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eNoodles

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  1. Don't worry about it, you can uninstall like 95% of mods. Only things to look out for are mods that change item stats, skills, etc. Even in such situations there are workarounds, like if you uninstall Ghost Mode you can just use the cleardevelop command and maybe drop and re-pickup your items. Also, look out for DLC quest mods. This is the most extreme case, where uninstalling one and then trying to load a savegame will compeletely fail, as you'll get a "missing required DLC content" message. But there aren't many of those. Script mods, texture mods, meshes, flash stuff (ui/hud)- all that stuff is completely safe to uninstall.
  2. It is possible, but highly unlikely anyone will make such a thing. You'd have to voice every single book, and that's a lot of effort for something few people would probably use.
  3. None of those commands are even listed on any of the guides I could find for console commands, how did you even find those, and where's the link to the actual complete list of console commands? You can get the complete list of console commands by searching the game's scripts for exec function lol
  4. This works with the latest version and is highly configurable with a menu.
  5. It's best to install TW3 mods manually, without any managers. Managers can mess up sometimes, and you'll be confused as to why something isn't working. If you do it all yourself and carefully follow installation instructions, 1) it's less likely something will be messed up in the first place; 2) if something does go wrong, it'll be easier to troubleshoot if you know what *you* did, as opposed to blindly letting a manager handle it
  6. Sure, this could be done. I won't be home for a week though, so I won't be able to mod unfortunately.
  7. That's an interesting idea, but implementing this in a way that wouldn't break quests would be very difficult.
  8. I messed around with this idea a while ago. You'd shoot with your crossbow and a portal would pop up at the position where you shot. The problem was that the portal entities I found either wouldn't spawn in at all or wouldn't stick around (they'd play an animation and then dissipate). It's definitely doable, I just didn't spend much time on it.
  9. Bob is Blood and Wine dlc, ep1 is Hearts of Stone dlc, couldn't find much on KOTW, but apparently it's Knight of the Wolf and has something to do with W3EE.
  10. If you know the names of the effects, you could do something like this- function effectStringToName(s : string) : name{switch (s){case "effect1": return 'effect1'; break;case "effect2": return 'effect2'; break;}return '';}
  11. Dude your r4player.ws is missing like 80% of what it's supposed to have, the actual (vanilla) file has over 14k lines, whereas yours doesn't even get to 2k. You should try remerging everything.
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