Search found 8 matches

by binos1515
Sat Oct 31, 2020 3:56 am
Forum: DXEditing
Topic: Custom portraits for individual mods?
Replies: 3
Views: 5393

Re: Custom portraits for individual mods?

Here is is, I only copied the things I changed in MLMenuScreenNewGame.uc Also the way this works you want to have the texture import for the new textures in the DeusExML folder //----------------------------------------------------------- // //--------------------------------------------------------...
by binos1515
Tue Oct 13, 2020 8:20 am
Forum: DXEditing
Topic: Custom portraits for individual mods?
Replies: 3
Views: 5393

Re: Custom portraits for individual mods?

I finally got it - Turns out only MenuScreenNewGame.uc calls ResetToDefaults() in InitWindow(); MLMenuScreenNewGame.uc calls Super.InitWindow() which feeds its defaultproperties to the initial ResetToDefaults() in MenuScreenNewGame. My solution was to copy over the InitWindow() and ResetToDefaults()...
by binos1515
Thu Oct 01, 2020 7:53 pm
Forum: DXEditing
Topic: Custom portraits for individual mods?
Replies: 3
Views: 5393

Re: Custom portraits for individual mods?

So in MLMenuScreeNewGame.uc, I found out that InitWindow() sets what the portrait image is by calling ResetToDefaults(), which is the same function that the Reset Defaults button in the menu uses. I tried to add IF ELSE and putting the different set of textures in the same defaultproperties, am able...
by binos1515
Sat Sep 26, 2020 7:48 am
Forum: DXEditing
Topic: Custom portraits for individual mods?
Replies: 3
Views: 5393

Custom portraits for individual mods?

I know how to have custom portraits that change the character appearance at the start of the game for the regular game or the whole of the Mod Loader, but how would you do it for individual mods? Create a function or modify something in MLMenuSreenNewGame.uc? Or create an extension for that class or...
by binos1515
Sat Feb 08, 2020 5:31 am
Forum: DXEditing
Topic: Team UC Modloader
Replies: 2
Views: 5377

Re: Team UC Modloader

Another issue with mod launcher, thought I'd post it here instead of making a new topic. You can set the starting inventory by editing the mod .int file using Inv=DeusEx.(itemname). I want to start with nothing except the NanoKey Ring, which actually requires to add DeusEx.NanoKeyRing or else you ca...
by binos1515
Fri Feb 07, 2020 9:00 pm
Forum: DXEditing
Topic: Team UC Modloader
Replies: 2
Views: 5377

Team UC Modloader

Does this thing still work? I follow all the instructions but can never see the option under the main menu, neither if I set autostart to true. Nor can I find any pics or vids showing what it's supposed to look like. Is there a modern alternative or something? Edit: I got it to work using Han's load...
by binos1515
Fri Feb 07, 2020 7:25 pm
Forum: DXEditing
Topic: Pathing NPCs into elevators
Replies: 4
Views: 8909

Re: Pathing NPCs into elevators

I was able to do it by putting a mover in the actual floor of my elevator and triggering it to move and hide in the wall when the elevator reaches the top. From there the NPC doesn't have a problem exiting somehow, without anything under.
by binos1515
Thu Sep 19, 2019 3:47 am
Forum: DXEditing
Topic: Pathing NPCs into elevators
Replies: 4
Views: 8909

Pathing NPCs into elevators

I'm trying to have an NPC to get in an elevator with the player but it won't path since it's on an upper floor so the editor thinks there's a hole where the shaft is. I'm able to get them to come inside maybe 32 units and use the elevator but it doesn't look good. I added a solid brush hidden in the...