Hi! I tried to make some changes to the file, but when I tried to transfer the elextpl file to elexresman, I got the error: Unsupported resource type error.
This mod is ALMOST perfect. ALMOST. Except of one thing - this hood color was changed even if we have standalone Death's Hood. And this small issue totally ruins my cosplay and roleplaying sadly. I wish this hood to get back to its original color. Please. PLEASE. Thanks.
Delete Tex_Chr_Male_Hat_Bsk_Adventurer_03_Al.elex2img and Tex_Chr_Cre_Mon_Reaver_Mask_01_Al.elex2img in the Image folder. Use elex2resman to unpack the .pak.
Yeha it doesn't have a proper texture, because it only exists in the game files, PB didn't included it in the game. Same as some other models of the high end weapons that were datamined, but do have a texture.
At some point I was debating whether to go back to E1 and port the green texture of the rocketlauncher, but I've never gotten to it. Also the blue glowing part would need to be changed as the E1 launcher doesn't have that.
Aight. I have another question though. Does increased radius of Fire Rain affect (decrease) the droplets' density? Also, somehow sometimes some of the droplets don't explode upon contact with the surface? Is it normal?
Firerain itself is controlled by a script that can't be accessed. But let's say if it fires 30 of them on default radius and I increase the radius to 8 meters then the density would be lower while still firing 30.
As for the droplets, that's just how the engine works. It's never perfect also it usually only matters if it can hit the oponent.
I wanted to design Lightning Storm for everybody that would be a heavily nerfed version of Firerain. While the script super limited the design I decided to keep both spells as this is just a mod, so why not to have some fun, as the regular firerain is always available without the mod.
The only thing that bugs me is because of how the effects are coded in Genome, both spells still have fire status effects, changing it to anything else breaks the spells.
It doesn't hinder your chance to hit targets. Original firerain also does'nt hit with all projectiles. That's what the script does. There is no way how to remove it without also removing Lightning Storm, which I won't do.
I mean: lower density - lesser chance to hit. Could you at least tell the name of the file inside the .pak file that needs to be removed in order to have Fire Rain unmodded?
That's the thing, lower density of visual projectiles per greater area, but hits on oponnets still tracked by an unchanged script. If you want to cut Firerain template, look in the Templates folder and search for its name.
Also I'm not really sure this is how it works, you are seeing problems where there aren't any.
Hi there. I tried to delete all firerain and lightingstorm templates and even sounds. It doesn't work, parameters of the skill fire rain back to normal, cooldown is 20s and range probably lower, but new graphics and sound stays lightning in the game. Weird. Where are files responsible for graphics then?
First of all, thanks for putting all this effort into modding Elex. But after unpacking your mod into my Elex 2 folder, I can't interact with any NPCs anymore. Neither will they start a conversation (for example the first encounter with Adam right after the cut scene) nor can I start talking to them. This is the only mod I use. As soon as I delete the files, everyone starts talking again.
Am I doing something wrong? Or do you have an idea what the problem could be?
Thanks for the fast reply. I think I found the problem. I started Elex 2 without DirectX 11. With it NPCs talk to me. I tested your test file nonetheless and the test file works both with DirectX 11 and without it.
So it seems the test version works for you fine on both DX12 and DX11. And the official release doesn't work for you on DX12? The thing is that PB uses basically identical info.hdr that has 1 script cut and 1 changed over the DX11 version so the mod should work fine even on DX12. DX12 only locks access to modded textures so those won't work, but there are not that many of them here.
That's as far as the engine allows for the lightning design. New effects cannot be added so some unused are replaced and those unused are very limited in numbers. Changing it to lightning status effect breaks it completely so the released solution is always the best possible.
hello your mods are all awesome but there is a tiiiiny problem for me, light of calaan (the energy rifle) , its lights are changed to red after i install this mod. i dont have any other mods at all. just this can i have the light back to default ?
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This mod is ALMOST perfect. ALMOST. Except of one thing - this hood color was changed even if we have standalone Death's Hood. And this small issue totally ruins my cosplay and roleplaying sadly. I wish this hood to get back to its original color. Please. PLEASE. Thanks.
Also I noticed there's some texture issue with Khaan, Destroyer of Worlds. Don't think it's how it should look so just wanted to report.
At some point I was debating whether to go back to E1 and port the green texture of the rocketlauncher, but I've never gotten to it. Also the blue glowing part would need to be changed as the E1 launcher doesn't have that.
- Redesigned Firerain and added Lightning Storm into the game.
I have another question though. Does increased radius of Fire Rain affect (decrease) the droplets' density?
Also, somehow sometimes some of the droplets don't explode upon contact with the surface? Is it normal?
As for the droplets, that's just how the engine works. It's never perfect also it usually only matters if it can hit the oponent.
I wanted to design Lightning Storm for everybody that would be a heavily nerfed version of Firerain. While the script super limited the design I decided to keep both spells as this is just a mod, so why not to have some fun, as the regular firerain is always available without the mod.
The only thing that bugs me is because of how the effects are coded in Genome, both spells still have fire status effects, changing it to anything else breaks the spells.
Could you at least tell the name of the file inside the .pak file that needs to be removed in order to have Fire Rain unmodded?
Also I'm not really sure this is how it works, you are seeing problems where there aren't any.
I tried to delete all firerain and lightingstorm templates and even sounds. It doesn't work, parameters of the skill fire rain back to normal, cooldown is 20s and range probably lower, but new graphics and sound stays lightning in the game. Weird. Where are files responsible for graphics then?
But after unpacking your mod into my Elex 2 folder, I can't interact with any NPCs anymore.
Neither will they start a conversation (for example the first encounter with Adam right after the cut scene) nor can I start talking to them.
This is the only mod I use.
As soon as I delete the files, everyone starts talking again.
Am I doing something wrong?
Or do you have an idea what the problem could be?
Try this test version that has those modded scripts cut to see if the NPCs (outside of Death) will interact and let me know if it works or not.
I think I found the problem. I started Elex 2 without DirectX 11.
With it NPCs talk to me.
I tested your test file nonetheless and the test file works both with DirectX 11 and without it.
Tnx a lot
your mods are all awesome
but there is a tiiiiny problem for me, light of calaan (the energy rifle) , its lights are changed to red after i install this mod.
i dont have any other mods at all. just this
can i have the light back to default ?
Tex_Wpn_Blaster_Barrel_Lgd_01_Al.elex2img
Tex_Wpn_Blaster_Barrel_Lgd_01_Em.elex2img
Tex_Wpn_Blaster_Grip_Lgd_01_Al.elex2img
Tex_Wpn_Blaster_Grip_Lgd_01_Em.elex2img
Tex_Wpn_Blaster_Scope_Lgd_01_Al.elex2img
Tex_Wpn_Blaster_Scope_Lgd_01_Em.elex2img