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Key

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File Comments posted by Key

  1. Can this be used to run single player mods that use a lot of npcs.

     

    uhhh probably ... you can set launch arguments (going to make it more obvious how in an update), so if the mod has an fs_game type (as I'm pretty sure all mods do) I'm sure you can. 

  2. @The Punisher, you can use zips to install PK3's with - you do not need to extract PK3's in order to use them in this application! :D JAFM will extract them for you if you give it a ZIP. 

     

    @Onsyfx, 1. no drag and drop  yet, my previous versions had it but suffered whenever it was forced to run in Admin mode (for some reason). 2. Yes, it is necessary to keep a storage bin - however I was playing around with the idea that I don't need to have it copy PK3's but rather just move them. This can be dangerous if you lose a file though. 

     

    Applications like Mod Organizer and Nexus Mod Manager have "storage bins" as well, in fact it's worse - they're virtual installs basically. All the mods for Skyrim or Fallout (or whatever game) you have are extracted into one directory per profile. So we should be thankful that PK3's aren't really that big of a hassle. 

     

    I'm going to be making a thread for this to discuss new features and such here in a bit. 

    The Punisher and Onysfx like this
  3. having the _humanoid folder with all its contents in the GameData\base\models\players folder next to your working model's folder does not fix the issue for "missing .GLA" in Blender 2.77. Does anyone have a fix for this before I try to revert and install Blender ~2.64?

     

    edit: installed 2.64 because I am very doubtful when it comes to these things. Still was unable to open a GLM, even with my file structure set in accordance to a Blender tutorial and the above comments. So either I'm retarded or something is just not right. The console says it can't find "models/players/_humanoid/_humanoid.gla" ... Isn't it supposed to be "\" not "/"? Or does that not matter for Blender?... 

    Jungle-Temple

       984    10

    Wow ... very nicely done. Few glitches here and there ... some floating trees here and there. In the hallway that connects the room with the blaster, with the wall lights and shield booster, it almost seems like it has a brush with a physics clip or caulk shader on it that's preventing you from moving forward. I'm not sure if it was intentional or not. 

    BruceJohnJenner likes this
  4. None of such mods (trails) does not work. Other mods working without problems. Please help me! What im doing wrong?

     

    make sure you're putting the PK3 file into the base folder. If you're running other mods like JA+, LugorMod, etc. and you're consistently loading those mods directly instead of straight up normal base JAMP.exe, you may have to navigate to those individual mods' folders and put the same PK3 file in there as well. I don't know if this'll fix your issue or not, but really that's one of the only things I can think of for right now. 

     

    For example, if you're using JA+ ... find your JAPLUS folder and put the PK3 for this add-on into that folder. Again, I don't know if that'll fix the issue or not, sometimes when you load mods their files overwrite the ones in \base. 

    Reek

       927    16

    Wow nice! So...this thing was called a Reek? :D.

     

    They're actually herbivores but because the Geonosians constantly fed theirs meat, it developed a red hue on its back because of the iron-heavy diet. 

     

    On Topic: this is really great :o

    Barricade24 and Bek like this
  5. Havent seen EP3 in long time, refresh my memory: When did clones wear robes?

     

    I don't remember this either but I think it has something to do with the clones invading the Jedi Temple. I had a video game where Obi Wan goes back to the Temple and thinks he finds a Jedi - which actually turns out to be this bad ass clone trooper with an electric staff or something.

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