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RyanII

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  1. Mecha I would love to help you - but I don't have the time, maybe tomorrow again. So far - and I try to understand you - but what you write there is a total mess to me: "I've already uncooked everything, edited game meshes, build mods, placed the "packed folder" inside the "mods" section in my witcher 3 directory and ect. None of its working." (End of Quote). Uncooking is mod preperation. Now you edited game meshes. Are we talking Blender or is this w2-files? - you built mods... what does this mean? You clicked "build mod" in WolvenKit (or similar)? Then you put a "packed folder" ... I don't know what this is. I assume you do have a folder in the mod-folder. First tell for me -that might not be the right location for what you are doing - possible that should go in DLC... but don't mind that now. But after all you suspect that textures are not working... O.O Okay... so something is working? Modding ProTip: If new programs (like Blender) don't work anymore or are to complicated go with the old tools. Seriously. I altered meshes "created new meshes" with Blender 2.76B and 2.80... I would have to read it up again - how that was - but I am very positive - that in one day I could figuere that out again. My first question would be - why don't you use old tools? This is what I would do. If I would have your skill-level to create new swords or whatever. Some basics - as a head up: Witcher 3 works like this: The DLC files are like a data-base The Mod files are like a managing file for the data-base So: If we put something new in - we need to put it into the data-base. I am not sure if there are different options - you might require to write a file (that has never changed all tuts are valid) in the DLC file - what new locations you are using (so file-paths). I don't know how others do this - if everything fails -grab my NewTriss&More mod - there is a DLC file in. Open it in WolvenKit and just change the entries (file path) and rename it and you got your own. As my Wolven Kit has problems with DLC files (maybe an updated version does not ) I always use an old Sacren's Mod Editor to save DLC files. Just saying. The Mod-file now manages your data-base (incl. DLC) files. So however you want to put your armor in game. That is done via the mod-files. That you have mod-files that change outfits is just because they use existing game-entries. But the moment you try to get something new in - with a unique name - that has to go in DLC. I don't know what kind of stuff you try to do there with textures. I can only tell you that if you want to apply a new texutre you have to do this two times in a w2ent entry? You did know that? If that helps you a little bit.... as I see you are running here for 1 month and I decided to lurk into that section. Some info. Otherwise they invited me multiple times to their Witcher 3 modding discord - they run a discord here or somewhere - where I was told - Witcher veteran modders are at. So I assume - that is maybe another place to look at. :)
  2. Ah, here I can help. I hope it is no mod conflict as that looks like something I could have done... No - I know I did not. The easiest way to get rid of something like this - is to look up the w2ent file of the medallion for ciri (trust me it is straight forward if you see it at hand)- and tell it to look for a mesh that does not exist. So the medallion would still be loaded but as there would be no mesh found it would be invisible. You require WolvenKit for this - browse to the Medallion - alter the mesh-loading line (there will be only one) - put in a typo f.e. - extract as mod (button click) - put that in your mod-folder = Done. But than this medallion would be gone for good. But that is the fastest way. Another option is to use dark-mod-magic - but I am not sure if you are willing to sacrifice a capybara for this... so you maybe would like to stick more to the standard-western WolvenKit approach. A longer option would be to tell the game not to attach Ciri medallion... I am even wondering how somebody managed to have it on her all the time. As this sounds to me that it is part of an outfit. And now I am wondering if you run around with such an outfit KNOWING that it comes with a 24/7 Ciri medallion.... And I truly hope that is not the case.^^ As otherwise you would only have to open that mod and remove the medallion line...
  3. Hi poor Shim. I am Ryan. And I don't know who treated you as an idiot. I can only advise you - smile at the world and the world will smile back. Trust me a good amount of people do not even understand my posts. Has nothing to do with English happens even in German. They only give me more credit in English, as they think that poor fellow does not know better. So as I do have plenty of time on my back today - I will try to point you out into the right direction. See the problem in general is if guys like you do have problems - to 90% - the problem is on your side of the screen and the information you provide is not enough. You have no idea how many times (and I do a lot of support - I even closed comments and force people to take time to write me a PM and stilll - 1 out 5 - goes: "It's not working, I did everythign right and 3 back and forth later - it goes: Ouh! I forgot about ... Now it is working." I mod for years and release stuff on the net - trust me - I know what I am talking about. Now - let's look at your problem. - The game always crashes if it does not find something it should render. That can have multiple causes. Specifically animations are something that can make the game crash fast. I don't know any of your mods. But I see that you do have animations and motions. Are you really positive that you cleaned your DLC and mod folder? That is something I would look for first. Now my first question would be: Do you play with console? Do you tweak around with Geralt? To make him run faster or go through walls etc? The reason why I would ask this, as this can result into that you enter areas - the game has to load stuff into that areas (spawn something) and can not execute fast enough. That is why then it even does not matter what machine you are running - as it just tries to execute stuff faster, but it still can not find it. Spawn-Points f.e. can create problems in Witcher 3. That is why I always advise: Do a little role-play - give the game some time. As otherwise you will have random crashes - LIKE YOU DO!^^ Surprise. Based on your description - and believing in the truth of your words - I would think - that this could be very likely your problem. Another thing that can cause random crashes is always sound or sound-related actions. But that is hardware related. Or even stuff you run in the back you think would not make any problems and suddenly:BAM. I for example as a PlanetZoo player - Yeah, what? What? - What's wrong? I can play Witcher 3 and PlanetZoo and I am still cool. So cool am I. Anyways: After one patch I was not able anymore to run Cubase in the back. (That is a sound programm). I have no clue - what caused it - but I happily reported the bug in that PlanetZoo does not run anymore with an open Cubase-Project and that this is NOT OKAY! *cough cough (no I did not - I send in multiple bug-crash reports till figuering out that I was still running 4GB projects in the background and felt very dumb and hope they had a great laugh at whoever runs that crash-reports facilities - so some guy in Malaysia maybe)^^ Anyways: I just want to tell you - that are very common issues many games do have that cause random crashes. And it is hard to help someone - as yes - maybe it is not on you - and you tried everything (graphic settings, sound setting etc.) but chances are very high that there is something fishy going on. But in Witcher 3 - most crashes happen because the game tries to load something and it does not find an entry it is looking for or try to execute something that is corrupt or not existing. This happens in the OpenWorld. I had random crashes, too once in a while, without mods. Only because I do mod Witcher 3 I do know when the game tends to crash. So spawn points or layers if nothing is corrupt. As in general Witcher3 allows a lot. *shoulder clap - or how we do in the PlanetZoo-gang: Huuuuug.
  4. Great to see you modding Skyrim!
  5. One line to all the voice-actors or maybe the "thread-master" - who was this again? But he's doing an awesome job... YOUR ARE AWESOME (whoever you are) ! Anyway: The voice-actors (especially if they don't have samples at hand) - should say a line to their gender. You can not see if "SuperSkyrimFan" is a "she or he". Atm the contact looks like this: "Hey, Super Skyrim Fan, I am doing the Super Lumberjack-BrothersMod", it's a mod about super-guys - in the woods - and their suuper male Rothweiler dog Humphrey. So would be awesome if you could send me some samples. Greetz Ryan PS. if you are a girl - nevermind, but thanks for reading" I mean it has the surprise-factor - but maybe that would improve a little the communication between modders and actors. It's just an idea. :) If it is already said in the beginning of the thread it maybe should be stressed more. TC <-
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