Jump to content

Osuirof

Members
  • Posts

    124
  • Joined

  • Last visited

Nexus Mods Profile

About Osuirof

Osuirof's Achievements

Collaborator

Collaborator (7/14)

  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter
  • First Post

Recent Badges

0

Reputation

  1. You need to unpack it, manually merge changes made, and pack it again into, I'm guessing, "base_scripts.dzip". Gibbed Red Tools is all you need for that.
  2. This in a looongshot, but maybe some will "come around" these parts in preparation for a nostalgic X-Mass Witcher marathon. Where are the loot tables for characters, and placeables? No, ones in "globals\loot tables" don't work. Where is the code, that controls what, and how many mutagens you get? Is there a way to have item attributes, like "trap_avoid_chance", or "damage_throw_combo" to appear in GUI?
  3. 1. 2. Wouldn't it be easier, to just mod the vanilla files yourself, instead of using waaaay outdated mod?
  4. What's so hard about The Witcher 3 KDiff3 mod merging? It's "point and click". You just have to figure out, which changes you want in your final setup.
  5. Looks like you're using this mod: https://www.nexusmods.com/witcher3/mods/5548 Did you perform all the steps author mentions?
  6. Create: "Mods" folder in your main W3 directory, extract some simple mod there, and see for yourself.
  7. 1. What file, and where, contains the info about containers\merchants loot\inventory? 2. I would like to figure out which container is which, and what loot list it uses. For example, I would like to know, what loot list the containers in Borsodi's Vault use. Tried to figure it out looking at loot lists, and comparing with what I get ingame, but it didn't work :( 3. Is there a way to place a new container, merchant\whatever?
  8. From my own research: ModKit + kitchen - did uncook files, but trying to make mod with doesn't work,W3Edit - works like a charm,WolvenKit - "Pack and install" option is wonky, and it produces many more files than "W3Edit", though it lets you "tinker" with already "cooked" mods + additional options not found in W3Edit,xTcModkit - is supposed to "unblob" mods, returns only errors.
  9. Not a mod, but very handy map: http://www.tivaprojects.com/witcher3map/index.html P.S. What are: "secondary hidden chests" ?
  10. Is there a way to make ^it work? If yes, then what needs to be edited, because I don't see anything of interest in skills, abilities, or def_item_ingredients.xml entries. Yes, you can edit the values of non-synergy bonuses, but for some reasons, synergy doesn't work with monster\unique mutagens, only with vanilla ones (lesser, greater, etc.) I'm talking about the "color synergy" bonuses, when you put same color mutagens and skills "together".
  11. 1. In W3Edit\Wolven Kit open: dlc\bob\data\gameplay\items\def_item_crafting_pants.xml dlc\bob\data\gameplay\items_plus\def_item_crafting_pants.xml2. Locate: Lynx Pants 5 NGP Lynx Pants 53. Change for both pants: equip_template variant equip_templatelines, to what you want it to look on Geralt. In your case, after the change lines should look like this: equip_template ="l_01_mg__common_heavy_lvl4" <variants> <variant equip_template="l_01a_mg__common_heavy_lvl4" category="boots"></variant>
  12. gameplay\abilities\monster_base_abl.xmlhas some monster abilities. I vaguely remember some file similar to: geralt_stats.xmlbut for monsters, but now I don't remember :(
×
×
  • Create New...