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EphemeralBeing

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  1. I kinda figured I'd have to make new quests, having read some stuff. What if I added four new quests, termed "Merchants of Velen/Novigrad/Oxenfurt/Skellige?" Flag each NPC, same way they did the B&W quest, with the flag to disable when you best them at Gwent? That's minimally invasive, and wouldn't involve messing with the actual Gwent system at all. It would just track the random merchants, which is the most frustrating part. Everything else comes from quests. Small thing, though. I had a mark in the Gwent book that said I was missing 2 cards in Velen. Couldn't find them. I got them checked off by buying cards in B&W. One was a Black Legion Archer, the other I have no idea. Any clue what was going on there?
  2. And, now I see they did EXACTLY THIS with the Skellige cards in "Blood and Wine." Which just leaves me wondering why the hell no one went back and amended "Collect 'Em All..." Okay, so, that is more than mildly frustrating. But, it gives me somewhere to start looking. I guess I'll post if I come up with any other questions, and check out the Mod Editor.
  3. That's... very disappointing. I'm installing Modkit 1.3 atm. Is that the most recent version? I'm going to go read through the documentation, see how stuff works, and then make a decision.
  4. I'm not asking someone to make this for me. I intend to do it. I just want to know what I'll be getting myself into. Gwent is pissing me off. I'm missing six cards, and I have no idea where they are. I'm assuming SOMEWHERE, there's a bit in the code that checks if a merchant has given you a card. I'm planning on making a mod that makes it so when you select "Collect 'em all" as your active quest, it puts an indicator on your map for anyone that can still give you a Gwent card. Honestly, I have no idea why this isn't already how it worked... Anyway, I've done some minor mod work in the past, but I'm curious about a few things before I start. I figure someone here knows how the toolset works. Does this game have a toolkit, similar to what Neverwinter Nights ships with? I saw something in the Witcher 2 launcher, but nothing in 3.Is there an index of what's in each of these "content[x]" folders? Is that even where I start looking for stuff?How does Witcher 3 mark a location/NPC as a "quest objective?" Is that just a function I can call?Do we have a way of opening a save file and digging through what variables are set/tracked?I'm WAY late to the party (and possibly out of my depth), but I like having a project to work on, and this seems interesting. If someone could help me with some background information to get started, I'd appreciate it. Otherwise, I'm going to go dig through posted Gwent mods to see what was done.
  5. Alright, thanks! I hadn't seen that list before. You seem like an especially clever fellow. What's the current "best practices" in regards to .2da compatibility? By which I mean, do I upload three different versions of my fix? Or do I just use the Kaedrin version, because it doesn't break anything? I've been holding off on doing any kind of release because I don't want to break people's games. Hm. Okay, looking at this I've got another question. Obsidian blocked out rows through 800 for their patches. They stopped at 435, though, and development for this game is over. So, which of the following is what I'm SUPPOSED to do? 1. Use row 436, because it's the first unused line on the table 2. Use row 458, because it's what I did the first time I attempted to patch this, and all of my "fixed" item properties already reference it 3. Use row 1001, because it's the first unreserved row per the page you linked me and then update that list 4. Use row 12XX, because I can just reserve a massive block of feats and it's unlikely anyone has gone that far and then update that list At the moment, I'm going to stick it on like 458 because it's less work for me. But as I'm still intending to at least give people access to the fix (and because this is really interesting to me), I'd like to know what you think I should do.
  6. I was working on patching Darkvision, and made a version of iprp_feats.2da for my Override folder. Problem is, I grabbed the one from the OC when I went to make changes. When I fired up MotB, I found out that there are supposed to be new, spirit-related bonus feats on the list. When the game went to call them, it fed me a bad string reference. Lucky for me I had been testing stuff out earlier, so I immediately knew what the problem was. Good news is that the fix is simple. Get the latest, most comprehensive version of iprp_feats.2da, add my single line to the bottom of the table, and stick it in override. Oh, and if anyone was curious, this fix isn't causing any problems with... well, anything. I finished up the OC earlier, imported into MotB, and all is still well. I'm going to keep testing before I actually post it anywhere, but things are looking good. Thing is, I'm not actually 100% sure which version of the file IS the newest. I didn't see a version in 2da_X2.zip, but it's entirely possible that there is a third (or even fourth) revision of the file that came with SoZ or MoW. Simple as it is, I'd rather not go through this process again, so could someone tell me if I've located the most recent version of this .2da file, or where the most recent one is? Follow-up, how does the engine know to reference this version of iprp_feats.2da rather than the one in the OC 2da.zip? I doubt I actually need the information to solve my problem, but I'd still like to know.
  7. Item tag: x2_it_mglove022 Listed properties of the items are as follows: Ability Score Penalty: Dexterity -4 Attack Bonus: +6 Damage Bonus: Fire +2d6 When I bought them from Pippa (merchant, A2 in the Docks, standard inventory) and equipped them, the -4 DEX penalty initially didn't kick in. I had to save and reload the game to receive it. I'm curious if this is a known bug with certain items, or something I may have inadvertently caused by messing with modding. Seeing as they're working NOW, this isn't really an issue at all. That being said, I'd still like to know why it happened.
  8. Oh... Okay, I've seen that before, I just didn't know the term. Some were included in one of these packages of "fixes" that I downloaded, and actually written to fix Darkvision. The scripts themselves were broken, though, and I didn't even really understand them. Now that you've explained it, I see what he was doing. Rather than going about adding Darkvision to the list of feats you can award through the item property, he wrote an "on equip" script that granted it, and an "on unequip" script that removed Darkvision if your race/class didn't grant it. It's a route I didn't consider taking. Funny enough, I'm pretty sure it would actually have the exact same flaw that my fix does. I now understand enough to fix them, but I don't think that it will actually correct the problem I was having. The feat is properly removed from your character sheet when you unequip (for example, because it's the equip I'm currently using) the Moonstone Mask. It's just the Darkvision hue that remains. And, my version doesn't strip Darkvision from characters whose races/classes grant it to them (something that this version of the "fix" had to do manually exempt races/classes from, meaning any custom races would lose Darkvision on unequip). I may be biased, but I think this is a fairly good first run at the problem. I still want to fix the hue, though. Darkvision is technically in a different category than the other "combat mode" feats, despite being in the same location on your GUI, which means that I can't just use the same script that toggles Power Attack or Flurry of Blows on/off every round. I'm looking at feats.2da again, but from the documentation I can't see an easy way to make it refresh/check every round other than making modifications to the feat itself. Which... well, like you said the goal is to change as little as possible. I'm going to keep mulling on the problem, see if I can come up with a solution.
  9. Oh, really? I always considered the lack of Darkvision the only flaw with the human race. I've picked a race with stat penalties to things I want in order to get Darkvision. It's so nice. Okay, I'll look for that. I didn't see it before, but it might be there. I would need the right module (in this case 2100 - Crosswood Keep Act 2) open to do that, right? Can you expand a bit on what you mean by "tag-based unequip scripts?" Is that something I would assign to the items themselves? Where else would I put it? I'm up for writing the code, but the biggest hurdle I'm facing is the sheer volume of files, 3/4 of which have names which you have to puzzle out and 90% of which lack documentation.
  10. Okay, my way is slightly faster than that. It probably has limited applications, but it works perfectly for what I wanted to do. I may not know WHY, exactly, but "working" is good enough for now. My Override folder is basically empty. I have a Lore fix for the Archives, a thing to update Deekin's dialog and shop in Act 2, Lance's HP bars, my Darkvision fixes, the HD loading screens you packaged (nice work, by the way), and xUI. Nothing to do with tile sets, as far as I'm aware. I'm just not going to touch that button, I think. I'm not even sure what it does. But to answer your other question, yes. It occurs any time I do the scan.
  11. EDIT: I've got this mostly working. I'm leaving my process here in case other people go looking for this kind of information, but if you wanted to help me out there's still a few questions I've got. They're at the new bottom of the post. I want to start getting a community patch together (similar to what people do for the Elder Scrolls games), beginning with the seemingly eternal bug that makes the item property "Darkvision" entirely useless. To be honest this is the first time I've ever really worked on code (not that this involves much coding, but similar rules apply) outside of school or small hobby projects, and I'd appreciate advice or comment if I do something stupid. I wrote down the process as I was working so that if I'm going about things in completely the wrong way someone can (hopefully) say something. And, maybe it will help answer my questions. As I see it, there are a two ways we can go about fixing the problem. 1. Attempt to fix the item property "Darkvision." 2. Attempt to add "Darkvision" to the list of feats that the item property "Bonus Feat" is capable of granting, and then replace all five (or whatever) instances of Darkvision that occur in the item list with the bonus feat version. Proper credit for this idea should be awarded to this guy. I never would have thought of it otherwise. Personally, I'm in favour of the second option. I have no idea how to even going about the first thing, but .2da files seem to be REALLY easy to edit, and you can piece together what everything is without too much difficulty. I found why certain feats aren't available as bonus feats using the item property. The feat needs to be listed in two places. One is "feats.2da", and the other "iprp_feats.2da". The former lists every feat in the game, the latter... I'm not sure what common element all those feats share EXCEPT that they are all available as bonus feats. Given that I think the name is a compressed form of "item property feats," that would make sense. I'm reasonably sure it's literally a list for the bonus feat condition. At this point I extracted a copy of iprp_feats.2da from the zipped folders in Data, moved it into Override, and got myself a .2da editor off of the Vault, and filled in the correct data for the Darkvision feat per the information in "feats.2da". After that I booted up the toolset, set "AllowEditingGlobalBlueprints" to True, located the "blueprint" of the Moonstone Mask (an item I found about four hours ago, whose buggy non-Darkvision prompted this post), deleted the Darkvision property, added "Bonus Feat: Darkvision," and then realized I had no idea what to do next. The Bonus Feat was there, that seems to have worked fine. But nothing else is going the way I want it do. I can't seem to save any changes that I make to the Mask. It's very weird. I tried all the options in the Item Properties menu (override, etc.), searching modules for instances of the object (which... depending on the setting either gave zero or WAY too many results), making copies of the object, and even opening up the campaign module that has Moire in it to see if I could directly edit the one in her inventory. Nothing worked. And, unfortunately, when I started just sort of poking at things, I guess I did something wrong because now there is a copy of the Moonstone Mask blueprint. It is registered as a global blueprint, has the same tag as the original mask, but has a different ResRef. Oh, and I can't delete it. I hit delete, say yes when it asks if I'm sure, and then nothing happens. So, that's strange. At this point, I've run through most of the stuff I can find on Google, and I'm just out of ideas. It's time to ask for help. 1. How do I delete the copy of the Mask? If the answer is "reinstall the game," fine. I have the GoG version, so it takes all of twenty minutes. I just didn't want to do it unless I had to. EDIT: Solved this by deleting the .UTI files manually. I don't know why the toolset couldn't clear them, but this problem is now solved. If anyone comes across this looking for help, you can just do a search for the ResRef in your NWN2 folders and wipe them. 2. How do I actually save properties to items? Is that even possible? Do I have to make a new one, or something? I've tried saving the .UTI to my Override folder, but it doesn't have my Darkvision feat on it. It still has the one that does nothing. EDIT: I GOT IT WORKING. All credit to these people, who are WAY smarter than I am. Forget the stupid override plugins at the top, I'm still not sure what that's for. Just go to "blueprints" on the right side of the screen, select the item you want to edit, copy its ResRef, do your edits, and then hit "Save to file." Output to your override directory, paste the ResRef as the name of the file (it will get an extension of .UTI), then restart the toolset. Go BACK to the item you wanted to edit, and there should be two of them there. They should be identical other than the change(s) you made. For whatever reason, the version in Override will always be above the default item. If it all looks right, I'd open up a client and spawn the item. If it grants you Darkvision when you equip it, all is well. 3. What the crap is this? Whenever I start scanning for instances of the object, this stupid message pops up during the expansions. If I do each search individually, no message. Every module at once, and that error pops up something like 200 times. I'm not exaggerating. I have to spam-click to clear them. It's very annoying, especially when the searches provide no usable results. I assume it's some sort of... I think overflow is the term? But I don't know for certain. If someone who has some experience with the toolset could help me out, I would appreciate it. I really want to get this (and hopefully a lot of the OTHER bugs) fixed. And, obviously, I'm trying to do it in a form that other people could actually USE. EDIT: This problem is now largely resolved. Couple problems I'd still like some feedback on, though, if people are inclined to help. 1. I need a list of all equips that have the bugged Darkvision property on them. I know the Mask, the Encircling Sash, Cloak of the Bat, and Kistrel's cloak, but there are probably others I haven't seen. If you can give me the names of the other items, I can go ahead and fix those, too. It's actually a pretty quick process, and the way I'm doing this putting the folder into your Override directory shouldn't affect anything except these specific items. I think. 2. If you unequip an item that grants Darkvision while it's active, the effect persists until you enter a new area or change characters. It's very minor to my mind, but it is TECHNICALLY a "bug." I guess fixing that is my next goal, though I'm not sure where to start. I'd love some feedback here. 3. When I went to modify Kistrel's Cloak, it ended up as a global item rather than a module specific item. I don't personally see a problem with it, as it's unlikely to appear as random loot (if that's even possible), but I'd still like to know how to fix it. I'm not seeing anything under item properties except that it's in the "rewards" category, which is good but not exactly what I'm looking for.
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