Jump to content

Cirosan

Premium Member
  • Posts

    10
  • Joined

  • Last visited

Nexus Mods Profile

About Cirosan

Profile Fields

  • Website URL
    https://twitter.com/CirosanCB
  • Country
    United States

Cirosan's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Nope, still no luck here. I admit, this one is baffling me.
  2. I want to be able to edit and save a few changes to certain .w2phase files, but so far nothing has worked. Other files in pack0 have worked fine with Notepad++, but opening w2phase files with Notepad++ turns up a bunch of null sign gibberish. A long series of google searches didn't help much either. But I've seen other Witcher 2 mods (like the Radovid Persuasion Fix) edit them fine, so it must be possible. How do I edit w2phase files? Do I need to install RedKit, or is there a standalone way of editing and saving them?
  3. I'm still cutting my teeth on Papyrus. This script compiles just fine, but doesn't actually do anything. It's attached to a potion that's supposed to check to see if the player meets the requirements, and if they do, it gives them a perk; if they don't, it shows them a message and re-adds another copy of the potion. However, the script doesn't do either - the potion is consumed, but nothing happens. The script is: Scriptname CCOAdrenalineJunkie01Script extends activemagiceffect Perk Property CCOAdrenalineJunkie01 Auto Const Potion Property CCOItemAdrenalineJunkie01 Auto Const ActorValue Property Intelligence Auto Const Message Property CCOReqsNotMet Auto Const Int Property lvlReq auto Float Property statReq auto Event OnEffectStart(Actor Target, Actor Caster) Actor player = Game.GetPlayer() int levelReq = Player.GetLevel() statReq = Game.GetPlayer().GetBaseValue(Intelligence) if statReq >= 6 && levelReq >= 5 Game.GetPlayer().AddPerk(CCOAdrenalineJunkie01) else CCOReqsNotMet.Show() player.addItem(CCOItemAdrenalineJunkie01, 1) endif EndEvent
  4. @registrator2000 - Would you mind sharing this method of packaging .ini files to be written? Could come in handy in the future, even if this particular .strings problem doesn't work out. Barring that, I'm inclined to agree with mcguffin and say that there's no way to do it, currently. If worse comes to worst, however, I can always bake the text changes directly in the .esp and override the topic names. It'll be messy and a compatibility nightmare, but it's better than nothing. Still a chance the consoles might have a different file structure, though.
  5. I made a post about this on the Bethsoft forums, but the thread has kinda gotten bogged down in arguments - and besides, I figure the more people I ask, the better. I'd also like to stress that I'm not planning on removing FDI from the Nexus or anything, I'm just trying to prepare for console ports, and getting stuff to work on the Bethesda platform is part of that. Anyways, I'm preparing to release FDI on the Bethesda site, but I've hit a snag I can't seem to get around: .strings files, even when included in an archive with an uploaded mod, do not override the .strings files in the Strings folder. Meaning that even if changes are made to .strings files in the archive, it doesn't amount to a thing because the game appears to prioritize the contents of the Strings folder. In any other circumstance this wouldn't be a problem - just put altered .strings in the folder directly - but on the Bethesda platform that obviously isn't an option. I've taken a look at other mods available on this platform that alter strings of text, but all those alterations seem to be hard-baked into the related .esp rather than using a .strings file. Is there any way to force the .strings files in a BA2 archive to override those in the Strings folder, as everything else in an archive seems to behave?
  6. Disregard; I figured it out earlier this evening.
  7. Maybe one of you all can help me out with a problem I'm having in FO4Edit. I have two new base effects (Magic Effects); let's call them Effect A and Effect B. Effect A has a lengthy duration, has a custom "Killswitch" keyword, and is tagged with the property "Dispel with Keyword". Effect B has a duration of one second, and also has the Killswitch keyword and the "Dispel with Keyword" property. There are also two new ingestibles, one that applies Effect A to the player and the other that applies Effect B to the player. Effect B's entire purpose is pretty much to dispel Effect A, and from everything I can tell, that's what should be happening - take one ingestible, then the other to dispel its effect. I should add that both are "Fire and Forget" and "Self" effects, in terms of casting type and delivery. However, no matter what I try, I just cannot get Effect B to dispel Effect A, despite sharing the same keyword and both having the "dispel with keyword" flag. Effect A just stays on forever without being dispelled by Effect B. What am I doing wrong? How can I get Effect B to dispel Effect A?
×
×
  • Create New...