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Osuirof

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Everything posted by Osuirof

  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 Wouldn't it be easier, to just mod the vanilla files yourself, instead of using waaaay outdated mod?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 :(
  13. content0 - content12 - vanilla filesWhy? Probably was easier for developers to work with 13 pieces, instead of one. DLC 10 - Wolf School GearBOB - Blood and WineEP1 - Hearts of StoneFiles from newer additions, generally don't replace old ones - they're additions, not replacements. The ones that does replace, do it as in other games - newer replacements, override older bases.
  14. You cook them back, but into a mod bundle, not the original bundle. But like I've said, maybe you can just "shove" a "raw" .xml file, and it will work as supposed. Don't know, I didn't try. If you mean, if you can change the original ones, without the need to create a mod, then I don't think so. Official modding "guide", somewhat states that steps it lists. Third party tools, also don't allow you to make\save changes to original files.
  15. Yes. Just like the .ws files. Just use something better than the Windows built-in Notepad. They are xml files, so they have an .xml extension. Nothing strange about that. 1. .xml files are not the same as .ws files. .xml are like "static" data sheets for, the .ws scripts to "dynamically" process. 2. As far as I know, the only files that you can edit "raw", meaning, without the need to "uncook", and "cook" it back, are those .ws scripts you're so fond of. Though, I never put "raw" .xml file into a mod, to test it for sure, and I din't play with textures, dialogs, and other files.
  16. .xml's are also "text files", just more "user friendly". You get them by uncooking game files, either manually, or with some mod creator\editor like W3Edit. In uncooked state, vanilla ones are located in: content\content0\bundles\xml.bundleAnd there are many other filetypes. It all depends on what are you modding.
  17. Sometimes you need to "wiggle" camera a bit, try to activate from different angle, view.
  18. Don't know if this is what you want, but: gameplay\abilities\geralt_stats.xmlhas some stats like attack power, resistances, vitality, etc.
  19. I finally uploaded it: https://www.nexusmods.com/witcher3/mods/5559/
  20. I'm using "SSS", so it looks like the "Friendly HUD" is the culprit. Especially with error stating the mod's name. Did you follow all the steps posted under: "How to install/uninstall the mod", for "Friendly HUD"? Tried the readme?
  21. Since how long an encounter lasts, depends on the player (you can run away without killing anyone, kill one guy out of seven, etc.), I don't think it's doable in a "sustainable" fashion.
  22. Simplest way to get coins: 1. Enable console. 2. Open it and type: addmoney(1000000)then press "Enter", to get one milion cash. 3. Profit.
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