Jump to content

Bububull

Premium Member
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About Bububull

Profile Fields

  • Country
    France

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Bububull's Achievements

Apprentice

Apprentice (3/14)

  • Dedicated Rare
  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done

Recent Badges

0

Reputation

  1. no problem , it says : Page served in 0.066s [nexusmods-67f5bb4464-2zqxs]
  2. here some screenshots of the issues i've been having, every picture i try uploading are taken the same way with the same program and are all .png , but some get randomly corrupted https://imgur.com/a/walivhC using firefox, if that's important hope this can help
  3. The path to the textures files is : Characters -> models -> common -> textures -> hair
  4. Have you tried the mod limit fix? https://www.nexusmods.com/witcher3/mods/3643
  5. it's possible ( and i've done it before), you can fully replace geralt or any npc with models of your choice ! but you'll have to "attach" your mesh to the skeleton of the game mesh you want to replace
  6. have you tried saving your textures maps as .tga instead of .png ?
  7. some of these mods already exist, there is a lot of lore-friendly Triss mods to chose from, same for ciri (and most alternate hairstyles for Ciri include an ashen version too) there is aslo a mod that changes Jaskier's hair to blonde called "Alternative Appearance for Dandelion"
  8. i had this problem a while back, i don't remember exactly what i did to solve it, but i remember deleting stuff from the "content" folder but i'm not sure if it was the content0, content1,content2 or the patch0 and patch1, then i ran the "verify/fix" option on GoG and the folders i deleted were replaced by new uncorrupted ones the game runs fine since hope this helps if you haven't already found a solution
  9. *sigh for a million years* it was the capital letters in the extension -______________- 3dsmax exports the new fbx as " newmesh.FBX " i changed it to " newmesh.fbx " and the problem solved itself can't belive it took me so long to figure this out :wallbash:
×
×
  • Create New...