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DaVincix

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    The Witcher 3

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  1. If somebody knows how to stop herbs from respawning, please send me a private message. Note: loot_herbs.xml does not help there, although it has according code and value-entry, so there seems to be a global working value somewhere (script ? ... i searched but didn't find something).
  2. Has anybody ever bothered with that? I was looking for a way to edit the monster lootbags from Geralt's witcher-contracts. Using WolvenKit (file search) to no positive result (actually tried every possible file term). That means, i'm not able to find any files that would contain the according loot aka (to make clear what's meant) the shown/generated inventory-loot (or lootbag content, to use another term), when Geralt uses his knife on the killed monster. My intention is to deal with the contained relic swords. I know the latter are basicly "managed" by item_... xml files, but (it seems to me at least) they offer no editing linked to the contract monster lootbags. Concluding question: Has anybody ever found/opened (and perhaps edited) the according lootbag files. Asking here as last trial before giving up. Sidenote: Speaking of Wild Hunt related files aka bundles within "content" (not "DLC").
  3. Described bug is caused by a certain mod (i'm in contact with the author who is going to fix it asap).
  4. Suddenly have a very strange bug: Runes and glyphs positioned in gear (swords and armour) cause extra related bonus, besides the one from the glyph or rune. And this even increasingly whenever i mouse-over the sword or armour. Example: Sword has the big burning-increase rune, 5 %. Now the bug, whenever looking into the inventory, mouse-over the sword, the burning-bonus increases by 5 % additionally. Ie. the sword gets 10 % (besides the rune bonus of 5 %), then with next mouse-over has 15 %, then 20 % ... and so on. Same kind of bug happens with armour and positioned glyphs. To make it clear, these weird bonus increases happen only with positioned runes and glyphs. That means, swords and armour which have no rune or glyph do not change their bonusses. What i tried: Removed recently added mods (two), which had to do with combat. And I even did a complete new script merge. All this didn't help. Also removed user.settings, and such things, like loading older saves where for sure the bug wasn't active in-game. Didn't help. Never encountered such a weird and annoying bug, which makes the game unplayable (with such bug-caused super cheats), and normally i'm able to solve bugs ... unfortunately, not in this case. Any idea what can cause that ... somebody?
  5. If your question is rather if the Modkit or Mod Merger programs must be installed into the W3 directory, then the answer is: No. But an installation into the same drive might make sense. I have them in new created folder calling Tools, and this folder is sitting on the Desktop. Decisive for a proper application of these tools are the correct settings within the tools, just after the installation.
  6. Just decided to make this a topic, although maybe this item has been discussed already. Playing the Witcher games for years in the meantime, and (comicably) first now it troubles me that much, that i think: WTF. Here a youtube video called W3 Sky Artifacts, which shows the "banding" with night sky: ... please watch, and reflect if you have that appearance as well. Background: After i made a mere final setup of mods after i came back to play W3, and as last steps including trying (again) different Lighting, Weather, FX mods plus a reshade (whereas formerly only Clear Lighting Toussaint was firm part of my setup regarding lighting etc.), i probably became pretty sensible to the game graphics, watching at details. Ofc, i use script merger and mod merger and mods.settings to organise my files, properly (means: I know how to apply merger software and loadorder issues; earlier i also modded myself Witcher files, but nowadays only apply mods). Recently used latest WLM-Phoenix versions as practically an all-in-one solution, and i was happy with it. I went then to Skellige in my current playthrough, the Lofoten isle, at coast in a night, i watched up and saw a messed up night sky and horizon above the sea (colored artifacts). Upps ... i thought, damn, that's unbearable. I blamed WLM for this messed up appearance. Disabled WLM and well, that messed up night sky and horiizon view was solved, a clear sky and horizon (vanilla lighting with a slight reshade application, whereas the latter has no impact in this item). But damn, vanilla night is bright as almost daytime. Even so unbearable. And a banding was viewable on blue night sky areas. Then installed STLM 3.2 again to compare, plus the bettering mod CustomCloudsWeathers and its FX mod. No change. Installed Darker Nights. No change. The banding on blue night sky areas remains. Questions: a) Do you have the same "banding" experience? b) Did anybody solve (or significantly reduced) that banding item on blue night sky, and how? Edit: Installed back the WLM files, so at least i have proper dark nights. Watching up at night sky, i see the banding also on mere white/grey sky areas now, just where moonlight has an impact (possibly i didn't care enough formerly). Will see how night skies appear in other areas during the play. However, would be glad if there is a solution known, which at least can reduce the banding. Some guys meant, "dithering" via reshade would be a way, but as of yet haven't seen an according mod/reshade preset whatsoever, which adresses the item explicitely, ie. describing it as mod feature.
  7. In response to post #24767664. #24767914 is also a reply to the same post. Yep, and modern communication aka internet makes that (the human stupidy) only more visible. The option of individuals hiding in anonymity and expressing all their unrational/emotional crap has but two sides - imagine all the angry people couldn't have a ventile like in the web (possibly still more violence would be present in the societies). Back to topic: Thank you, Dark0ne, for the quick info about Bethesda and Valve removing rather have removed the pay-wall-system from the Steam-Workshop. Not that i personally am or was concerned (i wouldn't have used that anyway), but as highly public-active ex-modder (in another game-community forum), and kind of a member of the overall modding community, i'm very grateful for that outcome. Bethesda (and even Valve) got some valid credits back in my mind.
  8. In response to post #24677494. #24677549, #24677769, #24677774, #24680864, #24681269 are all replies on the same post. " I have to say that everyone should read the LEGENDARY MODDER "Emma's" post on Bethesda forum or you can read it on her website here; http://emmates.proboards.com/thread/1705/regards-charging-mods?page=1#scrollTo=42265 " @ Psijonica ... thanks for this, and the link to Emma's point on Beth's forum. Couldn't stress more my support for Emma's expressed opinion: Money ( in this relation and in the last consquence: greed ) is the Poison for the modding-scene and its community. It'll destroy the spirit of modding and sharing. But, let's face it (again): We are all dependent on the decisions of the gaming-industry. What's the gaming-industry? Real people ... humans, which decide about the game-business-concepts.
  9. In response to post #24677494. #24677549, #24677769, #24677774, #24680864 are all replies on the same post. "The games are ultimately their product." Exactly. I bet many gamers still believe they own a game. What they pay for is the right to use a software-copy. I a developer-company or the overall owner/decider of a game-product is going to disable any modding-option for a respective game, they can, legally. The "only" issue for them is the reaction of the by them known modding-scene/game-community, which are part of their customers. This said, i'm, rather was, a highly active public modder for many years (another game genre), and i'm pro free modding and free distribution, of course. Nonetheless, realities cannot be ignored.
  10. Dark0ne, in short: My full understanding and appreciation of what you are doing, in every respect. People aka the users of such fan community sites must understand, that running such a site is something like a business, it's work and costs (a lot of) money. If the site owner keeps himself away from selling his platform to the game industry, then honor is with him, to say the least. As long as he has the control of his site, and or but cooperates in the one or other way, form or shape (here with the Steam Workshop), just to keeping up the fan community site (with this additional money-source), then there is nothing wrong with it, morality ... whatsoever, imo..
  11. Above, Dark0ne asks why Valve etc. needed that long time to see the revenue in a realisation of UGC (user generated content, as it is called now). I'm fairly old, knowing something about RL, economy etc., and my guess is, that in the first place, it needed that long, because a bit of ethics play rather played a role in this gaming business. Where? Within the management platforms, namely the chiefs of the companies. As generations change in these platforms of business decisions, so changes the mentality of a company, its corperate identy and all that. Let's face it, to me it seems so, that the London and Wall Street City Boy mentality wins now finally over everything, in every part of the industries. To what this leads us as societies? ... . As already expressed below, i was a highly active modder within another game genre - i started public modding in 2005, the time i invested into this activity is countless, x-thousands of hours, and it is certain that i invested a lot, really a lot of money into this modding activity, with my time which i else could have spent with earning money, that's a fact - still, i enjoyed the invested time, of course, because it was my free decision, nobosy forced me other than a kind of modding-bug aka addiction (i'm out of this public modding activity, modding is now limited to my personal time and usage). At the time of 2004/2005 and following years, mod products played practically no role for game developers or the distributing/marketing companies. Nonetheless, game companies allowed modding, and even created some base-tools for their customers who want to mod their product, as extra-service. How is this called? Customer-binding activity. The situation changed in a way, that more and more and more people began to mod the game they played. Big mod projects started (i myself led a mod project where in its biggest time we had around 20 or so people active). Those mod products were downloaded in x-thousands, and the fans often expressed that this is just as the game (vanilla) should have been from the get-go etc., you know it all (which in itself is of course a wit, because modders use the vanilla game as platform and its resources, and it's a whole other thing to create a game engine and everything from scratch as game developers do as to work on this basement and providing a mod, even if it is whatever high quality). How can such development of the modding-scene be unobserved or even unconsidered for a business-exploitation. It can't ... not by the mentality (aka capitalist system) in which we live in our (western, and in the meantime east-asian) societies. Many people are paid for finding ideas to make money, for business concepts. Now, in 2015, the day is finally there, that modding looses its innocence. Is it a shame, a big loss, a sad day? Everyone decides this after his heart's content. I personally hope, that such free modding communities as Nexus (and other) survive in the one or other healthy way.
  12. Mod products are (or were) in nature free fan based products with the basement of commercial games - fans share their hobby products to a fan community. Period. In the past, afaik, all commercial game companies made clear in their licenses, that making money from modding is illegal, because mod products derive from commercial products. Donations to mod authors or mod project groups are a whole other thing: Mod users honor the efforts of the mod makers with a bit money support - this is not the same as getting money for a commercial game product, and thus is is not or should not be an item to discuss.in this whole relation, imo.. I was a (extreme publicly active) modder for nearly ten years, not with Skyrim (or other Bethesda games), another big game branch, so i can tell and/or understand the whole thing, as the theme free modding and distribution vs. making money from such products is not a new one for me. Imo., if modders decide to directly make money from creating game products, then they should go into the gaming industry as active company, as employee of a company, whatsoever - and option is also to just "simply" make a contract with a game company and "sell" a mod to them which happened within a few certain modproducts. In itself it is imo. not worse or wrong to get money for modding, after all modding is also work by nature. But a clear line must be drawn, am i going commercial or not with my "mod"-products. In principle, simple decision. But in general: Paying for mod products (other than donation) destroys the whole idea and philosophy of modding and sharing such results, which is a relation from fan to fan. The ones who decide to earn directly money from "modding", should just take the consequence and keep their appearance away from fan based modding community sites, and should go, as descibed above, the commercial way (which again, is not something that should be looked bad on, it is just not anymore what (old) modders see a s modding, that's all. Seriously, if mod projects provide a high gaming quality aka really high talented modders produce somehting that thousands of users want, then why shouldn't these high talented people not consider to start a gaming company - it happened so ... again, not something to look bad on, vice versa, they, those ex-modders, might be "icons", because they made a living out of their ex-hobby, not the worst option.
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