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broken181

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  1. Just in case you don't happen to know this already, you can select multiple ".xbm" files, and unpack them all at once. This can also be done to the ".dds" files to reconvert them. For the other question, I'm not sure if there is anything you could compress besides textures. If there is a way to extract and repack sounds, they could also likely be compressed. Just curious, but are looking to just compress the textures, or both compress and re-size the textures?
  2. We'll need a bit more information to be able to tell if you're doing something wrong, or if something is causing an error. What exactly are you trying to mod, and what have you done so far?
  3. The witcher medallion does this if you hit the "Z" key, everything in range will glow orange after you activate it. Just figured I'd put that out there in case you haven't found it yet.
  4. After I finish the request I'm currently working on, I'll have a look at the files, and do some testing to see what can be done. EDIT: I haven't found anything yet.
  5. After they block that alleyway, go back to where there are guards holding a bunch of villagers near where you first enter the area, and a cut scene should show you where to go.
  6. I'm always happy to help! You are correct, no changes to the existing runes are needed. I will continue testing, so that I can see just what needs to be done, for fully custom runes to work properly. The only things left to test are resistances other non-critical effects, which don't seem to need tags added to the weapon to work.
  7. Good to see you got it working! I don't think there would be any problem with adding all the tags to all the weapons, seeing as the Zerrikanian had the crt_burn tag on it already, even though it doesn't use that critical. I assume that it was put there to allow the incineration effect of the Fire Rune to activate on it. As for the runes themselves, I haven't tried messing with them yet, but I'll do some testing, and get back to you. EDIT: I just tested a custom knockdown rune on Harvall. The first time, it did nothing, since Harvall didn't have the crt_knockdown tag. It worked after adding the tag. So it is indeed true that the crt_burn tag is on all the socketed weapons, to allow the fire rune to add the incineration critical. This means that there should be no problems adding all the tags to the weapons. It seems to me that other non-critical effects, vitality+ and the like, don't need to use the tags, but I am unsure at the moment. I will have to test this later in the evening though.
  8. Well, I just finished testing both a fully custom entry from scratch, and an effect transfer, and both worked. I did so by modifying both the "def_item_swordsteel.xml", and "def_stats_item_swordsteel.xml". The transfer was the freeze critical from the Vran sword over to the Zerrikanian Poison Sabre. I copied the freeze critical modifier in the "def_stats_item_swordsteel.xml" (this line: <crt_freeze display_perc="true" mult="false" always_random="false" min="0.2" max="0.2" type="critical"/>) and pasted it just above the similar poison critical modifier on the Zerrikanian in the same file. Afterwards, I added "crt_freeze" in the "tags" section of the "def_item_swordsteel.xml" for the Zerrikanian, and when I tested it, it worked fine. If you've done these things, and it didn't work for you then I have no idea what the problem could be, but I'll try to help to the best of my ability if you still cannot get it to work. I also tried adding the other effects to my custom entry, it had bleed, freeze, incinerate, poison, stun and knockdown, and they can all work at the same time. I dropped stun from it, since knockdown makes it redundant. I gave it extremely low damage, 100% chance to hit critical effects, changed the appearance to "Deireadh", and called it "Painful Mortality". Now I can watch my enemies die slowly while on their back, frozen, on fire, bleeding out, and heavily poisoned after a 3 damage hit or two. :tongue: Awesome, though, to find out first hand that full custom weapon entries complete with stats are possible, and also quite easy to do :biggrin: Now if I could just find out how to get it to display an inventory icon, and fix the problem where it says "tooltippainfulmortality".
  9. Are you talking about a completely custom weapon entry created from scratch, or something like a critical effect transfer to another weapon?
  10. Let me know if it works, or not. EDIT: You're welcome, if it worked. If it didn't, then come on back, and I'll keep trying to help you.
  11. When you first open your .dds in Photshop, this dialog box should appear: http://img200.imageshack.us/img200/8315/withmipmaps.jpg NOW, if you leave the "Load MIP maps" box checked, your .dds will load like this: http://img845.imageshack.us/img845/2627/withmipsdande.jpg Now if you leave the "Load MIP maps" box UNchecked: http://img855.imageshack.us/img855/5062/nomips.jpg Your .dds will load like this: http://img24.imageshack.us/img24/4692/nomipsdande.jpg My suggestion to you, is to load your .dds files with the box unchecked, and to save them with the "Generate MIP maps" option enabled, so that you don't have to do this process manually.
  12. That's not necessary though. When you uncheck the "Load MIP Maps" box, and leave the "Generate MIP Maps" option on, it should do all of that for you automatically. I'll post up some screenshots of what I mean momentarily. Simple solution posted on page 3!
  13. I still have yours but, I'll extract the original on mine, and show it to you, but try this first. \/ Okay, when you first open your .dds in photoshop, does a dialog box pop up asking to "load using default sizes" with a few other options? If the answer is yes, at the bottom of that dialog box, there should be a check box that says "Load MIP Maps". Make sure this box is NOT checked. If the answer is no then, when you get to the save dialog there is a button that says "Read Config..." press it and the dialog box should open. Then make sure the "Load MIP Maps" button is NOT checked. Let me know what happens.
  14. Well, that's quite strange. I'm going to have a look at my .dds plugin settings, to see what may have happened. It seems it may have something to do with the MIP Maps being displayed, but it never shows them to me in that way.
  15. I'm fairly certain. The texture in your uploaded file was originally 2048 x 2048 as well.
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