위 영상에 나온 모드 똑같이 써보고싶어서 그냥 일반적인 모드 적용법처럼

모드엔진2 - mods 안에 넥서스모드에서 받은 모드파일들 넣었는데 적용이 아예 안됐음...






24b0d121e09c28a8699fe8b115ef046c60f22c46

이게 모드파일들임


혹시 랜더마이저 모드처럼 내가 직접 커스텀해야하는건가 해서 번역기 돌리면서 찾아봤는데

더 머리아파져서 그냥 손 놔버렸음...


어케하는지 아는사람??





Resizer_config 파일에 적힌 거


; Configuration for Resizer.dll by thefifthmatt, with help from Dasaav and Zullie the Witch

; Settings are read when the mod starts up, and whenever this file is changed (no game restarts required).

; General enemy scaling has a few issues but it may be available in a future release.


[settings]


; The percent multiplier to apply to the player size.

; 50% is half scale, 200% is double scale, etc.

playerScale = 100%


; The percent multiplier to apply to camera distance from the player.

; Use 'player' (default) to make this the same as playerScale.

cameraScale = player


; The percent multiplier to apply to equipped weapon size, including attack hitboxes.

; Due to the annoying tracking required, this currently applies to all humans, even if they are not scaled.

; Use 'player' (default) to make this the same as playerScale.

; Use 'auto' to make this either playerScale or 100%, whichever is higher. Basically 'auto' never scales weapons down.

weaponScale = player


; The percent multiplier to apply to torrent's size.

; Use 'player' (default) to make this the same as playerScale.

torrentScale = player


; The percent multiplier to apply to Mimic Tear's size.

; Use 'player' (default) to make this the same as playerScale.

mimicScale = player


; The percent multiplier to apply to the size of summoned characters not mentioned above.

; This may include some surprising characters.

; Use 'player' (default) to make this the same as playerScale.

summonScale = player


; How much scale influences movement speed, which is calculated as pow(scale, movementInfluence).

; At 0%, root motion is not edited at all, resulting in very unnatural movement.

; At 100% (default), all root motion will be at the speed that looks natural for the scale.

; - At 4x scale this means a 4x multiplier, and at 20% scale this means a 20% multiplier.

; Things usually look bad (too much sliding or stalling) below 80% influence.

movementInfluence = 100%


; Whether to prevent height-based fall damage for the player.

; Kill planes and fall timeout still apply. Fall animations still activate at the same height thresholds.

; Use 'true' or 'false' to turn this on or off.

; Use 'auto' (default) to turn it on only when playerScale is at least 200%.

noFallDamage = auto


-----------------------------------------------------------------------------