Xenesthis
 
 
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Xenesthis Apr 10 @ 2:18pm 
If you can find your way around the editor you can just open my mod, make a new archetype, and assign the model to it. Good luck
Egir Apr 10 @ 10:16am 
Ah, see *this* was my mistake. I thought it was a bit like he props, but tinking into it, these are more extras 'attached to the skeleton', if I'm phrasing it right, whereas legs and such are integral parts of the model. It's back to the drawing board for me. :)

Thanks for the response, my good man. Be well.
Xenesthis Apr 10 @ 9:56am 
XCOM 2's editor uses specific archetypes for different kinds of cosmetics. Legs use a different archetype than shins (which would prob be some kind of prop). That would be my guess as to the problem you're running into.
Egir Apr 8 @ 4:29pm 
Hey! A question, if I may.

(This takes you back a bit, to XCOM 2.). I have been experimenting with mixing assets, but have hit an obstacle in your beautiful Witcher mod for WOTS.

I want to use Ciri's 'legs' as boots (to try them with other pants and eliminate the sizeable gap), so I'm editing the content ini and copying them to Shins. However, while I see the entry in the Shins list in the game, it comes out blank. Any idea why this would be? Do I have to edit something else as well to activate the asset?
ellis3246 Feb 1 @ 6:31pm 
Wait did you pay for the version or did you get it off of gamebanana?
ellis3246 Jan 27 @ 12:05pm 
Alright, Thank you