Hi Magus, Don't know if you are still around, but none of the mods work. dropped the 500xxl in the packed folder and the light is just the default size & brightness. Even tried a new game, still default. Any ideas?
You either dropped it in the wrong DX version (as the game is shipped twice as DX11 and DX12 versions) or you run another mod with higher load order containing Templates that overrides this. Solutions are to either drop it into both packed folders if you are unsure of your DX, or run the mod solo, or merge your mods with elex2resman into one .pak file.
Is it possible to make it multiple lights? As in a bright center cone like in vanilla, a half as bright, but much broader (like your XXL) cone and then just a dim sphere light.
I intalled 100 version but no changes at all, my flashlight its the same as default and i installed 400XXL but nothing i don´t know were i failed installing it.
That's because you prolly run more mods with higher load order that change Templates meaning you might have to merge your mods with elexresman. Easiest way how to test if a mod works is to load it alone. Here's a quick guide on how to merge:
4.1 Download elex2resman_v0.2.1 and your Facelifts. 4.2 Extract the .zip archives and find the .pak files inside. 4.3 Drag every .pak file over the elex2resman.exe to unpack them. 4.4 Merge those folders. Name the merged folder whatever you want, but keep at least "m_8_" at the start. 4.5 Drag the merged folder onto elex2resman.exe, pick a load order 8, and place the merged .pak into your ELEX2\data\packed folder. 4.6 Enjoy endless customization.
Hi, great work. I'm just wondering why all your versions disable shadow casting? I thought it looked pretty cool on the default. Can you make a 200 XXL version with shadows enabled? Or is there a technical issue with that many shadows being cast? Thanks.
I can look into it and double check. The thing is that during my testing it seemed that CastShadows = True governs only shadows cast by the player when the light is on, which was unnecessary and now we gained a few fps. The shadows cast by the light drone were unaffected.
On the other hand when I look at the XXL version screenshots I know what you mean. As I said I'll test it later.
Great, thanks. As I'm playing with it I'm not seeing any shadows at all, and I thought those were a cool new feature that was kind of advanced for the Elex engine, so I'm hoping you can give an option to put them back in. I tried editing the pak files to do it myself but I couldn't figure out how.
Modding the items = Template files is actually easy. 1) Download the elex2resman_v0.2.1 from the link on my every mod page. 2) Drag the file m_1_FLASHLIGHT_200_XXL on top of the elex2resman.exe to extract the .pak 3) You'll get multiple folders, keep them intact since you will need them for .paking it again. But inside is the file It_Playerlight.elex2tpl. 4) Drag the file It_Playerlight.elex2tpl on top of elex2resman.exe again to extract it to the .elex2tpldoc format. 5) Edit the format with any text editor. The lines altered are on this mod page file so you can find them fast. 6) Make your changes and drag again .elex2tpldoc on the.exe to get .elex2tpl 7) Put the .elex2tpl in the folder Template. Make sure it's the only file there. 8) .pak the folder m_1_FLASHLIGHT_200_XXL again by dragging it on the .exe and choose .pak number, here it's 1. The number means basically load order. 9) Enjoy modding.
Just a suggestion, I made my own version based on your file... I would greatly suggest trying it out and perhaps adding it as an optional version...
Here are the lines i edited :
float Intensity = 100; //you dont need that much brightness if you crank the range float VolumeIntensity = 0.0010000007; //this reduces the "fog" created by the light float Range = 12000; //i'm thinking of putting it to 30k tonight when I play float AreaWidth = 50; //to be honest im not sure if either of those 2 Area do anything... float AreaHeight = 50; float SpotOuterAngle = 95.30899715; //THIS is the one that makes the light cone much wider and its AWESOME! :)
Sure I'll take a look and will improve it, especially the "fog" really bugs me. Areas do very little until you overload them to thousands and then you'll get a square. The main problem is that high area will colide with Jax's facial features and cast shadow on the ground. I haven't tested the Range and SpotOuterAngle so thanks for feedback. Btw the whole Flashlight thing is just a drone light from the first game.
I tried that yesterday and it just did a "tick" sound but nothing happened... perhaps it was too "bright" for it to show anything Thanks as well for letting me know about that! Much appreciated!
Nicely done! This was a much-needed mod. Now with this and the camera fixes, the only needed mod (in my view) is keeping helmets on during cutscenes/dialogue. Any idea how to do that?
Hehehe hey I was working on that mod for like 5 hours already yesterday, safe to say it can't be done directly but I found a workaround which is very crude though, I'm not sure if it would be worth it. Modding tools are just limited now.
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P.D. Sorry for my english
4. Merging multiple Facelifts
Guide on how to merge different looks of Jax's Facelift, Caja's Facelift, Nasty's Facelift.
4.1 Download elex2resman_v0.2.1 and your Facelifts.
4.2 Extract the .zip archives and find the .pak files inside.
4.3 Drag every .pak file over the elex2resman.exe to unpack them.
4.4 Merge those folders. Name the merged folder whatever you want, but keep at least "m_8_" at the start.
4.5 Drag the merged folder onto elex2resman.exe, pick a load order 8, and place the merged .pak into your ELEX2\data\packed folder.
4.6 Enjoy endless customization.
On the other hand when I look at the XXL version screenshots I know what you mean. As I said I'll test it later.
Modding the items = Template files is actually easy.
1) Download the elex2resman_v0.2.1 from the link on my every mod page.
2) Drag the file m_1_FLASHLIGHT_200_XXL on top of the elex2resman.exe to extract the .pak
3) You'll get multiple folders, keep them intact since you will need them for .paking it again. But inside is the file It_Playerlight.elex2tpl.
4) Drag the file It_Playerlight.elex2tpl on top of elex2resman.exe again to extract it to the .elex2tpldoc format.
5) Edit the format with any text editor. The lines altered are on this mod page file so you can find them fast.
6) Make your changes and drag again .elex2tpldoc on the.exe to get .elex2tpl
7) Put the .elex2tpl in the folder Template. Make sure it's the only file there.
8) .pak the folder m_1_FLASHLIGHT_200_XXL again by dragging it on the .exe and choose .pak number, here it's 1. The number means basically load order.
9) Enjoy modding.
Here are the lines i edited :
float Intensity = 100; //you dont need that much brightness if you crank the range
float VolumeIntensity = 0.0010000007; //this reduces the "fog" created by the light
float Range = 12000; //i'm thinking of putting it to 30k tonight when I play
float AreaWidth = 50; //to be honest im not sure if either of those 2 Area do anything...
float AreaHeight = 50;
float SpotOuterAngle = 95.30899715; //THIS is the one that makes the light cone much wider and its AWESOME! :)
I also spent way too much time in the first game building my own...
I'm impressed that a value of 5 in outerangle does so much... so weird sometimes how this games work :)
Guess its a keyboard exclusive ;) haha... I'll map it with my DS4Windows to a combo of buttons
Thanks as well for letting me know about that! Much appreciated!
EDIT: And it's UP!