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Elenear

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Posts posted by Elenear

  1. Hey all,

     

    So I've been playing around with the console and I know we can add effects to armor and weapons so I got to thinking; "what about clothing?"

     

    I figured out the command to add the sneak buff from the operative suit is "amod 2EC4B9" to any piece of clothing or neuromod but for some reason it doesn't seem to work on the hats. Anyone got an idea for a work around or any idea why it's not possible since the hat seems to take on other mods like +50 hazard resistance (amod 002C38BF)

     

    Had a similar idea, actually working on a mod that will adjust some of the clothing effects, but I couldn't figure it out.

     

    Trial-and-error'd a few different things like adding Amor Padding or different keywords, but nothing works sadly.

     

    Would love to know how to do it!

  2. The three I use are:

    • Buffout4 (47359) which if properly setup gives a crash log of your final moments. The big setback is unless you have a degree in programming it is almost impossible to read and you have to rely on others to maybe answer your question. But it may give an idea where to look. currently i have been having a hell of a time with xaudio2_7.dll, but at least Buffout4 is letting me know to look there.
    • Resaver (Fallrim Tools) - http://www.nexusmods.com/skyrim/mods/76776/? or https://www.nexusmods.com/fallout4/mods/22633 is a great tool to examine your saves. It can look for issues such as unattached scripts or possible issues with script elements such as suspended stacks. Kinggath speaks about it on his SimSettlement web site
    • finally and i expect you have both is LOOT and fo4edit. I just use LOOT to ensure I haven't done something totally stupid, but not in organizing my mod order and fo4edit to see if my order is causing serious conflicts that needs reorganizing or a patch file

    Good luck

     

    Thanks a lot! I'll have a look at Buffout4 definitely! I work in 3rd line support/devops type of role, so hopefully will be able to interpret the logs :)

     

    Resaver looks useful too, especially for looking for detached scripts. I use both Loot and FO4EDIT too to create my own patches and I couldn't see anything wrong using those 2 tools... I will try the other two, thanks again!

  3. Hi all. I have a heavily modded Fallout 4 via Mod Organizer 2.

     

    I have well over a 100 hours in this playthrough. It has never crashed before (well, it has but extremely rarely). I've had a longer break from the game and now after loading up ANY save the game CTD after a few minutes.

     

    I am an experienced modder, I have made some custom patches for the mods conflicting in my modbuild. All of the mods are up to date, including F4SE and Unofficial Patch.

     

    I run the game, I play for a few minutes and then it just crashes, no messages displayed. I tried loading up a few different saves from the earlier time of the playthrough, but it crashes on every single one of them after just a couple of minutes of palying.

     

    Resetting cells didn't help (I slept for over 80 days, which I believe is the full reset on Survival mode.)

     

    As I said, it has never really happened before, I was able to play over a 100 hours with this modbuild without any issues, apart from a VERY occassional crash. Now it is pretty much guratanteed :sad:

     

    There is nothing in MO2 logs folder.

     

    Are there any tools that can help me diagnose the CTD's?

  4. Hi all,

     

    I keep track of all my NMS mods and list the files they modify, if author provides that information, to avoid any potential conflicts. Do texture replacers modify any BNK or MBIN files? Or is it safe to assume they only modify actual texture files and should not conflict with anything, unless it also replaces the same textures?

     

    Thanks!

  5. Hi guys, just to let you know I released the final (for now at least) update and I consider the guide completed for now. I'll probably add/update some new mods in due course, but the guide updates won't be as frequent now. My plan is to start New Game+ and see how the modded game fares there.


    I also have a couple of ideas for mods and I'd like to focus on that too.


    Your feedback as always is much appreciated! If you have any ideas or suggestions don't hesitate to post them in the support thread of the guide. I hope you enjoy using this guide, I put a lot of my time into it and I'm quite proud of the result :)


    Stay frosty, witchers!

  6. Hi all. I created an exhaustive and detailed step-by-step modding guide for The Witcher 3. Feel free to pop in and have a look.

     

    RETURN OF THE WHITE WOLF

    http://wiki.step-project.com/images/b/b6/Cdp_witcher_gate_logo_en.png

    MODDING GUIDE

    The guide's main aim is to make the game a better experience, improving all of the game aspects to make it more challenging and realistic, better scaled and prettier to play, while remaining friendly to The Witcher universe lore, including the previous games and the books. This part is very important to me, so you can rest assured that if you follow this guide, you'll get The Witcher experience as close to the books as possible and the one that will be realistic and serious.

    Please be aware of your hardware limitations. If you are struggling to get the game running on Ultra/Uber details, you'll probably want to skip the configuration file modifications.
    The guide will be updated with new mods and better tools as they are released, so expect a lot of changes until all the basic tools are released and modding scene for Witcher 3 matures. The game itself is also being updated and the developers are working on the bugs, with the updates being released every so often, so please also bear in mind that the guide is written for the specific version of the game and may not work with the future versions of The Witcher 3. I will make clear indication which game version is the guide for.
    Another thing to note is that I am using GOG Galaxy version of The Witcher 3, not the Steam version, so adjust all the file paths accordingly if you use Steam instead of GOG Galaxy.
    The guide is using step-by-method to instruct users how to install the mods. It's listed from top down and it is advised to install the mods in that order to make sure that all directions are followed correctly and no steps are missed.
    I hope you will find the guide useful and enjoy modding your game :)
  7. Well, ModKit is not the tool you use to actually modify game files, all it does is allows you to access the cooked and packed game files in order to edit them.

     

    For the xml files you have to uncook the game, edit the file manually and then pack it back into a bundle file (no cooking required, as opposed to texture mods).

  8. The Witcher 3 is NOT open world. Most of the Reviews I saw or red present the game as an open word game. It's simply NOT OPEN WORLD. In Skyrim you can go from Riften to Markath without any loading screen. In the WItcher 3 you can't, you just can't and by the way the zones, at least the two I have visited so far are relatively small. That's also a downside point and it is very frustrating as for me the main reason I bought the game was because of this open world premise with a map 2 or 3 times bigger than Skyrim. Don't get me wrong the game's intrigue, characters, mini game are very well done, not to mention the sheer beauty of it all. However I am 6 hours into the game roughly and I now understand that the game is not Open World as it was announced. An that sucks!

     

    You surely CAN'T go from Riften to Markarth with no loading screens in Skyrim mate. As soon as you approach Riften city gate you get a loading screen to transfer you from Riften space to Skyrim space.

     

    Skyrim is not a fully open world in that respect if you take presence of loading screens as a criteria.

     

    :EDIT:

     

    Ninja'd above!

  9. Detailed user.settings changes in patch 1.07:

     

    Removed entries:
    [Hidden]
    HasSeenDLCMessage=true
    [budget]
    everything was removed, apart from:
    TerrainTileMipDataBudget=100
    TerrainTileMinTimeout=2
    TerrainTileTimeout=10
    OcclusionQueryAdditionalMemory=5
    TerrainTileLoadingTimeout=5
    Added entries:
    [ContentManager/Mods]
    MaxNameLength=64
    Enabled=true
    [scripts]
    DebugScriptsForceFlush=true
    DebugScriptsLogDir=
    Enabled=true
    [Rendering]
    HairWorksGlobalWidthLimit=5
    HairWorksGlobalDensityQuality=1
    HairWorkstGlobalDensityLimit=2
    TerrainScreenSpaceErrorThresholdFar=3.5
    HairWorksGlobalDetailLODFactor=1
    • The Witcher 3 Wild Hunt\content\content0\bundles\blob.bundle was not changed, therefore mods that were installed into this folder should work fine (i.e. Cutscene Lighting Mod)

    The Witcher 3 Wild Hunt\content\patch0\bundles\patch.bundle was changed by the new patch (as expected really). There are 2 options:

    • If the given XML was not modified by the new patch, then reinstalling the mod may be enough to get it working, however the file sizes may differ, so this is TBC really

    If the given XML was modified by the new patch then we need to wait for the mod author to provide new version

    Debug Console Enabler mod does NOT work in 1.07 game version and you have to uninstall it, otherwise your game won't run (well, it will if you don't ackonwledhe the error message, but I'd not risk running it like that )

    After running the 1.07 version of the game the configuration files are reset to default settings. When set to max (Ultra/Uber) settings again it tunrs out that the user.config file was trimmed from 214 lines to 195. Some settings were removed, however this section was added:

    [ContentManager/Mods]

    MaxNameLength=64

    Enabled=true

    Interesting, to say the least

    I'll post more detailed report for user.settings changes soon.

     

  10. Hi,

     

    Thanks for your reply.

     

    Yes, I disabled phoning home by adding the relevant IP address and URLs to the hosts file - and that was done as per the very guide you have linked in fact (I double checked for the IP/URLs in the log file so these are correct). Prior to that, arc thrower was not even showing in the pistol slot during equipment selection (despite the ini file edit), so the fact that it was available for selection as a pistol after I have disabled PH should act as a confirmation that the PH is actually disabled. (The ini file retains my changes for arc thrower to be in pistol slot and not in the backpack slot). It's just not available during the actual mission.

     

    Here is the list of the other mods that I use. Majority are texture mods, save fot last 2, however they should not affect pistols in any way.

     

     

    I also use this SweetFX preset, and additoinally I have disable intro movies by editing the relevant ini file. Note I play EU, not EW (want to save EW for a Long War playthrough). I run the game via Texmod of course, with Launcher disabled (changed the file name), so that EW is launched automatically.

     

    If you need any more info please let me know.

  11. Hello.

     

    I have modified my DefaultGameCore.ini file according to this guide, having exited the exe files to allow for mods. I am able to see the arc thrower in the Pistol slot during loadout selection and I can assign it to a soldier - it is shown in the pistol slot, and the weapon is also visible on the soldier model.

     

    When I enter a battlefield however, I am unable to select arc thrower - it's slot is blank, there is no symbol for arc thrower.

     

    Can anyone help with this please?

     

    Thanks

  12. Hi guys

     

    Is there any way to make Texmod remember the last TPF selection? I know the last used files are in the tooltip, but you still have to select each one separately. I'd love to have Texmod remember the last used selection so that you don't have to do it manually each time you want to play the game.

     

    Thanks

  13. FYI, I found this on another forum:

     

     

    Just remember that the most important packages are at the top of the list, and these are the last one to be loaded, so they are seen as a final result if more than one package that edits the same textures is added.

     

    Some good info! Can anyone actually confirm that this is the case indeed?

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