-
Posts
124 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by Osuirof
-
-
Yes, you only need to edit: "items\def_shops" file.
-
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?
-
1.
Compatibility
This mod should be compatible with game version 1.07 as long as the original files do not change in any of the future software updates. For example, the addition, modification, or removal of any information from the original files.
2. Wouldn't it be easier, to just mod the vanilla files yourself, instead of using waaaay outdated mod?
-
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. -
Looks like you're using this mod:
https://www.nexusmods.com/witcher3/mods/5548
Did you perform all the steps author mentions?
-
Create: "Mods" folder in your main W3 directory, extract some simple mod there, and see for yourself.
-
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?
-
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.
-
Not a mod, but very handy map:
http://www.tivaprojects.com/witcher3map/index.html
P.S.
What are: "secondary hidden chests" ?
-
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".
-
-
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.xml
2. Locate:
Lynx Pants 5
NGP Lynx Pants 5
3. Change for both pants:
equip_template variant equip_template
lines, 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>
-
Care to elaborate?
-
gameplay\abilities\monster_base_abl.xml
has some monster abilities.
I vaguely remember some file similar to:
geralt_stats.xml
but for monsters, but now I don't remember :(
-
- content0 - content12 - vanilla files
Why? Probably was easier for developers to work with 13 pieces, instead of one.
- DLC 10 - Wolf School Gear
- BOB - Blood and Wine
- EP1 - Hearts of Stone
Files 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.
- content0 - content12 - vanilla files
-
That means if I want changes to come into effect in a mod, I have to cook the changed .xml back into the xml.bundle?
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.
...it's not possible to make a mod where I change information that is given in a .xml file?
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.
-
...am I right in that this .xml files can be edited by me simply using a text-editor, after they have been uncooked...
Yes. Just like the .ws files. Just use something better than the Windows built-in Notepad.
...(although they are still being displayed as .xml files)?
They are xml files, so they have an .xml extension. Nothing strange about that.
...if I want the changes to go into effect, I will simply put the geralt_stats.xml into the "Mods" Folder
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.
-
.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.bundle
And there are many other filetypes. It all depends on what are you modding.
-
Sometimes you need to "wiggle" camera a bit, try to activate from different angle, view.
-
Don't know if this is what you want, but:
gameplay\abilities\geralt_stats.xml
has some stats like attack power, resistances, vitality, etc.
-
I finally uploaded it:
https://www.nexusmods.com/witcher3/mods/5559/ -
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?
-
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.
-
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.
COMBINING MODS WITH THE SAME NAME
in The Witcher 2: Assassins of Kings
Posted
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.