Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
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About LucineAura

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  1. Modding

    Thank you, I’ll try this tonight.
  2. Modding

    It’s not in character, that manages behavior, I found it in render-model/mode, but it only lists boxes with check marks. I see no way to change anything pertaining to color.
  3. I’m not sure of the process. I’ve heard different things but not seeing a clear way. Arguments box, how does that work exactly? What would it take to create solid black values? Thank you!
  4. Figured it out. Go into Render model, materials, and null the helmet and visor of ‘space’ elite in drop down box.
  5. Is it possible? I’m not sure what to null/whatever to achieve this.
  6. I was thinking of immersive mods, because that is my favorite kind of mod lol, and I was looking at camera, etc, and I was thinking: player controlled elites have the animations, but is there a way AI can harness them? Possibly having a chance of it from behind when shields are down, would be cool. Is it possible at the current Dev state? Thanks.
  7. EDIT: figured it out!! Under sqtm, thank you soo much
  8. .MAP

    Thanks, I managed to somehow remove all weapons from brutes and all elites had swords. Now I’m testing if I can disarm elites. Appreciated the time. Edit: yay. Disarmed. I had to go into elite/ai and remove the energy sword as when I null, it was defaulted.
  9. I want to add in special armor types w/ elite spawns specifically. Like Marshall, zealot, etc. I wouldn’t mind just swapping out another wave-enemy type if it could be as simple as adding the armor elements. Can it be done in this early at all? Any help much appreciated. I think it has something to do with squads, but how the heck do you use the templates?