Since 2015, Sony and Activision have had some sort of console exclusivity on PlayStation. Honestly, I really shouldn’t have been taken aback by the timed exclusivity.
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Continue to use the core animation and drawing capabilities of Flash Professional CS6 and export javascript to target the CreateJS open source framework.Įxpand your reach across devices and platforms See the top new features in Flash Professional CS6įind out more about sprite-sheet generation, simulation of mobile Adobe AIR?® applications, and other features introduced in this latest version of the leading animation software for producing rich multimedia content.ĭownload this new extension to transition to creating HTML5-based interactive content. Design immersive interactive experiences that present consistently across desktops and multiple devices, including tablets, smartphones, and televisions. Adobe Flash Professional CS6 software is a powerful authoring environment for creating animation and multimedia content. For TTW, the final and definitive bodymod/facemod textures for all NPCs are in TTW.esm?ģ. The base game and DLC NPCs are defined in their respective ESMs, overridden in TTW.esm then overridden again in TTW-YUP.esm. This is so I wouldn't have to maintain two seperate versions of NVRII.esm for FNV and TTW and also my xedit script kept crashing lol. Then any overrides from TTW for FNV NPCs were put into "NVR- TTW.esp". For FNV, I copied the facegen, race, hair, eyes, NAM6 and NAM7 from NVR2 into "New Vegas Redesigned II.esm". You should make a combined plugin that doesn't require the originals.ĭid you just copy over the facegen/race changes instead of all the junk/bad edits of the originals?ĭid you regen the bodymod/facemod textures?įor project reality (FO3), I only copied the facegen data, NAM6 and NAM7 into "NVR- TTW.esp". |
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