While 'Lore Friendly Angaran Displays' a great mod, i intend to use it myself in the next playthrough, i think it is more a personal taste type of mod than the other ones listed here. It falls neither into the category of fixing a bug or mistake, as i think using english letters there was a design choice, nor in the category of removing something that can drive you ( or at least me ) crazy.
When I try to download "Fixes Addendum ProjectFiles" from the misc section, my computer blocks it and says there is a virus, something about a trojan script.
Idk, that seems paranoid o.O (The antivirus program, that is ) As you can see, nexus scanned the file - if you click on the green checkmark you also get a report which scanners they used and when. Maybe update your antivirus again. If that doesn't help, i guess you could try adding the downloaded file to the exceptions or something.
What is exactly is supposed to be the trojan? Is it just the zip file hash that is flagged, or is it one of the included files?
I'm guessing the zip hash download itself is being flagged as a false positive. I'm new to Frosty modding and I'm quite tech illiterate; are those "fbproject" files necessary for the mod to work or are those just for the editor?
the fbproject files are for the editor, for when you want to see what i did or change something about the mod. If you just want to use the mod, then the main and optional files are all you need. (Well, the fbmod files inside those zips, but frosty also accepts zip files and unpackes them itself)
I've looked into this, but i cannot find anything that is wrong.
All the stuff i can find is correctly as it should be, but there is one translation from input action identifier to input action enum that i cannot find in the game assets. So no, I can't fix this
Hi! What did you change to the Drack conversation file to make it play only once per game? I don't have the game installed right now so I wasn't able to check the project file.
The conversation lines can be set to play always, or once per game when also given a new plot flag. So not that difficult actually, just have to find a new plot flag id.
Found another one for the list: System NOL Planet PAS-55 Starship Wreckage text indicates it is an Angaran escape pod, but the escape pod that is present is from Initiative.
Went looking around at Angaran technology in the game trying to find something that would make a suitable model swap, only things I could see that might work would be one of these crate models? While none of them exactly scream "Escape Pod", at the very least they are visibly neither Initiative or Kett technology? The left-most one might be the better of the three because it doesn't have the leg props of the other two.
I suppose the other, probably vastly easier option would be to simply re-write the pod description to state that it's an Initiative pod, has been there for less than a decade, and it's not clear how exactly it got there?
So, i was wrong: There is an angaran escape pod model in the game! But just like these other props i cannot use it in place of the escape pod. It is not referenced in a usable blueprint bundle, and i cannot replace the existing bundle entries because that would break two other instances of initiative escape pods somewhere else.
And I don't want to edit the text because the text is what is intended, i'm not changing that. Also i really don't want to create another 7 text mods for some random wreckage poi somewhere. ( Can't include text mods with the main mod without breaking the game for those of other localizations)
So does the Kett's Bane fixes mean that the kett corpses won't despawn in front of your eyes anymore when you enter the bunker where Massani is and he initiates conversation with you?
They despawn after the conversation, so hopefully out of direct sight. Maybe i should get rid of the despawner entirely, but i don't know its intended purpose so it rather leave it there
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(yes, I know it's kinda useless since I think it doesn't autoinstall everything, but still good to have).
Anyways, I found this mod and I think it should be on the list: https://www.nexusmods.com/masseffectandromeda/mods/1170?tab=files&file_id=6363
It falls neither into the category of fixing a bug or mistake, as i think using english letters there was a design choice, nor in the category of removing something that can drive you ( or at least me ) crazy.
As you can see, nexus scanned the file - if you click on the green checkmark you also get a report which scanners they used and when.
Maybe update your antivirus again. If that doesn't help, i guess you could try adding the downloaded file to the exceptions or something.
What is exactly is supposed to be the trojan? Is it just the zip file hash that is flagged, or is it one of the included files?
If you just want to use the mod, then the main and optional files are all you need. (Well, the fbmod files inside those zips, but frosty also accepts zip files and unpackes them itself)
All the stuff i can find is correctly as it should be, but there is one translation from input action identifier to input action enum that i cannot find in the game assets. So no, I can't fix this
System NOL
Planet PAS-55
Starship Wreckage text indicates it is an Angaran escape pod, but the escape pod that is present is from Initiative.
Noted this down for a future update :)
Edit: Not sure i can actually do anything about this, though as AFAIK there is no angaran escape pod model :/
Went looking around at Angaran technology in the game trying to find something that would make a suitable model swap, only things I could see that might work would be one of these crate models? While none of them exactly scream "Escape Pod", at the very least they are visibly neither Initiative or Kett technology? The left-most one might be the better of the three because it doesn't have the leg props of the other two.
I suppose the other, probably vastly easier option would be to simply re-write the pod description to state that it's an Initiative pod, has been there for less than a decade, and it's not clear how exactly it got there?
But just like these other props i cannot use it in place of the escape pod. It is not referenced in a usable blueprint bundle, and i cannot replace the existing bundle entries because that would break two other instances of initiative escape pods somewhere else.
And I don't want to edit the text because the text is what is intended, i'm not changing that. Also i really don't want to create another 7 text mods for some random wreckage poi somewhere. ( Can't include text mods with the main mod without breaking the game for those of other localizations)
Really nice mod.
Maybe i should get rid of the despawner entirely, but i don't know its intended purpose so it rather leave it there
Thank you, a thousand times over.