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Osuirof

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Everything posted by Osuirof

  1. So trying to learn modding, by "script kiddie-ing" existing mod, was a mistake. But finally, I got things going. Even managed to find where the bits responsible for school gear bonuses are located. Though, didn't find the bit for number of pieces of gear required (3/6). Yet :] I wonder what will happen if I put all: setBonusAbility(insertschoolbonus) into Teigr... As for tools: 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",xTcModkit - is supposed to "unblob" mods, returns only errors. P.S. CDPR did an awful job, on their, so called, modding manuals, those "bundled" to ModKit.
  2. For now, I don't know what "string" I'm looking for, or where in the file. Hell, I don't know what file, and where it could be, and I don't have the time to look "everywhere", and at "every" file. Also, I prefer WinMerge - worked wonders for Stellaris, and other games.
  3. So Witcher Gear , is supposed to be the best, crème de la crème\whatever, but beside the prologue, I got better items from loot (?!), not to mention crafting. And after installing this mod: https://www.nexusmods.com/witcher3/mods/5104 it got even worse in the weapon department. https://www.nexusmods.com/witcher3/mods/2356 and in the armor department. How worse ? Even superior WG are so weak in comparison to non-witcher ones, that I never used them. So I want to mod the Witcher's Gear armors and weapons. I've looked into some files, and beside a college programming language classes flashback, I got nothing eligible... Tried again with simpler approach - mod a mod (upgreadable versions of Kaer Morhen armors) - got "traumatized" again, didn't find nothing eligible again... So my questions: -what tool use to create a mod from scratch, and what just to simply tweak one already existing (got the official ModKit+kitchen bit, W3Edit\WolvenKit, xTcModkit)?is there an up to date, step-by-step, modding guide, mainly for weapons and armor editing?what files are responsible for Witcher Gear armor and weapons?where are they?what the parameters like armor, resistances, "look like", and where are they defined?where are Witcher Gear bonuses defined, how they "look"?
  4. There are some polearm weapons here: https://www.nexusmods.com/witcher3/mods/4074
  5. What I'm looking for, I look for the sake of QOL, immersion\whatever - I can player.add\removeitem all day long. That's not the problem. The problem is, sometimes the "working hours" of merchants go wonky - they should be open for business, but aren't. It's annoying with vanilla merchants, or when messing with their inventory\leveled lists, and wanting to see the results. And downright frustrating, when it concerns non-vanilla ones, with "new, cool stuff", which I now must look at through TESEdit... As for the mods, I prefer this one: https://www.nexusmods.com/oblivion/mods/39255 and COBL Luggage, but that's neither here, or there.
  6. Yes I know where the merchant containers are located. I "even" know why - robbing them blind in Morrowind, thanks to the containers in question, being in plain sight. Good times, good times... I also know that merchants unused personal inventory, gets used as merchandise. If it was that simple, I wouldn't waste your time :smile: Though, thank you for confirmation about faction ownership. To the matter at hand, I think I found the culprit: Advanced Magecraft. It runs a script (aaaScrollstuff), that places inkwell, parchment, and quill in various containers. Hell, even Tahm Blackwell got "scrolled": :D scn aaaScrollstuff ref speakerref ref container short temp Begin Function {speakerref} let container := speakerref.getmerchantcontainer printc "container: %n %i" container container printc "Speaker: %n" speakerref speakerref.setoffersbooks 1 speakerref.setoffersmiscitems 1 If ( container == 0 ) set container to speakerref endif If ( GetRandomPercent <= aaaAdvancedMagecraftQST.scrollmaterials ) Printc "Passed Chance." If ( container.getitemcount amtokenring == 0 ) printc "no ring" let temp := container.getitemcount quill01 If ( temp < 5 ) container.additemNS quill01 5 if ( getgoldvalue quill01 == 0 ) setgoldvalue 1 quill01 endif endif let temp := container.getitemcount inkwell01 if ( temp < 5 ) container.additem inkwell01 5 if ( getgoldvalue inkwell01 == 0 ) setgoldvalue 5 inkwell01 endif endif let temp := container.getitemcount blanksheet if ( temp < 10 ) container.additem blanksheet 10 if ( getgoldvalue blanksheet == 0 ) setgoldvalue 1 blanksheet endif endif container.additem amtokenring 1 endif endif End Anyone interested in providing a line-by-line (parts other than additem) explanation?
  7. Sadly I don't have the time, and the drive. Also, it would induce painful flashback about C++, and Pascal from my college years, and feel more like a job, than fun. Though I did learn bits of "full" programming languages, and scripting ones on my own, so... But all that is moot now - Oblivion entered it's periodic "CTD for teh lulz" phase. Frell my life...
  8. 1. Looks like if I don't set up a merchant container for a merchant, he uses some "barebone" one with parchment, and some other clutter. Is there a way to track down that list\container\whatever, and edit it? 2. If I set faction, as an owner of a merchant container, but don't set up any rank, who can access that chest? Anyone from that faction?
  9. For one - my Gamebryo scripting knowledge, is almost nonexistent.
  10. Yeah, I know what to change, how to make merchant containers, etc. I'm not asking about that. I'm asking about a way to change it ingame, for vanilla, non-vanilla, mod added, whatever, NPC. Something like Active Inventory Spell, but one that forces the servicers, to offer their services right now. Eventually, something that lets me change those hours ingame.
  11. i.e. merchant to sell\buy, trainer to train, etc. Is there a console command, or a mod, that makes them do it, regardless of their work hours?
  12. Not really - I've created item and enchantment from scratch in TES4Edit, not ingame, and didn't use any mod depended "funkyness".
  13. So I've created a custom weapon enchantment with 3 effects, but at best, only the first one displays in UI, at worst, none of them do, but the weapon has enchanted "indicator". I've tried to use existing enchantment as a template, and it works until I "fiddle" with it more than once. I got mods with multi-effect enchantments, and they're working, so what the frell ?
  14. 1. Thank you. 2. 40+ GB "modding tool"... Isn't there some streamlined version ? I just need to make vanilla mods work with WotC, not make a Counter Strike equivalent...
  15. So it's been some time since the last post. Did anyone came up with a working, simple-ish was to update vanilla mods to WotC ? What I mean by simple-ish ? Resource Hacker\hex editing is a max. I've read the provided info (updating the lot of them, is a no-go), added "RequiresXPACK=true" (does nothing but removes the exclamation point). Why I don't wan't to update the usual way ? I've "tweaked" them a lot, and incorporated some of the changes into my own files, so I really don't want to do that again, especially since I probably forgot about half of what, and where I've done.
  16. I know FNVPlugin, used it to merge things to get bellow the max plug-in limit, but it doesn't do what I want. I want to add a bunch of custom pistols to "RepairNV9mmPistol" list, or add one of them to "NVHoldoutWeapons" list, etc. Changing one entry, for example, the "Repair List", or "Ammo" entry, for a bunch of items at once, is also something I'm looking for.
  17. I know you can use FNVEdit, Wrye to merge stuff, but is there a way to merge on a smaller scale, like repair lists, or just "sending" one entry from that list, to some other list ?
  18. Explanation: I want a NPC to get unenchanted item, or have a some percentile chance to get enchanted one, but on the same PC level. One, or the other, not both. Is there a way to make it happen ?
  19. I'm not talking about fMaxArmorRating, or the DT bleed-through fMinDamageMultipler.
  20. Did you use BOSS, other mod sorting helper ? Did you create merged\bashed patch ?
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