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Osuirof

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Posts 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. 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.

  5. 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":

    JFLxIc6.jpeg

    :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?

  6. 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 t
    he 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.

     

  7. 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.

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