![]() ![]() Less limitations on who and what we can edit. (Seems like a huge oversight)īetter log/error output. It's not too bad, although they could've done a lot of things much better, like īeing able to use the in-game assets. ![]() But from what I've heard, its been a hassle with the mod tools so far? I know you can build and add them locally, I just don't have the skills to do so. Using mods with Steam outside of workshop is 100% possible and with other versions, probably possible, but more trail and error needed to figure out how. The only issue i see with this is, inside the "mods" folder there should be a binmod.list (reads as a text file with your mods on basically.) I suppose you could make that file, but leave it blank as i thought maybe i had to input my mods name into that list, but turned out it just crashes the game and once you take the line out it works fine. Maybe just try putting a "mods" folder after your Final Fantasy XV folder and then placing an already built. This works perfectly well, but maybe someone could test it without a Steam version. ![]() Originally posted by SepticSpoon:You can build your mod in MO and then take that ".ffxvbinmod" file from the bin > General folder within your assets folder and drop it into Documents > My Game > Final Fantasy XV > Steam > "Numbers" > mod and then load up the game. ![]()
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