#Oops, all seekers!
7 messages · Page 1 of 1 (latest)
id like this
I believe there is a mod out there that replaces a certain enemy type with another, I think it was the no spawn mod.
Yea, @tender pecan how hard was it to make the no spawn mod?
Not very hard. Since it's more of a crutch than a real mod i replaced the references to the Spawn blueprint in DT_NPCInfos by the Fragment one. Using the "Import" section when accessing the DT with UAssetGUI.
To properly replace every enemies with Seekers you would have to do that with every creature Blueprint, but also copy the Seekers stats to every entry which could get tedious.