![]() Do not manually extract anything.Ġ1 - Loose files needed for FaceGen creation in the Creation Kit ( optional)Ġ4 - remove sunken vampire face morphs ( optional)Ġ5 - symmetrical eye sockets (female) ( optional)Ġ7 - adds Expressive Facegen Morphs ( optional)Ġ8 - adds Expressive Facial Animation Male edition ( optional)Ġ9 - adds Expressive Facial Animation Female edition ( optional)ġ0 - adds high poly vanilla hair as optional replacers (optional) zip file and follow the install script for easy installation. Use a mod manager to install the original. Includes morphs for RaceMenu's extended slidersĬompatible with vanilla-based head texturesĬompatible with existing presets for the vanilla male/female head meshes (excluding sculpt data)Įxpressive Facegen Morphs ( LE, SE) Įxpressive Facial Animation Male Edition ( LE, SE) Įxpressive Facial Animation Female Edition ( LE, SE) Available for both LE and SE.Ĭomplementary high poly brows, beards, scars, and hair to fit new head shape In order to get access to the final +1 boost to Beam/Powered tech, you'll have to complete the analysis of the Codex Brain in the Shadow Chamber.Īt the end of tech progression, you'll end up at a similar or slightly lower power level than base-game Beam/Powered tech, but will progress on this path at a smoother and more steady rate.High poly heads for all playable vanilla races based on the vanilla head meshes (male and female). The requirements are not particularly heavy, but in order to advance beyond basic Magnetic/Plated tech, you'll have to either visit the Blacksite or recover an inactive Codex Brain from Skulljacking an ADVENT Officer. These techs are plot-gated, meaning they require completion of certain story techs/projects. A 3rd "Mastery Tech" is available later that provides the same bonuses to Beam/Powered items, resulting in 5 smaller, more spread out steps rather than 2 big steps (one of which many players rush by the 2nd month) on the power curve. These techs add +1 damage to weapons and +1 HP to armors of that tier and are required stepping stones to advance to the next tech level. This should be applied to a new game - some things will behave strangely if loading in an existing campaign.īridge Techs, Plot-Gating, and Tier Progression ChangesTo smooth out the Tech Tiers (Conventional > Magnetic/Plated > Beam/Powered) without adding new tiers/items, I've introduced 2 Bridge Techs in-between the jump from CV to MG and MG to BM. No need for bridge mods when playing with CI.ĭetails on all the changes can be found in the GoogleDoc Here. Full support for Covert Infiltration for all supported items, including supported mods.Built-in config support for Finite Items and auto-detection of Covert Infiltration (if true, will automatically use the single-build item system when Covert Infiltration is active).These techs are also lightly plot-gated - you have to advance some elements of the story to unlock the later tiers. New Bridge Techs that both smooth and extend the weapon/armor tier progression, without actually adding more tiers and/or items.Rebalanced armor stats and costs for basic, advanced, faction, and ruler armors.Rebalanced weapon stats, costs, and range tables for most primary and secondary weapons.Completely new primary weapon attachments grouped into 4 main categories (Barrel, Frame, Optic, and Magazine).It began with just weapon stat and cost tweaks, but developed over time into a series of interconnected changes, of which the primary features include: About the ModThis mod is a rather comprehensive rebalance of many items, weapons, and weapon attachments for WOTC.
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