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Vector

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Everything posted by Vector

  1. Vector

    XSoldier for WotC

    @aoki make sure you have uninstalled both vanilla versions for XSoldier or XSoldier Outfir limiter, its working fine for me and others EDIT: The reason for crashes might also be related to some weird PMG formatting. When saving PNGs, make sure they are PNG-24 and they are not interlaced.
  2. Vector

    XSoldier for WotC

    I'm going to upload mini-patches to fix some bugs on this post: Patch v1.8.1 Fixed the issue of the mod constantly adding the default XSoldier posters into the database. Fixed the issue of the Physique Bonus ability showing up in the UI (it should not be shown since its supposed to be part of the Physique Level). The Photobooth Database management options in MCM were discard, and in its place you now have a button that allows you to access directly to the Photobooth browser, to which new buttons were added to manage both Campaign and Custom Databases. WotC - XSoldier Patch v1.8.1.zip
  3. Version 2.0.2

    2,262 downloads

    About This File 1. INSTALLATION To install the mod just extract it to inside your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\ NOTE: JUTS LIKE XSOLDIER, MAKE SURE YOU UNINSTALL THE VERSION OF THIS MOD FOR VANILLA! IT WON't CRASH, BUT WON'T FIX ANY ISSUES WITH HERO CLASSES. (This is pretty much the same, as vanilla, the only difference was that it was compiled with WotC SDK, and changed a condition to operate on the new Hero Classes) 2. USE This mod was mostly made to be a companion mod for XSoldier. Since not all armors have been redone and are not "prepared" for a slider, this mod was initialy designed to removeall the content on the vanilla game that is not prepared for XSoldier. With that however, a problem occurs to saved games that were started without XSoldier/XSoldier Outfit Limiter. Because the templates for parts no longer exist, the game fails to load anything, and thinks that no available parts for that armor exist. The new XSoldier Outfit Limiter aims to fix that problem, by checking the currently equipped armor and resetting it to how its supposed to look by default for XSoldier. 3. USABILITY AND COMPATIBILITY WITH OTHER MODS I can't vouch for any compatibility issues with other mods, but while this mod was made to operate with XSoldier, it should also be able to fix any missing content issues. If for example a mod for new armor parts was installed and later uninstalled, this mod should be able to fix the same problems caused by uninstalling it (floating heads/invisible body). If you use a mod like Uniform Manager, it may override what the mod is designed to do, however, the single MCM option (Enable Script Fix) is what actually fixes the problem and may cause problems with other mods. Since the script only exists to fix the floating head/missing body issue, it's advisable to just have the option checked if you need a particular soldier/armor to be fixed. To fix a specific soldier, just load that soldier in the armory while having the MCM enabled. After it gets fixed, you can disable the MCM option again, to allow other mods to operate as intended. The fix happens on the Main Menu, when you load a soldier in the Character Pool, in the Armory and in Squad Select screen.
  4. Version 1.0.0

    518 downloads

    This is just a fix to the mod with the same name, to work for WotC, I made it for a friend, and then he asked Robojumper if I could publish it, so here it is. Original mod at: http://steamcommunity.com/sharedfiles/filedetails/?id=803411007&searchtext=camera All credits go to Robojumper, I just fixed it for WotC
  5. Vector

    XSoldier for WotC

    Version 1.8.0

    8,615 downloads

    1. INSTALLATION To install the mod just extract it to your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods NOTE: MAKE SURE TO UNINSTALL XSOLDIER VANILLA VERSION. IF YOU DON'T THE LOADER WILL TRY TO LOAD THE VANILLA VERSION AND WILL RESULT IN A CRASH! 2. ABOUT THE MOD This mod was initially developed to simply add a slider Customization option, to be able to have soldiers look more or less muscular. Aside from that I also made revealing versions of some of the armor parts (it's a WIP, and eventually I may refit more parts at some later point). But to achieve a slider it's a type of mod that changes the Soldier Animation Tree, so any mod that does the same will be incompatible (none that I'm aware of though). In order to make meshes (specially heads) to be slider enabled, its an incredible "destructive" thing to do, since the game engine doesn't allow for proper export of the existing meshes, so I basically had to "redo" all heads and that's why they look different from the ones on the base game. I added two new custom heads (Dustin and Chris Redfield) but I do plan to add more later on. 3. REQUIREMENTS Because with time I have added countless features from Alien Hunters DLC, it is now an absolute requirement. Without it, bugs will happen. XSoldier has support for XCOM 2 MCM, get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1122831824 Not a requirement but I advise getting this to fix a bug: http://steamcommunity.com/sharedfiles/filedetails/?id=665435869 4. FEATURES Although the mod started by being just a graphic mod, I generally do like to include some minor gameplay changes to go along with it. ----- NO BOOBS ALLOWED ----- As many of you know, my goal and mission is mostly to provide mods that focus on men, so this mod operates exclusively on male soldiers. There is also an option on the MCM that will allow you to automatically convert any female crew members on the Avenger to male. This will affect Clerks and Crew, but not Soldiers. If you want inflating boobs... ask someone else! ----- GAME MODES ----- NORMAL: The normal mode makes the game operate almost only like a graphical Mod. The soldiers will have a Weight slider on the customization screen, that will you to set a value for each. Some gameplay elements might be present, but they don't affect gameplay. To set the mode to normal, you must uncheck IMMERSIVE and STAT PROGRESSION on the MCM screen (false for both if you edit the INI). IMMERSIVE: The Immersive mode operates much like NORMAL, with the exception of the slider, which will be locked. So if you want to get a soldier bigger, you will have to use the GTS and the AWC. This mode will also automatically import a soldier's weight from the Character Pool, as long as a character with the same name exists. STAT PROGRESSION: As the name implies, this mode will change soldier's stats and abilities, which will influence the gameplay. Slider is also be locked, and no CP import will happen. For balance reasons each "body level" will have some buffs and debuffs. ----- GUERRILA TRAINING SCHOOL (GTS) ----- The GTS will now have an extra training staff slot, in which you can have a soldier to train. Just like any other training project, after a few days, the soldier's weight will increase. I have also made so that any soldier or NPC will be bare chest while at the facility. ----- ADVANCED WARFARE CENTER/INFIRMARY (AWC) ----- Training at the GTS can only get you so far, and to continue gaining more weight and increase the body level, you will need to subject the soldier to Gene Therapy. Once the appropriate project time runs, the soldier will be able to further increase his weight by training at the GTS. ----- TRAINING CENTER ----- I changed the Sectoid that showed up there into a more appealing Berserker. ----- BODY LEVELS AND ABILITIES ----- While playing with XSoldier on STAT PROGRESSION mode, soldiers will have to train at the GTS to be able to bulk up, and by doing so they get some buffs but also debuffs. Each level steps at every 20 weight: LEVEL 1 - LEAN: The first level, will be earned when you get weight at 20. LEVEL 2 - ATHLETIC: Earned when the soldier gets weight at 40. LEVEL 3 - ROBUST: At weight 60. Typically you will need to get the soldier under Gene Therapy to be able to reach this level, as by default, the Weight Cap is set to 50. The soldier will also gain immunity to panic, but become increasingly vulnerable to psionic attacks. LEVEL 4 - MUSCULAR: Set at 80. At this level, the soldier will earn the Rage Strike ability, the same from the oriinal Rage Suit, but no charges, and with a cooldown of 3 turns. LEVEL 5 - MASSIVE: Reached when you get the soldier at max weight, 100. The Soldier will gain the Wall Breaking ability, which allows him to break everything in is path... Who needs doors? Just smash through that wall and keep moving! Unfortunately, this ability will also break the Squad/Soldier concealment, forcing you to rethink your gameplay if you have a Massive Soldier on your squad. Some advice regarding Classes vs Weights. I generally built the Buffs and Debuffs around this order: Psi Operatives Sharpshooters/Specialists Rangers/Grenadiers/Commando Basically, the more weight you get, the more you will benefit if you are a more "Heavy" class. The motto is, Big and Dumb... A soldier at 100 weight, will be extremely susceptible to Mind Control, so be careful. I also strongly advise using Speed/Movement PCS, as the bigger they get, their mobility will be reduced and more easily visible by aliens. ----- ALIEN HUNTERS/CENTRAL AS A SOLDIER/RAGE SUIT ----- Central Officer John Bradford will now be available as a soldier, with a unique class, Commando. This class is basically a mix between Grenadier and Ranger, but instead of buffing grenades, it will buff Heavy Weapons. He can equip one, regardless of the armor being used. He will also be able to gain an extra level, Field Marshall, and can be a bit Overpowered. However, letting him die or be captured in battle, will end the game. Since at weight 80 in STAT PROGRESSION the soldiers will gain the Rage Strike ability, I have changed the Rage Suit ability to the Quake ability from the Berserker Queen. Because of the way the ability works, it will work differently on NORMAL/IMMERSIVE and STAT PROGRESSION. The 2 first, the ability is just a Rage Strike AoE instead of single target. In STAT PROGRESSION, the ability will also be able to disorient/stun/make targets unconscious. It was also added a "system" in the game that tries to always load Bradford, regardless of the soldiers who are already loaded and any INI tweaks that have been made. There are some occasions when he will not show up, or even show up in the wrong place using wrong animations but I was unable to determine the reason. ----- REVEALING ARMORS ----- Yep, thats a thing for me... if there are for women, why not for men? =P ----- BODY TATTOOS ----- XSoldier adds options on the customization to have Tattoos on other body parts besides arms. ----- MCM SUPPORT ----- XSoldier integrates MCM API, so users can easily change options in-game. Aside from the features already described, I'll skip explaining the options since most are self-explanatory. 5. WAR OF THE CHOSEN CHANGES Several design changes were made to XSoldier to better work with the expansion: Commando (Central's soldier class) is now a Hero class. It is still a mix between Ranger and Grenadier, but also has 2 new trees with some unique abilities: Officer and First War. Because in WotC expansion there are higher chances of getting Berserkers in missions, the mod will no longer change their spawn locations and rates. Due to the fact that the game now requires a larger amount of soldiers on your roster, I've decided to raise the default values of Weight Increase and Weight Loss to 20 and 10. They are still configurable on the MCM. Overdrive Serum will now also offer a new way to increase the soldier's weight. Each use in a mission will increase the weight for the duration of the effect by the Weight Increase value setup in the MCM. Once the effect is over the setup Weight Loss value will be removed. The Weight increase buffs the melee attacks, but no change will the the Physique ability on it self (Lean, Athletic, Robust, Muscular or Massive) until you end the mission and go back to the avenger. Due to the loss of mobility that results from increasing weight, was not setup as an intenger, sometimes (even in vanilla) moving to certain tiles, while visually seemed to indicate that the move would only cost one action point, it would spend 2. To fix this issue I have changed the values to intengers, losing 1 point of mobility for every physique level. To compensate for that, I also increased the value that PCS: Superior Speed grants. Weight Levels 1 and 2 (Lean and Athletic) will no longer grant armor bonus. Levels above weight 50 will increase Armor 1 point per level. Since I was messing up with the PCSs, I decided to also include 2 new PCSs: Hacking and Psi Power. So if you use a mod that also adds them, I would advise ditching such mod. The Armory Main Menu will now display the Weight stat for classes other than Psi Operatives and Sparks. Here's a table with the summary of the abilities for Central/Commando. Abilities in bold are new ones, and include a brief description (hover on an ability in bold to see more info): Squaddie Corporal Sergeant Lieutenant Captain Major Colonel Field Marshall HEAVY Heavy Weapons Shredder Maximum Ordnance Elerium Infusion Artillery Expert Rupture ASSAULT Sword Slice Blademaster Run and Gun Bladestorm Untouchable Reaper OFFICER Holo Targeting Tactical Rigging Inspiring Presence Resilience Counter Measures Rally Troops FIRST WAR Enemy Known Nemesis Lightning Reflexes Field Medic HEAT Ammo ----- PHOTOBOOTH ----- Three new backgrounds were added, and the mod will automatically generate five unique posters, similar to the loading screens. The MCM also offers the possibility of adding custom posters. The images must be in PNG format, and transparencies are allowed. The ratio and max resolution must be 800x1200, and they must be put inside the folder game user folder at: \Documents\My Games\XCOM2 War of the Chosen\XComGame\Photobooth\XSoldier\ Avoid using unusual characters to name the files (spaces, slashes, etc). Hifens or underscores are ok. There is also a check that will allow the game to exclusively populate posters using only the added custom images. Because the way the Posters are implemented in the game, I tried to design the MCM options taken in consideration not only that, but also what I think people would want to have. Posters, are "bound" to a certain campaign, so the Custom Posters exist in a specific campaign (CampaignID 999). When the game loads posters, it does so by CampaignID, so we can't have posters from different campaigns being loaded simultaneously. But, because I think that some people would like to have a mix of both Custom and "normal" posters, that's what the "Copy Database" option is there for, to copy the list of Custom Posters into the current campaign. 6. KNOWN ISSUES AND BUGS This is a list of known bugs/issues. If you find anything not listed here, please report the issue at the forums (www.vectorplexus.com): ----- GENERAL ----- If you have Scale enabled, Soldiers that are +50 weight will have the XPad Camera not properly aligned, which renders the XPad the rise out of the screen. Likewise, for the same reason you will see some silly offset when a Soldier is doing pullups at the GTS, and other animations might look less "optimal". There is a known bug with the game, that causes Proving Ground Experimental projects to not properly reward an item. Although XSoldier does not really add any new item projects, it seems to be causing this issue aswell. You can fix this by installing http://steamcommunity.com/sharedfiles/filedetails/?id=665435869 When Central is forced to spawn on the Avenger, it might not show up, or spawn in T-Pose. Bradford and/or soldiers are not showing up on the Avenger when they are slotted to workout? Unsure if its a bug or something that was changed in WotC. Workout and Gene Therapy Project miss proper alert warnings. ----- ASSETS ----- Lack of vanilla content: Because I had to "destroy" all original content, to make all meshes "compatible", I would need to refit all. It takes a lot of time, so in some cases I have opted to remove some content. Few minor mesh "bugs", that produce some holes, on shoulders/arms and on the butt. Arms Tattoos are being applied simultaneously on left and right arms. This issue its because how they are applied on the mesh by using a vertex colour filter, I need to re-export the meshes to fix it. The male Codex texture swaps between the original and the proper one. Some animations are sometimes displaying awkward poses. Broadly speaking, this is partially an issue with my mod, but some of it I believe it has nothing to do with XSoldier, since the issue also happens to ADVENT Units, and XSoldier does no change to those. There may be some of these issues that XSoldier may be responsible for, but I haven't investigated yet. ----- CUSTOMIZATION ----- The slider doesn't work very well when using the scroll on the mouse. I did my best to minimize this issue, but it may still happen. During Customization, you are able to have the Kevlar Armor sleeves with the bare torso. This is not intended, and everything is properly setup, so I can only assume its happening because of some Game bug. While at the Character Pool, changing torso or legs will cause respectively the torso and legs tattoo to disappear. This is just a "temporary" bug, and the tattoos will properly load when the pawn is refreshed/recreated. Normal Soldiers are getting the Skirmisher's hairs listed. Have to remove them from the XComContent since normal soldiers will not filter Skirmisher specific hairs. ----- FACILITIES ----- If the mod is installed and used in an already existing save, and if that save had a GTS or AWC (Infirmary) under construction, the slots added by XSoldier will not show up! ----- MISSIONS ----- Soldiers who have gained the Wall Breaking ability, will destroy the elevator on Shen's Last Gift Mission (The Lost Tower). I tried to see if I could get a fix, but so far no luck. Just don't take any Soldier that is 100 Weight on the mission, in case you play with STAT PROGRESSION. When a soldier gets resurrected by psi attacks, it will loose the weight and will get the double head bug. The Dropship cinematic doesn't seem to be applying the correct Headshapes, or at least not for Skirmishers, since its more visible. ----- UI ----- When promoting Central from the After Action screen, it doesn't move the pawn to the right, as it does for normal Hero classes. Until it is fixed, just use the Armory or Training Center to promote him. The PCS: Hacking will on some situations revert to the default empty icon in both the Implant slot and in the ability summary. This is of no consequence to gameplay. 7. GENERAL GAMEPLAY TIPS If you chose to use STAT PROGRESSION mode, you should consider the following issues: As a soldier gets bigger, he will lose his mobility, so equipping PCS: Speed on them is vital, otherwise they will be severely gimped. Be mindful that as soon as you have a soldier with weight 100 on your squad, the moment he moves, the squad will lose concealment. Avoid changing Mod Options in the middle of a mission or if that mission save was made with a different Mode setting. While I did some effort to make the appropriate changes on the strategy layer, changing stuff on units while in a mission is a bit more complex and I couldn't be bothered with it. 8. USABILITY AND COMPATIBILITY WITH OTHER MODS Some people have asked me for a LW2 patch, I tried and failed, and if you read the LW2 disclaimer, you will see that it's a mod that is very intrusive and changes A LOT of classes by overriding them. Overriding is the best method to do changes, but also to ensure mod incompatibility, and thats why I only override one single class, XComHumanPawn. I tried several times to implement the slider without any overrides, but the results were buggy. TL;DR: I will not provide any compatible patches with any complex mod such as LW2. However, XSoldier's Slider feature, still works with LW2, just not those things that change gameplay. 9. LOCALIZATIONS Since I can't really write everything on every available language, I'm leaving a call out to everyone that is able to do the localizations for me: GERMAN: Drakon FRENCH: Xenthas RUSSIAN: sh1ny/Ivik CHINESE: No one TRADITIONAL CHINESE: No one SPANISH: No one ITALIAN: No one JAPANESE: No one KOREAN: No one POLISH: No one
  6. Version 1.0.0

    1,171 downloads

    This mod intent is to be a companion mod to XSoldier, but I've chosen to make a separate mod because of management reasons and because not everyone may want to have these loading screens. INSTALLATION To install the mod just extract it to your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XComGame\Mods REQUIREMENTS No requirements, however there is an issue with it running on War of the Chosen. Apparently the expansion is unable to read the Content/Movies folder on mods, so for this mod to work on WotC, you must move the movies (.bik) over to one of the Movies folder: \SteamLibrary\steamapps\common\XCOM 2\XComGame\Movies \SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Movies EDITING THE INI FILE By default, I have "cleared" the vanilla loading screens, but you can easily re-enable them. In the config folder you will find XComEngine.ini, you can open it with any simple text editor (Notepad on Windows or Text Edit on Mac, don't use stuff like Word!). You will see lines that start with either a MINUS or a PLUS sign. MINUS means that the engine will look for that existing value, and remove it from the data. PLUS does the opposite. If you still want to see the vanilla loading screens just put a ; before each line that has a MINUS sign, like this: ;-LoadMapMovies=1080_LoadingScreen_Advent_1.bk2 ;-LoadMapMovies=1080_LoadingScreen_Advent_2.bk2 ;-LoadMapMovies=1080_LoadingScreen_Advent_3.bk2 ;-LoadMapMovies=1080_LoadingScreen_Advent_4.bk2
  7. Version 2.0.1

    1,097 downloads

    -------------------------------------------------------------------------------- 1. INSTALLATION -------------------------------------------------------------------------------- To install the mod just extract it to inside your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XComGame\Mods -------------------------------------------------------------------------------- 2. USE -------------------------------------------------------------------------------- This mod was mostly made to be a companion mod for XSoldier. Since not all armors have been redone and are not "prepared" for a slider, this mod was initialy designed to removeall the content on the vanilla game that is not prepared for XSoldier. With that however, a problem occurs to saved games that were started without XSoldier/XSoldier Outfit Limiter. Because the templates for parts no longer exist, the game fails to load anything, and thinks that no available parts for that armor exist. The new XSoldier Outfit Limiter aims to fix that problem, by checking the currently equipped armor and resetting it to how its supposed to look by default for XSoldier. -------------------------------------------------------------------------------- 3. USABILITY AND COMPATIBILITY WITH OTHER MODS -------------------------------------------------------------------------------- I can't vouch for any compatibility issues with other mods, but while this mod was made to operate with XSoldier, it should also be able to fix any missing content issues. If for example a mod for new armor parts was installed and later uninstalled, this mod should be able to fix the same problems caused by uninstalling it (floating heads/invisible body). If you use a mod like Uniform Manager, it may override what the mod is designed to do, however, the single MCM option (Enable Script Fix) is what actually fixes the problem and may cause problems with other mods. Since the script only exists to fix the floating head/missing body issue, it's advisable to just have the option checked if you need a particular soldier/armor to be fixed. To fix a specific soldier, just load that soldier in the armory while having the MCM enabled. After it gets fixed, you can disable the MCM option again, to allow other mods to operate as intended. The fix happens on the Main Menu, when you load a soldier in the Character Pool, in the Armory and in Squad Select screen.
  8. As the title suggests, this is a subforum meant for dealing with aspects of the site/forum in general, not about specific problems to games/modding
  9. @Sorajmoe @DisturbedMoron @edenexpress @Karuri Please try again, I fixed all files a couple of hours ago, and just downloaded them, and verified the files integrity
  10. Do the opposite, normal races can use the beast skeleton, but not the other way around. Scale as you see fit, duplicate, rename, and you're good to go, The location is the same as Vanilla/Normal Skyrim
  11. I may or may not release my Brute project in the meantime... (which is basically a slightly bigger Samson =P)
  12. the installer is not the issue, the issue is to re-do all assets, and some of them need source files. I can only do that for my own work... And if you dont mind me asking were you aiming at Samson or Samuel?
  13. I dont want to touch it... because its not very good really... I mean, I was all hyped when it was released, but lets face it, aside from simple stuff like gloves and boots, the results are a bit mediocre when refitting to Samson or Samuel. I tried... all I got was poop, I get better results if I use a full fledged 3D app
  14. Can you be more specific? I'm afraid I'm not going to do that @Grumpy Wolf, it would be a huge effort to undertake, and only possible for you have the source files for each and every refits. I have mine, but I dont have others. Just be patient... =)
  15. Vector

    XSoldier

    1. There might be several torsos and legs, specially differently coloured ones, and depending on armor tiers, you might have 1 or 2 (maybe 3, cant recall) 2. No, there isnt, because otherwise I feel it would be cheating. Just use with stat progression, its cool to see your soldiers growing over time =)
  16. Make sure: you have latest SKSE (1.7.1 should work fine, butI would advise going with the latest, 1.7.3) you have NiOverride 3.3.0. If you are using any HDT shenanigan, then go with the latest NiOverride (3.4.5 I believe)
  17. Vector

    XSoldier

    I played the original ones, so I already had the nostalgia when the 2012 came out, and I absolutely loved it... When I heard that the second would be moddable... I immediatly planned on modding it, even pre-ordered it, which is something I dont usually do, and I don't regret it. As soon as I finished the game the first time, I started learning how to mod it. It adds a lot of cool features, I cannot praise the game enough. If you enjoyed the first, you will love this one, and now, modded with XSoldier, I'm sure you'll enjoy it even more =)
  18. Vector

    XSoldier

    Well, aside from the mod, the game is actually pretty awesome. If you like strategy and/or /turn-based combat, you will like it. I highly recommend it to anyone who is a fan of the genre, I doubt you will regret buying it
  19. You may be using a Custom Race for the PC. Nothing can be done about it, other than making the appropriate edits for the custom race to work with SAM. Its up to you to know if you have any Custom Race mod. There may be some mod equipping something on the Slot 52 for the PC only Other than that I can't think of any other reasons to affect PC only. Its pointless to peruse your mod list, since I can't really know what each mod does, nor do I have the intend to find out. However, if anyone wants to try to find out which mod may be causing the issue, knock yourself out, also I would suggest for a thread to be created, that would list any incompatibility, so ppl can better learn what mods can be causing similar issues.
  20. Next SAM Update is being delayed a bit, because I decided to re-write the entire MCM code

    1. aoki

      aoki

      I can't stand waiting to run my Skyrim SE again ;)

    2. BigDaddyRhino
  21. I'm pretty sure Leito did his feet for SAM?
  22. Hey Infigar, this was just an "emergency" upload, so ppl could still have my mod, since I'm having it removed from Hall of Torque. As soon as I update it, I will also include a description to it, listing all the features, and how they work (although if you have any doubts, kust look at each options tooltips in MCM) SAM doesnt really have any commmands, its mostly a male body "manager" with a few outside of the box options, but everything is fully setup via MCM. The only exception willl be some extra poses I included (mostly to take screenshots) and the SOS animations. WHile you can call the SOS animations from within the console, there are other mods that are able to control them on their own Anyway, if you have any specific doubt, feel free to post http://www.nexusmods.com/skyrim/mods/37481/? Install version 3.3.0 Fix? You mean for SSE?
  23. You must install NiOverride 3.3.0, searh for "NetImmerse Override" on Nexus
  24. I contacted Expired yesterday or so about it, reporting the strange issues that are happening but so far no reply. But if me or Expired are able to figure out whats wrong, I'll update SAM if neccessary.
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