Search found 8 matches
- 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 //----------------------------------------------------------- // //--------------------------------------------------------...
- 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()...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...