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Akezhar

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  1. I would advise against coping the script folder from the zip, rather just delete the folder you have and verify the game with Steam/Galaxy to download the correct one.
  2. Yeah, that's exactly the kind of things I wanted to avoid, I had to rush and find a solution quickly and it went well because the problem was simple but on a full overhaul it could have been a big problem, I don't want to force people out of the game for a long time just before an expansion comes out. Thanks for your support.
  3. I'm going for a gameplay overhaul but that is some ways off, also I figured it would be best released after the expansion anyway since it would, most likely, need a new game to work correctly and a lot of fixes by CDPR are coming with the new content.
  4. I just uploaded a basic needs mod, it was meant to be part of a bigger project but since I saw you looking for it I figured I could upload it separately and have it out faster. http://www.nexusmods.com/witcher3/mods/783/?
  5. From my experience with hair I can say that you need all LODs into the same file, I think you can change the xml associated to reflect the fact that you only have 1 LOD and that would be fine but it needs testing. The mesh corruption is probably caused by a loss in vertex weighting of the modified area so you'll need to find a way to give it back, I know nothing about the shading though.
  6. Thanks! This bug was really a pain to figure out I was having problems since months and couldn't figure this out, and finally found this thread.
  7. i've had this same problem just yesterday and worked on it all night, the bug is in the quest that makes Alduin go to various mounds resurrecting dragons, don't know what's the cause but some mounds fail to enable correctly and crash the game every time you load the correspondent cell, the way to avoid that is to disable the mound using the console. To disable the mound in Karthspire use the following commands: prid 000FDAE6 disable note that other mounds around skyrim could be bugged too and cause ctd the same way in that case you'll need to find the id of that mound and disable it the same way.
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