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#### IO
- [x] Qubicle: Push warnings to an array and show it in the Linter
- [ ] Quibble: don’t rely on same size of material maps, match material map position by the attachment point
- [x] move file …
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It can be achieved by keeping the reference to the mod (GamePathEntry) and arz/arc file at Item level and Player level. doing so we can avoid itemid collision/ambiguity by prioritizing mod file data r…
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## The problem:
Unless I create a directory in the Skyrim SE install directory Data/tools/GenerateFNIS_for_Users, or I install FNIS unmanaged, running GenerateFNISForUsers will error out with the fol…
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### Describe your problem here.
I wanted to move some things from my engine to this psych engine for android
And even if I manage to compile, it gives me error once I am in android.
Specifically th…
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It simply leads too many newcomers to Touhou modding into needlessly going the static patching route, when they should be using thcrap instead to keep the intent of their modifications clear, benefit …
nmlgc updated
6 years ago
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Since the idx files are broken down nicely by the v007+ modding tools, it is possible to cross reference them easily. A parser that looks for gaps in skill levels and itemset levels can help cut down …
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Can You Add An Option To Convert A .png File To A .uasset File Thats Cooked And Can Be Used In Latest Fortnite Modding For Texture Modding?
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Might as well start an issue for this (I hope that's okay).
Just downloaded it and started looking at the data files, and seems they have changed the graphics format again, now it is .smx files. H…
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I follow this repo closely but ever since i picked up blender i haven't actually seen a lot happening with your repo and many others, i know apex recently released a new format for their stuff but i d…
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It would be really helpful if we could import/export BGS's bhkPhysicsSystem binary data to be able to view and edit collision meshes. This would enable modders to create new .nifs with custom collisi…