Nexus Modding > Mod Development / Released Mods
Modding Appendix
GeoModder:
Coming along nicely I think.
I'm more or less settled on the planet descriptions (instead of changing them all I made new ones on top of the existing ones, a switch from how I started the project), added some extra inf_[sol system planet] descriptions to give an idea in the campaign of how far humanity has expanded, corrected some grammar/date/caption errors in several files and adjusted 2 system maps to the new descriptions already, working on the Noah system now.
I'd like to finish the Noah system and add German translations for the planet descriptions before presenting a package. Testing should go quicker now with use of Arparso's discovery and the Nexus crack combined (hate to use up my disc with testing).
French, Hungarian, and Italian is out of my league for translating.
DreamorCZ:
I had no idea about those command-line arguments. According to what I know 'Guitest' argument should be able to open ship configuration screen for campaign, when there is no campaign for mod it makes game crash.
Is there any way how to decrypt nexus' executable files?
Edit: Added one shortcut to the list Ctrl + H Makes screenshot
Mularac:
You mean decompile? no, unless you have access to the compiler they used, and even then....
Hell, we don't even know in which language it's been written....
The Old Dragon:
Hi folks,
As per Arparso's suggestion, I've now added a section in the Nexus Wiki containing what I know of the viewer.
You can find it here...
http://nexusthegame.net/wiki/The_Model_Viewer
GeoModder:
There's one more thing you can add: using 0/cntrl 0 repeatedly increases/decreases the intensity of the drive flares.
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