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Kindo

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    Sweden
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    Planescape: Torment

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  1. Oh! I must've failed in my searches, then. This is exactly what I was looking for. Thank you!
  2. Just get rid of it. All of it. I'd rather the city look empty at a distance. The effect is the worst out in the Badlands, though, of course. What were they thinking?!
  3. Greetings, I know how to modify the amount of XP required for each character level, but I'm trying to altogether disable leveling past a certain level. Basically, where does one change the effective level cap in the game? In vanilla, it is set to level 100, with the so-called "infinite leveling" starting at level 50 (according to geralt_levelups.xml). Many thanks in advance.
  4. I have a similar issue, but for me, more frames of the animation are displaying. I also don't have Skyrim Configuration Menu v1.0, so I don't know what might be causing this for me. :/
  5. I second this five year-old request. I'm replaying FNV at the moment, and when they removed all the injured and booby-trapped soldiers from the minefield, it really destroyed a lot of the feeling of the area. The message of a camp of lost hope is far less effective without these dying soldiers.
  6. Thanks for the time you put into this. :) Yes, I think it's safe to assume that modding as it is now works, but very limited. Replacing a single digit with another single digit (or a double with double etc.) is all that works for most xml-editing. Anything else, even if you later compensate with lines and length to match the original, will not work in-game. Very sad, but as you wrote: hopefully, the tool kit will be released in the near future. I wanted some changes done before my third playthrough, but I guess it will have to wait. Maybe I'll replay TW1 and TW2 in the meanwhile. ;)
  7. Yes, I understand that. I'm baffled that the exact same length and number of lines somehow ends up being larger than the original. I did check the merchants after importing the original file, and then they work normally. Edit: def_loot_containers.xml is also problematic. Minor changes made, then I lines adjusted to match original. Reimport works fine with these smaller changes, but once in game, all containers are now entirely empty.
  8. Thanks. The file I'm trying to modify is def_loot_shops.xml. I made absolutely sure that the length and lines were identical to the original file, but the tool still reports a size difference. The uncompressed size, however, is identical. This is what the command prompt reports: new size: 31931 (1148066 uncompressed) old size: 31753 (1148066 uncompressed) Baffling.
  9. A non-modified file reimports without a problem, so the mod tool seems to be fine. I have also tried to alter the length and number of lines to match the non-modified file, but even with the exact same length and number of lines, the tool reports that it is bigger than the original. Sigh. :)
  10. Thanks. I will give it a go. Strange how the mod tool warns you if the file is larger than the original, but not if it is smaller.
  11. Hmm... Yes, I get a warning when trying to reimport a file which is larger than the original, but I made some changes and deleted enough lines to make it a tiny bit smaller than the original. It then reimports without the warning, but then all the merchants lose their entire inventory (apart from things I've sold to them and DLC items).
  12. Greetings, I was a bit saddened to see that modding TW3 is not nearly as simple as it was in TW2, but thankfully, we have a nice tool that helps us unpack and repack a lot of the files we are trying to get to. I ran into a bit of a problem, however: I can't seem to successfully modify stores and what the merchants are selling. After my changes have been applied and successfully reimported into patch.bundle, all the merchants lose their entire inventory save whatever items I have previously sold to them. I tried changing the inventory of various merchants as a means of trouble-shooting, but so far, it seems no matter which shop I tamper with, it and every other shop are affected and neither the old inventory or the new (modified) one show up anywhere. If anyone has any idea what could be the cause, or, better yet, a suggestion for a workaround, I'd be forever grateful. :) Kindo
  13. Wee! Thank you. I had been searching for lord knows how many different keywords, but 'greetings' was not one of them. :D
  14. Greetings, Whenever I'm doing a quest of some sort that is involving the help of one or more NPC's, they have lines that are supposed to give you a hint on what to do next in order to progress said quest. While this type of hand-holding is all well and good, I can't believe it bypassed quality control to have them repeat these lines every five seconds or so. At first, it's a bit humorous that they repeat themselves so frequently, but it quickly turns from comedy to pure, indescribable frustration. I would very much like to see a mod that disables this annoying piece of programming, either completely (never repeating the lines) or at least severely decrease the frequency at which they say their lines. Thank you.
  15. Bumping and copying my post from GOG. Has anyone heard anything from CDPR regarding this? Is it really working as intended? Like many have stated before, the game thankfully has great writing and voice acting, so it's not nearly as annoying as it can be in other games that suffer from repeated banter; but it's still quite silly to hear when you're in-game. I took the opportunity today to capture a perfect example of this on video: It had started raining a couple of minutes prior to when the video starts, and the people of Lobinden had started gathering under a roof, taking cover - they launched right into their rain-specific banter lines, and I couldn't believe my ears when I heard how insanely frequently they repeat their lines. I'm talking about 5-7 second intervals here, and it just goes on forever. The video is just under two minutes long and if the raining hadn't stopped when it did, I think my head would have exploded. I just can't say this enough: This cannot be working as intended! 'And I thought a bird crapped on me.' One of the users posted earlier, wondering if the Community.ini might have something to do with NPC banter, but I've no idea what those settings might do if you were to alter them. Even so, I'll try experimenting a bit later tonight. Can't hurt. If this turns out to be working as intended, despite the utter ridiculousness of this behaviour, I would love a mod to change this. If CDPR confirms that it's a bug or something, it's obviously no need to mod it, and instead hope for a fix in a future patch.
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