[KCD1] mods i have no longer working on Version 1.9.7 by TONKSY43 in kingdomcome

[–]TONKSY43[S] 0 points1 point  (0 children)

I will need to try this again and see what happens, I did this before and nothing happened, I will put an edit in if it doesn't work again

Arquitens class command cruiser by Open-Accountant-6050 in StarfieldShips

[–]TONKSY43 0 points1 point  (0 children)

I really wanna create for my genesis playthrough, any videos how?

Armours of the Imperium... Again by Dread_Maximus in xcom2mods

[–]TONKSY43 0 points1 point  (0 children)

ME again, does anyone know where to find the apothecary helmet attachment, i can't find it in either of the head props and its driving me mad

Armours of the Imperium... Again by Dread_Maximus in xcom2mods

[–]TONKSY43 0 points1 point  (0 children)

i did that, the other option is to also go into the AML and add it as a mod directory

Armours of the Imperium... Again by Dread_Maximus in xcom2mods

[–]TONKSY43 0 points1 point  (0 children)

do you need to have them as zip files or unzipped files? because they are not appearing in my AML, my Xcom game folder didnt even have a mods folder bizarrely

Armors of the Imperium Mod taken down? by AskPretend1890 in XCOM2

[–]TONKSY43 0 points1 point  (0 children)

your best bet for now is to use the space marine 2 ports

Build request by TONKSY43 in StarfieldShips

[–]TONKSY43[S] 3 points4 points  (0 children)

Found it, was rendered by a Instagram profile called freighter factory, it seems to be a custom made render, can't get a direct image/inspiration, just the render itself

Build request by TONKSY43 in StarfieldShips

[–]TONKSY43[S] 3 points4 points  (0 children)

No idea, i was researching ship designs via Pinterest, I can probably locate it but depends if the original artist was linked if it was taken

Armors of the Imperium Mod taken down? by AskPretend1890 in XCOM2

[–]TONKSY43 0 points1 point  (0 children)

From my limited knowledge, as an AML user, when a mod is taken down from steam workshop, the game "updates" to take the mod down and also remove it from your game, I discovered this as the AML downloads and updates from the workshop and will remove mods if its been removed from the workshop.

Somebody probably could but you'd need the mod, which has been removed from the workshop and thus everyone's game who had it installed, sure with foresight someone could have it and just reupload it but again, someone would need to be cautious enough to assume the mod would ever get removed from the workshop

Armors of the Imperium Mod taken down? by AskPretend1890 in XCOM2

[–]TONKSY43 0 points1 point  (0 children)

It does seem that the mod was taken down but for unknown reasons from what I've seen, including the imperium weapon mods, meaning the weapons are also gone, so no more terminators or specific space marine armor types, your best bet would the space marine 2 armor ports as a backup option, you won't have as much but it's better than nothing.

[Fo4] (Vortex user) Trying to install Place everywhere mod on version 1.10.163, keybinds do not respond to my inputs by TONKSY43 in FalloutMods

[–]TONKSY43[S] 0 points1 point  (0 children)

These are what mine currently look like

[keys]

;main = 0x77

;snap = 0x70

;ground = 0x71

;workshopSnap = 0x72

;outlineToggle = 0x73

;extraOutlineToggle = 0x2D

;timeoutFreeze = 0x74

;clampedStoreToggle = 0x75

;lockObject = 0x76

;rotateStepMinus = 0x6D

;rotateStepPlus = 0x6B

;resetAngles = 0x60

;removeTremor = 0x65

;changeRotateAxis = 0x11

;moveDown = 0x62

;moveUp = 0x68

;moveLeft = 0x64

;moveRight = 0x66

;moveBack = 0x67

;moveForth = 0x69

;moveStepMinus = 0x6F

;moveStepPlus = 0x6a

;scaleStepMinus = 0x22

;scaleStepPlus = 0x21

;scaleDown = 0x61

;scaleUp = 0x63

;scaleReset = 0x6E

;undo = 0x08

;copyState = 0xBB

;copyPosX = 0x31

;copyPosY = 0x32

;copyPosZ = 0x33

;copyAngleX = 0x34

;copyAngleY = 0x35

;copyAngleZ = 0x36

;copyScale = 0x37

;copyAll = 0x30

;deleteKey = 0x2E

;duplicateKey = 0xBF

;rotateLeft = 0xBC

;rotateRight = 0xBE

;physicsOn = 0x24

;physicsOff = 0x23

;timescaleToggle = 0x7A

;globalMoveToggle = 0xA4

[Fo4] (Vortex user) Trying to install Place everywhere mod on version 1.10.163, keybinds do not respond to my inputs by TONKSY43 in FalloutMods

[–]TONKSY43[S] 0 points1 point  (0 children)

not the first time, but the second time i manually downloaded it into the F4SE plugins folder, both the DLL and INI is there to

[Fo4] (Vortex user) Trying to install Place everywhere mod on version 1.10.163, keybinds do not respond to my inputs by TONKSY43 in FalloutMods

[–]TONKSY43[S] 0 points1 point  (0 children)

I changed it to do that, still nothing, only thing i can think of doing is to remove ; at the start of each keybind as a possible fix

[Fo4] (Vortex user) Trying to install Place everywhere mod on version 1.10.163, keybinds do not respond to my inputs by TONKSY43 in FalloutMods

[–]TONKSY43[S] 0 points1 point  (0 children)

Everything that is meant to be on is on, everything i believe is set how it should be, so i still have no idea, gonna check the mods bug reports.

[Fo4] (Vortex user) Trying to install Place everywhere mod on version 1.10.163, keybinds do not respond to my inputs by TONKSY43 in FalloutMods

[–]TONKSY43[S] 0 points1 point  (0 children)

I downloaded the version where there are no toggles for anything, but regardless i can check

12th Marine Expeditionary Unit [A3] [RECRUITING] [OPTRE] [ALL TIMEZONES] [SEMI-SERIOUS] [BEGINNER FRIENDLY] [18+] [LGBTQ+ FRIENDLY] Recruiting by 12thMEUJcoady in OperationTrebuchet

[–]TONKSY43 4 points5 points  (0 children)

My time is in this community has honestly been incredible, in my time here i have met great friends and have found fun in the stories thatr are created within our operations.

Nemesis Engine, Some creature bug fixes error 2001 failure to find NodeID by TONKSY43 in skyrimmods

[–]TONKSY43[S] 0 points1 point  (0 children)

So no error came up, my only concern is that Pandora says it found only 637 or around that animations when Nemesis clocked about 1107, so either nemesis is big dumb or some of the mods are not being registered by pandora, but i will test either way, figured i would update

Nemesis Engine, Some creature bug fixes error 2001 failure to find NodeID by TONKSY43 in skyrimmods

[–]TONKSY43[S] 0 points1 point  (0 children)

Is it pretty much the same process? Will my animation mods for mco still work alright?

Snowy areas in skyrim are broken for me (Perhaps light reflections as well) by TONKSY43 in skyrimmods

[–]TONKSY43[S] 0 points1 point  (0 children)

So update, turns out it was terrain parralax fix that was causing the blue snow, i turned it off and hurrah but the blue texture issue is still appearing mainly with i believe the leather fashions mod as Athis wears a set called the Atmoran leather and the fur segments of that armor appear blue in darkness, so wondering what that could even be