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Magus

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MagusTheMagician

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20 comments

  1. MagusTheMagician
    MagusTheMagician
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  2. Daiganzan
    Daiganzan
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    How would one make it so only the new weapons spawn? I managed to extract the changes to the armors (I assumes it´s the templates only for the resistances being added to the armors, seems to work) but I don´t know what do I need to edit on the Sectors or World entries. 

    Also, good call making Rebel armor the one giving Reality resistance - makes the Factionless path less of a pain as Reality can be devastating...
    1. MagusTheMagician
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      By spawn I'm assuming you just want the items alone without anything else. The thing is I don't think there is much else than the gear here. Also unlike the armor templates the weapons need the extra files to work as designed. And the sectors or Death are needed to gain acces to them since there is no other way how to "spawn" them. DX12 will cut access to all modded textures so I guess you can remove those if you play on that version.

      World file governs what sectors will the game have. Sectors are standalone files that can add anything into the game world.

      Also if the localization files are present and you delete those, you won't have any modded text.
    2. Daiganzan
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      Yes, that is correct; I just wanted the items spawning, but not e.g. the Spellfists, Armor or Death. 
      If I got your post correctly, the World entry has the following: 

          "Magus",
          "Magus_Armor",
          "Magus_Chest",
          "Magus_Death",
          "Magus_Interacts",
          "Magus_NPC"


      But only Magus, Magus_Death and Magus_Interacts are present in the mod. I assume this is for compatibility with your other mods, and the game just ignores missing sectors? So if I just want the items, but not Death, I just need to delete the Magus_Death and leave the other two sectors present. I´ll give it a shot.

      I tried to edit Magus.elex2sec to remove the items I don´t want, but I can´t save it back from elex2secdoc with elex2resman - am I missing something? Nevermind, I found it is a bug with elex2resman itself - renaming the elex2secdoc to elexs2ecdoc allowed me to save it. 


      DX12 will cut access to all modded textures so I guess you can remove those if you play on that version.

      Oh, so that´s why the ALWS is not red in my version...

      Edit: seems to be working, I deleted the Elexetor hood (to check if the strings are needed) and so far only the elexetor armor and pants spawned. Finally my Cleric can rock proper Alb armor...
      (I did add some attribute requisites to the Elexetor armor on my run, so faction armor does not become irrelevant, as I´m still at T1 faction suits)
    3. MagusTheMagician
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      Hey great stuff, you know what you are doing.

      Yeah the World has more sectors for compatibility with other mods and if you don't include them it doesn't matter to the game.

      Yeah to delete Death cut those sectors or the template. You can also delete info.hdr that has the infoscripts for Death.

      You've found the other way how to edit the sectors. Normally one has to hex edit the elex2resman and fix elexs2ecdoc to elex2secdoc. That's just a typo.

      About the textures, it is unlikely it will ever be fixed for DX12. PB doesn't support modding and George won't work on elex2resman anymore while the textures themselves have new hex attributes as Tom found out. But overall DX12 doesn't load even it's own textures if I mod them so that's just bad. Also while we got more fps, the shadows are just much worse. I'm sure PB will fix that with their new version of Genome in ELEX 3.
    4. Daiganzan
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      I did notice a lot of glitches in DX12...

      Also, the Sniper rifle is proof of how much missed opportunities this game has as ranged combat goes - I use segments of your Ranged Combat mod (the Blaster upgrades, and some changes to Legendaries) as that makes them a very distinct option to laser rifles (either ammo efficient, high single shot or lower single shot but astronomic DPS with blasters, and they chew energy cells like mad). Never understood what was the point of Blasters in vanilla game, but with those changes they can be a viable alternative to shotguns!. 

      It´s also pretty fun to blast things from above with a high powered elephant gun, then go BRRRRRRRRT up close too. 
  3. GeneralIwolgin
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    Could you please make a stand alone for Quick Slot to all Gear only?
    1. MagusTheMagician
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      Yeah, why not. Those are my basic starting modules for the whole mod. You can now find it in the download section.
  4. MagusTheMagician
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    Feel free to post what you think about the new Stats / HP / Resistance bonuses on armors. Some people liked this, some didn't. I think it's a nice touch but it might be a little bit overboard. The problem is that it can't be lowered other than removed and maybe maintained only on the highest armors. On the other hand the current version does finally feel like "Gear Enhanced".
  5. kasl9811
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    Hi! please tell me what kind of mod do you use on this white cloak?
    1. MagusTheMagician
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    2. kasl9811
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      Hello! thank you very much for your answer! tell me, could you make a version of dawkins' cape but with jax's face?
    3. MagusTheMagician
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      SURE. Note that these replace the starter armor, the one where you are naked. If you have some actual armor you like ingame then its mesh can be overriden too.
    4. kasl9811
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      Thank you so much! can't put into words how cool you are
  6. MisterTeas
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    Hi! Great mod, but for me it's a little cheating. I saw your elexetor armor replace, if you have time maybe you can do a optional file which only replace elexetor armor with alb commander chest and pants, but not helmet? I think that's look a lot cooler instead of hood. I think a lot of people be thankful for ya if you do that. 
    1. MagusTheMagician
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    2. MisterTeas
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      Thank you very very much! You are legend, for me at least. You should add it to "Files" trust me. That's a thing what many people looking for not only me. Thank you again you wasted your time for me. I appreciate it)
  7. ramonsantana
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    Is this compatible with combat enhanced?
    1. MagusTheMagician
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      Combat Enhanced basically has all these changes already. If there is anything new it will be merged into the next Combat Enhanced version once I'll get to it. But as of now you don't need to run this mod as standalone if you are also running Combat Enhanced.
  8. j2137
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    Thx so much! Just the quintessence of perfection! Ive been dreaming about quick slot support like this since elex 1. Great job mate!
    1. MagusTheMagician
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      Heh, yeah.