents". Make sure you have enabled hidden files in Dolphin settings. Copy the contents of "steamuser/Documents" to "Home/Documents" and delete the documents directory inside "steamuser". Drag and drop "Home/Documents" inside "steamuser", choose "Link Here" option. This will create a symbolic link inside "steamuser" that points to your "Documents". This way, the game, mod manager and script merger will all use the same directory as user data. You're ready to go! Just download Mod Manager & Script Merger and start installing your mods You can run .exe files by launching them with Q4Wine, don't forget to set the prefix to the one you created. If you want to create shortcuts for the executables, launch Q4Wine, click on the prefix name on the left, drag and drop the executable to the empty space on the right. Recommended mod for replacing 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.
  8. I've had a lot of downtime recently due to an injury, so I spent much of it setting up SSE on a new laptop and modding it to my satisfaction. I documented my modding journey and I would like to share it with you all. https://audiodef.blogspot.com/2018/04/have-gaming-hobby.html Comments and suggestions are welcome. :-) Cheers all, Audiodef
  9. Copy pasting from my mod. How to make your own presets: This method uses Cheat Engine, so don't try it if you're worried about getting banned, or can't resist having access to cheats. 1. Find SeiKur0's cheat table (use Google or something). Run Cheat Engine, open the table, click Main, character (there'll be a pause). 2. Load your character. Under the character table, there'll be character appearance. You should see your character name, etc. 3. Right click "Makeup 2 color (ARGB)" and select browse this memory region. 4. Open up a character preset file in a hex editing program. You'll see the first two bytes are 07 00. 5. After the 07 00 bytes, manually copy (ie. type out what you see) the hexadecimal values from the memory region window, replacing the bytes in the character preset file, in the exact same order. 6. Make sure the file size is the same (ie. don't copy bytes past the end of the preset file). 7. Name the file as the original presets are named, and place it in the same location. If you did it correctly, you should now be able to load your character appearance as a preset. If you did it wrong, MHW will eternally load the character creation, or not update character appearance when selecting that preset. You can also replace NPC .CMP files with these. In other words, you can effectively customize NPC faces using this method.
  10. This (currently) requires a hex editor. The common\item\itemData.itm file format is as follows (using the current version as an example, with Potion for the item data (entry #2 in the file): Header (6 bytes): AE00 Unknown - version? E8030000 Number of entries Item Data (32 bytes x Number of entries) 01000000 ID 00 Sub type? (See below) 00000000 Type/Container (See below) 00 Rarity-1 0A Carry Limit 0A Unknown (Usually = Carry Limit, but not always) 0200 Sort Order 08000000 Unknown (Appears to be a bitmask - at a minimum, handles the starburst in the corner of icons) 05000000 Icon ID (Icons are found in ui\common\tex\cmn_item00_ID.tex, in a 16x16 grid) 0200 Icon Colour ID (Unsure where the colour codes are stored) 08000000 Sell Price 42000000 Buy Price Type IDs 0 - Item 1 - Material 2 - Account Item 3 - Ammo/Coating 4 - Decoration Sub-Type IDs (when ID = 3) 1 - Ammo 4 - CoatingItem names and descriptions can be found in couple of places, the best being "common\text\steam\item_eng.gmd" (has more info than "common\text\item_eng.gmd"). The entries in those files are ordered the same as the entries in itemData.itm. Disabled items will have a name of "Invalid Message", "Unknown", or have an Icon ID of 0 or 255. This does not mean the remaining items are available (yet) in the PC version however. The upcoming DLC items have proper names, and icons, but obviously don't work (and it's not issue in the unmodified game, since they don't drop anywhere). Also, not every item has correct buy prices. The shop mods which enable everything, can also give infinite Zenny because of this. Demon Ammo (as an example) can be sold for 9z. When added to the shop (without fixing the price in this file), you can purchase it for 1z.
  11. Creation of a mod page IntroductionPlease note: This article/guide is likely to change and update as the site evolves over time. If you spot any omissions or things that are no longer correct, please drop me a message and I'll change things over. Thanks in advance! Your mod page is important for many reasons, users trying to locate installation instructions, check that they have the latest version, find out compatibility issues and see the change logs amongst other things. So we’ve put together this guide to help you create a page that provides the user with decent and appropriate information whilst also being aesthetically pleasing. The easiest way to begin, is to get the following items ready within a folder on your computer: The mod file(s) The Readme file in .txt format A banner image that is 1400px x 396px in size. A number of images that are 16:9 ratio that show off your mod. Links to any videos on YouTube that you want to show. A text file that has the following content: Brief summary of the mod that you are uploading Description of the mod and how it works Installation instructions FAQ section Any graphical elements that you would like to include within the description of the mod page. Once you have all of these items within the folder, setting up your mod page is going to be very simple. So let’s get started. First things firstThe first thing you are going to need to make sure of is that you are logged into the website. You cannot upload a mod anonymously on Nexus Mods. If you want your mods to be hosted but are not going to be around much to look after them, please consider getting in touch, our ‘Caretaker’ account can handle the process for you. Once you are logged in you will need to click the ‘Add A Mod’ button that can be found within the Mods section of the navigation bar. Image 1: Add a mod link This will take you to the ‘Add a mod’ section of the website. The mod upload is broken down into 8 sections, some of which are optional. We’re going to breakdown each section and show you how to get the best out of each one. Section 1: Mod DetailsThis is the what makes up 90% of how the final page will look and it is worth spending a good amount of time, checking and double checking here to avoid mistakes and misunderstanding further down the line. The page is broken into a number of sections that we will detail below: Adding a mod to the NexusChoose a Game - We have a huge selection of games on Nexus Mods that have already been created and contain mods. Begin typing the name of the game that your mod is for here and see if the game tile appears below. If it does select it: Image 2: Select a game If we don’t have it within our selection you will see the following appear: Image 3: Add a new game to Nexus Mods Enter the name of the game within the text box and click add game. All games are manually approved so it may take up to 5 working days to have this checked and activated. Type of file - Please select whether this mod is a new file or a translation of an existing one. Mod Category - Some games may contain hundreds of categories, others may only contain a couple. Please select the category that closest represents the mod that you are submitting. If you cannot see a category that you believe fits with your mod file then you can suggest one in the text box titled: Suggest a new category for your file. Please note, this will need to be approved by an administrator of the site. Mod Details - The ‘meat and potatoes’ of the mod page. This is where you are going to enter details to entice our users to download your mod. To start with, enter a mod name that gives the user an understanding as to what the mod does, good examples would be mods such as ‘Lowered Weapons’, ‘Darker Nights’ and ‘Homemaker - Expanded Settlements’. Once you have the name in place, go ahead and select the language of the mod and the current version. We would highly suggest that you use semantic versioning when you come to creating your mods. Semantic versioning uses the format: major.minor.patch. Which would give you versions such as 1.0.0 for a full major release, 1.1.0 for a minor release and 1.0.1 for a major release containing a patch. The Author name is where you enter who created the mod, if this was you then simply enter your name here. If you were part of a team, then enter their name here instead. The next section, Brief Overview, is very important as it is the description that will appear below your mod in all search results and also head up your mod page in the About this Mod section. An example of a well written overview is: “A F4SE plugin that allows you to disable the hardcoded, vision-obscuring shader effect at various workbenches so you can actually see what you're crafting. Also allows you to change the shader effect for the Power Armor station and robot workbenches to a outline-only shader instead of a full shader.” Detailed Description is where you can go to town with detail on your mod, people use this section in many different ways but we would suggest that you go down the route of: Brief summary of the mod that you are uploading Description of the mod and how it works Installation instructions FAQ section You will see a lot of people add banner images and section breaks to their detailed description. This can be done by adding images to the page via a URL. Some examples of well created Mod descriptions are: Calientes Beautiful Bodies Enhancer - CBBE- (NSFW) Extended Dialog Interface Once you have complete your mod description it’s time to move onto the classifications of your mod. Image 4: Creating a description for a mod The Classifications are a mixture of game and non-game specific options that quickly allow you to specify certain attributes to your mod. Read through each of these and check those that apply to the mod you are uploading. They are pretty self-explanatory as to what they mean, but some of the global classifications are as follows: contains content relating to anime or cartoons - The mod relates to anime, manga or anything cartoon based. Extreme violence/gore - The mod will contain blood, bones and scenes of extreme violence. contains nudity - The mod shows genitalia and/or nipples. Is a saved game - The mod is a saved game that a user can install and use themselves. contains "skimpy" outfits (bikinis, underwear, armour or clothes that show lots of skin) - The mod contains characters wearing very little (though not nude or showing genitalia/nipples). is a translation of another file - Is a mod that has been converted into another language. Adult only content - is a broad category that includes sexual content, nudity, vulgar language and extreme violence/gore. More information can be found here: http://help.nexusmods.com/article/19-adult-content-guidelines. Please know that failing to label your submitted content appropriately may result in staff administration. Once you have checked all those that are applicable to your mod you are ready to move to the next page. Section 2: MediaThis is the section where you will add images to your mod page. They will appear in the following locations: Image 5: The Mod page header image and some mod images. The Mod Page Header Image is the large banner that will appear at the top of your mod page, this should be upload to the site at a resolution of 1400x400 for the best results. Underneath you have the Your Mod Images section, which looks best when at least five images are uploaded to it. When uploading, please be aware that this area is designed for images that are 16:9 ratio and full HD (1920x1080px). The last stage on this section is the Videos section. Here you can add the URL of YouTube videos that either demonstrate or show how to use your mod. Simply add a Video Title and then the YouTube video URL. In order for the user to understand the reason that you have linked the video, you will also find an area that you can add a description. Section 3: DocumentationThis area is where you can add an optional ReadMe file in .txt (text) format. This will often contain some of the following: Configuration instructions Installation instructions Operating instructions A file manifest (list of files included) Copyright and licensing information Known bugs Troubleshooting Credits and acknowledgments Within this page you can also detail any changes that you have made to your mod within the add new changelog section. Again, we recommend using semantic versioning here. Section 4: PermissionsThis section details who can access your mod page, whether users are able to interact with you via the mod page and if so, how. The commenting and discussions part of the page will determine how users are able to interact with you on your mod page. A single comment topic and no discussion tab - A single comment topic and a discussions tab - Just a discussions tab - No comments - Within the User Permissions section you are then able to give certain give users access to edit the mod page, this will let them change anything on the page so only give access to those within your team. The following options on this page are applicable to all users and not just those that you have granted access in the previous step. They are all self explanatory, but if you have any trouble with these or don’t understand any aspect then please get in contact with one of our moderators/administration. The Distribution, credits and permissions are incredibly important and something that we take serious interest in here at Nexus Mods. We DO NOT condone any form of usage without explicit permission from the original author or those given on a mod page, with that in mind please read through each option on this page thoroughly and ensure that you check those permissions applicable to your mod. If you would like to write your own permissions and not use those that are predetermined by Nexus Mods then please put a check in this box: And enter your own permission rules in the box below: The credits section is where you can enter the names of anyone who’s work you have used. Please note that you should always credit work that isn't yours. If you have received permission to use someone else's assets in your files you should always credit them. If you don't credit assets you've used from other users you are likely to be banned. If you are adding a mod that has been created for a game published by Bethesda (Skyrim/Fallout series), the likelihood is that you will be bombarded with questions as to whether the mods will appear on bethesda.net so that it may be download on consoles. We have also seen some nefarious users uploading other peoples mods to the Bethesda.net site, so this next section Console modding can help ensure that anyone who comes across your files being used on Bethesda.net can quickly and easily identify whether it's legitimate (e.g. uploaded by you, or with your permission) or not. As mod creators it’s always nice if someone is willing to pay for your mod, with this in mind we have the feature that will allow you to accept donations from kind users. Just put a check in the option you would prefer in the Donations section. Section 5: Requirements and MirrorsThis section lets users know whether they need to have any DLC or specific mods installed in order to use your mod. The first part of the page ‘Official Mod Requirements’ allows you to put a checkmark into any of the DLCs that are required to use your mod. For example, on Fallout 4, the user may need to have Far Harbor installed in order to use your mod. Simply place a checkmark within the appropriate box and it will be represented on your mod page. The next section ‘Required mods on the Nexus’ will allow you to search for mods that are needed by your mod to function correctly. This uses predictive search, so please make sure you find the correct mods. The final section for requirements allows you to specify any Other required resources, and can be added by simply adding the name, URL and any notes indicating why it is required. We are very happy to share bandwidth with others to host mods, so if your mod is hosted elsewhere then please feel free to add a link into the Mod Mirrors section at the bottom of the page. Section 6: Manage FilesThis is where you are going to finally upload your files. The Manage Files section is where you will enter details regarding the file you are uploading and then add the file via the browser. You will need to enter a unique to your mod page ‘File Name’, it is good practice to label the file with your mod name and the version you are uploading. The file version is the version that you are uploading and you can place a checkmark in to show that this is the latest version of your mod. The File Category is where you will specify if the mod is either a main file, an update, a legacy file, an optional file or something else entirely. The next step is entering in a file description that will tell the user what this actual file is and what it does. You can then either drag your mod file in .rar, .zip, .7z, .exe or .omod format onto the upload box or browse for it yourself using the system browser via the upload button. When you have completed this, click the Save button and this will add your file to your mod page. You can now add any additional files by repeating the process. Section 7: ArticlesIf you have any articles that you would like to publish alongside your mod, then you can create this within this section. Simply add a title to the article and then add some content using the WYSIWYG editor, much the same way as when you add a description to your mod file. You can then place a checkmark in the appropriate boxes to signal as to whether the article is visible to others, or as to whether you will allow commenting on the article. As with the files for your mod, you can add multiple articles this way. Section 8: Publish ModThe final step… are you ready to publish your mod? Please make sure that you read all of the text in the section thoroughly from start to finish: What happens next?During this process, any new files have remained hidden in our database so only you can see them. Your file remains in this state until you publish. Once published your files become visible to everyone on the Nexus sites and gets added to our "new today", "new recently" and "latest files" sections. It's recommended that you take a look at your file page and ensure everything looks and reads exactly how you want it to before you publish your file. When you're ready, publish your files, you will be taken to the manage your files area where you can make further changes and track the status of your mod. Then if you are ready, click I’m ready, publish my mod.
  12. I wasted far too much time getting this all to work the past few days so I figured I would save others the headache if possible. These are all the mods I consider essential starting points. Enjoy! Folder Pathway: XboxGames > Starfield > Content Achievement Enabler ASI Loader Rename bink2w64.dll file in vanilla Starfield files "bink2w64Hooked.dll" (content folder). Drag downloaded bink2w64.dll into content folder. Create a new folder named "Plugins" in content folder. Achievement Enabler Drag achievement enabler file into Plugins folder. Starfield Upscaler (DLSS) & Quantum Reshade Quantum Reshade (access in Starfield using Home key) Drag reshade shaders folder and quantum reshade file into content folder. Run Reshade. Starfield Upscaler (access in Starfield using End key) Delete vanilla dxgi.dll in Starfield content folder. Drag everything from Starfield Upscaler into content folder EXCEPT for ReShade.ini file. Drag UpscalerBasePlugin folder into mods folder. Drag nvngx_dlss.dll file (DLSS) into UpscalerBasePlugin folder. Cleanfield Drag interface folder into data folder. Drag StarfieldCustom.ini file into content folder. Ensure the following text is in the StarfieldCustom.ini file which many mods require: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= [General] SIntroSequence= uMainMenuDelayBeforeAllowSkip=0 EXTREMELY IMMPORTANT: Add the following text to the vanilla Starfield.ini file immediately under [Archive] or most mods break even with the StarfieldCustom.ini file. bInvalidateOlderFiles=1 Add the following text to the StarfieldCustom.ini file for responsive grabbing: [Controls] # Delay in seconds before the player grabs an interactive object fQCZKeyDelay=0.3 # Delay in seconds before the player grabs a basic object fZKeyDelay=0.15 Vortex (these mods all installed without issue using Vortex after manually installing everything above) BetterHUD Compact Mission UI EXE Effect Textures Enhanced Enhanced Dialogue Interface Enhanced Player Healthbar Icon Sorting Smooth Ship Reticle StarUI Inventory Nexus Mod Links Achievement Enabler - created by brunph ASI Loader Upscaler (DLSS) - created by PureDark Upscaler Base Plugin DLSS Quantum Reshade - created by HelloImCrimson (with fix tips from Formula21) Reshade BetterHUD - created by KhaoMaat Cleanfield - created by Gametism Responsive Grabbing - created by Seb263 Compact Mission UI - created by Stentorious EXE Effect Textures Enhanced - created by Weijiesen Team EVE Enhanced Dialogue Interface - created by Seb263 Enhanced Player Healthbar- created by SilverEzredes Icon Sorting - created by McGuffin Smooth Ship Reticle - created by alexbull_uk StarUI - created by m8r98a4f2 Additional Resource TroubleChute - YouTube
  13. 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.
  14. Self-sufficient mods are those mods for which you do not need to install separate engines (platforms) for mods (additional software). Usually these are mods that already contain embedded software inside them. For example, such software as in the mod engine from JPFarias. Pluses of these mods: - for their work, you do not need to install additional software with the mod engine (platform). Cons of these mods: - most likely a similar mod will not work with other mods at the same time. - If the game has been updated, then such mods no longer work on new versions of the game. In this tutorial, you can find an example of a self-contained\standalone cheat-mod: "Cheat-Mode": https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 and here: "List of Mods": https://steamcommunity.com/sharedfiles/filedetails/?id=1981754832 There are custom mods that are not described on the Nexusmods website. Such mods were made for old versions of the game and they do not work with new versions of the game and with other mods. Perhaps, when developing a new mod, it will be useful to look at the capabilities of such custom mods and their source code. Some old standalone mods were able to do things that the mods currently featured on the Nexusmods site can't do. Below is a list with a description of some self-contained mods: 1) Planetbase Hack (v1.0.2 stable) (cheat mod source code) https://www.mpgh.net/forum/showthread.php?t=1041129&p=11062099&viewfull=1#post11062099 Description of the author of the mod: "Tools used: ILSpy + Reflexil plugin I have made a post on the second page with all the changes made to the original DLL in this hack." Features: Spawn ResourcesSpawn ColonistsTrigger Events (Solarwinds / Dust Storms etc...)Unlock Tech and GoalsIncrease map size by 4Build without the need of a link to another buildingIncreased maximum constructions from 200 to 20000Console UI"The code below are the modifications I made to the original dll. I cba to post a step by step instruction. Programmers should be able to follow this. Inside the class Planetbase.GuiMenuSystem add the following Inside the same class Planetbase.GuiMenuSystem modify the init function". Map size is increased by 4 times. Building limit is increased from 200 to 20000. You can now build without the need of a link to another construction. I did already add the buttons to enable or disable these features. I've added a GUI for the console. Download file: this and https://www.mpgh.net/forum/showthread.php?t=1041129&p=11070709&viewfull=1#post11070709 Press the console button in the top left corner to toggle the console on or off. To see the available console commands type in "help". Description on the Steam forum: "Planetbase trainer" https://steamcommunity.com/app/403190/discussions/0/483367798515096667/ 2) Planetbase Custom (6 Oct, 2016) https://steamcommunity.com/app/403190/discussions/0/343788552531043105/ Screenshot-1: https://steamcommunity.com/sharedfiles/filedetails/?id=775521996 Screenshot-2: https://steamcommunity.com/sharedfiles/filedetails/?id=775521954 Screenshot-3: https://steamcommunity.com/sharedfiles/filedetails/?id=783274069 - Custom code can be turned on and off - Gameplay is capable of 8x speed - Medical Cabinet holds 8 Medical Supplies instead of 4 - Meal Maker makes 5 meals instead of 3 - Minor changes in AI status levels allows them to work a little longer before needing sleep,food,etc. - Manufacturing limits changed, can now limit each bot seperately. Updated file can be downloaded here: /http://goo.gl/LxR2jT the file has to overwrite the Assembly-CSharp.dll located at {Steam library}\steamapps\common\Planetbase\Planetbase_Data\Managed Screenshot-1: https://steamcommunity.com/sharedfiles/filedetails/?id=775521996 Screenshot-2: https://steamcommunity.com/sharedfiles/filedetails/?id=775521954 Screenshot-3: https://steamcommunity.com/sharedfiles/filedetails/?id=783274069 3) Cheat-Mode (IseAssasins) (2017.08.20) https://www.playground.ru/cheats/planetbase_chit_mod_cheat_mode_all_versions-75991/ Video: https://youtu.be/GVikb4MWdVY?t=143 , https://youtu.be/qSEI_24vlJs?t=30 Screenshot-1: https://i.playground.ru/p/iN14_JWal7SMhggFKIwTrg.png.webp?800-auto Screenshot-2: https://i.playground.ru/p/rbRfcao8xNdFO1KDgVk0FA.png.webp?800-auto Description of the author of the mod: This cheat mod adds two buildings, one of them is "Magic building" which is internal. (i.e. the room). This cheat mod adds two buildings, one of them is Magic buylding which is internal. (that is, this is a room). The second Airstrip building (outdoor building) endlessly produces electricity and water, and is also a landing pad for the ship that is called in a special menu. The arrival of the ship can be ordered only after the construction of the "Airstrip" building. In the ship menu, you can call up a menu in which you can select either goods or people or technology. 4) Cheat-Mode (Alex Peretyatko) [1.21] (January 8, 2017) https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_21-821267 Screenshot-1: https://i.playground.ru/p/Hqka_oLy2aATCJFrfJgAGw.png.webp?800-auto Screenshot-2: https://i.playground.ru/p/-gVLCsjBX2pL2iByZMjqvw.png.webp?800-auto Screenshot-3: https://i.playground.ru/p/DvONlRRdb5QM0IWj-MolzQ.png.webp?800-auto Screenshot-4: https://i.playground.ru/p/IzUi9Ysc-Kh50aEUk4p0ZQ.png.webp?800-auto Screenshot-5: https://i.playground.ru/p/J18ly7eNW05jP-P1F0uA1Q.png.webp?800-auto Description of the author of the mod: In the menu of closed buildings, another building called Cheat MOD should appear. After installing this building, items such as: Cheat spawn colonists are opened, this item will make it possible to spawn as many colonists and robots as you like. The next item is the Cheat warehouse, it gives us such opportunities as: setting the maximum energy balance, water balance, oxygen balance, wind strength. The second tab is a plus sign in the upper left corner of the cheat mod. With it, you can set the maximum values ââââof the indicators of visitors, colonists, and robots. The third one allows you to set the value of resources. The fourth makes it possible to unlock technologies. 5) Cheat-Mode [v.1.1.0(2016.03.27)] {WladV} https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_v_1_1_0_2016_03_27_wladv-815348 6) Cheat-Mode [1.1.0.beta.15.mod (2016.03.21)] {WladV} https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213 Screenshot-1: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-11 Screenshot-2: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-12 Screenshot-3: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-7 Screenshot-4: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-17 Screenshot-5: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-9 Screenshot-6: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-2 Screenshot-7: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-13 Screenshot-8: https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_1_0_beta_15_mod_2016_03_21_wladv-815213#gallery-0-15 7) Cheat-Mode v.2 (2016.02.25) {WladV} https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_v_2_2016_02_25-814634 Screenshot-1: https://i.playground.ru/p/KyYLCzxJAmoSCzeO7Sv3ew.jpeg Screenshot-2: https://i.playground.ru/p/FakGOpMyv1x3FWl5PIjwBg.jpeg Screenshot-3: https://i.playground.ru/p/V8Bkat5R6QuH-WBXoizF9A.jpeg Screenshot-4: https://i.playground.ru/p/5LOOCzSMTANugLjhGyqxhg.jpeg Screenshot-5: https://i.playground.ru/p/UmSL7ML5fK-2cDtS9zyr1Q.jpeg Screenshot-6: https://i.playground.ru/p/iiNy3ECHiH1n-wxCyCB3yw.jpeg Screenshot-7: https://i.playground.ru/p/TERyZGty4PFFdc9eb-BtZw.jpeg 8 ) Cheat-Mode [1.0.11b] {WladV} (February 23, 2016) https://www.playground.ru/planetbase/cheat/planetbase_chit_mod_cheat_mode_1_0_11b-814588 Screenshot-1: https://i.playground.ru/p/kTAeR-AVSF2hB9IIUxcmTQ.jpeg ____________________________________________________________________ Video about cheat mods: A) "Planetbase - Cheat Mod" (Aug 2 2016) Video: File: https://mega.nz/#!upglAIbZ!ot3xR6OcfL20UxYsR7J--zI5gTuD86eHthM-eo61Sis B) "Planetbase - Cheat Mod, Update" â2 (Jan 11 2017) Video: File: https://mega.nz/file/OwBjnQDJ#UQFmx_7LSdyo6i4b5Sgcc0GZsyArXRP6COLU0X46Uxs C) "Cheats on PlanetBase / Cheat Panel / Cheat Menu / Cheat Planetbase" Video: https://youtu.be/GVikb4MWdVY File: https://disk.yandex.ru/d/MjpR5stM3Gnose ____________________________________________________________________ Additional Information: You can learn more about this topic in these guides below. About about mods, about cheat mods, about trainers and much more. Guide - Cheat-Mode: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 Guide - F.A.Q. Mods, Cheats, Trainers for Planetbase: https://steamcommunity.com/sharedfiles/filedetails/?id=1981488180 Guide - Cheats and Trainers: https://steamcommunity.com/sharedfiles/filedetails/?id=1983103713 Guide - Leveling terrains with a cheat mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709 Guide - List of Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=1981754832 Guide - If you have any questions while creating a MOD: https://steamcommunity.com/sharedfiles/filedetails/?id=2044971158 An article with useful information about mods: https://www.nexusmods.com/planetbase/articles/9
  15. 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)
  16. 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!
  17. 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?
  18. So im fairly new to coding in general, basically just dabbled in it if i needed something done via googling, but not really profficient in any sense like i understand some terms and lines depending on the program, just not how to put them together to make anything useful atm xD So i have a couple of questions, 1.Where would i look if i was after guides on how to specifically make scripthooks for games? becuase googling basically just comes up with GTA stuff and "guide"just sends me to installing a script hook someone else made :/ and coding is a vast plethora of languages and i am one confused cookie. 2. for anyone whos made one, if im fresh to coding would it even be feasable or likley that ide be able to make or even update an existing script hook? without learning a ton of extra things about coding (like i just want to specialise in this one thing atm for what i want to get done) Any help would be super appreciated! :D
  19. Okay. I am not exactly new to in modding community and I have been here for months. Yet, I still don't know enough about about tags. While Nexus has a page named tags (https://wiki.nexusmods.com/index.php/Tag), it is not comprehensive about what "tag" means. I still don't know what "reshade" or ".ini tweak" mean, for example.
  20. Hello ! I'm using this website for years now as a "client". Today I would like to join the moders community and I would like to learn how to create mods. Most of the games now uses engines like Unreal Engine. Do you have any ressources/tutorials/guides, relatively up-to-date to learn how to create mod with these engines please ? I was quite confident about finding youtube tutorials... I was wrong. Thanks !
  21. 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
  22. Hello guys, I just finished my high school and am entering college....that means I have lot of time now.Keeping it short...I want to start modding but just don't know how to start..I know some basic java and python coding..which I learnt during high school. Now If you after reading up until now try to suggest googling or searching youtube...belive me I did just that before writing here..and I am writing this query here because this site is the site I mostly use to get mods. So if you are a modder or someone who has experience in modding....please can you comment on where should I start...and what are the prerequisites that I should have.
  23. Hi guys, I wrote this book and posted it to https://www.nexusmods.com/skyrimspecialedition/mods/70068 and now I am wondering how do people get banned from Nexus? Because I uploaded a book, not a mod. I have emailed moderators and bots are responding. Thanks.
  24. Hello this is my first time trying to apply mods to games so I am looking for a simple step by step guide to install the Call of Duty (2019) weapons sound for GTA 4 https://www.nexusmods.com/gta4/mods/86 Please take in effect that this is my first time applying/installing mods so I would greatly appreciate a detailed guide so I don't mess up my game.
  25. 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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