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Everything posted by lurumagno
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Can someone update this mod? http://www.nexusmods.com/witcher3/mods/548/? Ty in advance regards.
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The Witcher 3 Survival Mod [Request]
lurumagno replied to lurumagno's topic in The Witcher's The Witcher 3: Wild Hunt
It is a game mate. The witcher die in the books again and again like in the videogame?!?!.I think not. I have installed mod basic needs and say you that gives the game an interesting and fun "touch". So I hope that your comments next time bring something.No offense and sorry for my bad english. -
Basic Needs need an update
lurumagno replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
ty mate!!! At the moment all works perfect. Regards. -
Basic Needs need an update
lurumagno replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
Ty mate. -
Basic Needs need an update
lurumagno replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
+1 -
Hi all. Can anyone update this mod? http://www.nexusmods.com/witcher3/mods/1185/? I can´t update for my own because english is not my native language,and it is hard for my the scripting. Ty and sorry for my bad english. Regards.
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Hi all,i present you a new graphics pallete based on ReShade+enbseries. http://s29.postimg.org/qvr4ayetz/The_witcher_1.png http://s23.postimg.org/5srulygq3/The_witcher_2.png http://s8.postimg.org/sbcco200l/The_witcher_3.png http://s30.postimg.org/dsf37361t/The_witcher_4.png http://s1.postimg.org/ug0x7phyn/The_witcher_5.png http://s7.postimg.org/44odx1xl7/The_witcher_6.png Im not using any light mod. The credits are for the autor of visual enhanced,for gta V,but he abandoned the project.I am triyng to adapted to the witcher (there are still things to fix, shadows too black, and a problem with the gamma) and the results are satisfactory. If anyone is interested in the files for use or improve this visual improvement that tell me and i will upload files (i dont have many time for editing). Ty and sorry for my bad english,regards!
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How edit material crafting
lurumagno replied to lurumagno's topic in The Witcher's The Witcher 3: Wild Hunt
Done!!! Ty mate!! :laugh: -
Hi all, I think the craft in the witcher is very easy, and to create pieces of armor and weapons "special" and powerful,should you need more difficult to find less common ingredients. This would improve the role-playing game and make it more interesting. Could someone tell me which files have to be edited to change the ingredients to creating weapons and armor?. Thanks in advance.
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Hi all,Anybody knows any mod that modifies the amount of healing potion swallow?. Ty.
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Mods for Witcher 3
lurumagno replied to concepts2a's topic in The Witcher's The Witcher 3: Wild Hunt
Hi concepts and Drone, I have the GoG version,and the new patch broke mods.....waiting for mods update. -
The Witcher 3 Survival Mod [Request]
lurumagno replied to lurumagno's topic in The Witcher's The Witcher 3: Wild Hunt
Frist post update. -
The Witcher 3 Survival Mod [Request]
lurumagno replied to lurumagno's topic in The Witcher's The Witcher 3: Wild Hunt
Ty mate!!! I will try this awesome mod!!! a bigger project?!?! sounds good!!! Regards. -
[MOD REQUEST] No Door Icon
lurumagno replied to Deleted2770933User's topic in The Witcher's The Witcher 3: Wild Hunt
Here: http://www.nexusmods.com/witcher3/mods/761/? Regards. -
[Mod Request] Guard Tweaks
lurumagno replied to WHITELION1284's topic in The Witcher's The Witcher 3: Wild Hunt
Hi +1. Check the forum of this mod: http://www.nexusmods.com/witcher3/mods/668/? "The aggro might be in \...\scripts\game\behavior_tree\ai_parameters\humanReactionParams.ws". The guard must react like skyrim.... Regards. -
The Witcher 3 Survival Mod [Request]
lurumagno replied to lurumagno's topic in The Witcher's The Witcher 3: Wild Hunt
Hi drone, ty for the mods,i use the first one and its fine. The toxicity is a good idea!! I would do it myself but English is not my native language,and it is hard edit the scripts.... I trust someone dares to do it, because it is unrealistic to travel the world day after day without these basic needs. I will be posting soon as the collection of this mod survival / realistic. :laugh: Regards! -
The Witcher 3 Survival Mod [Request]
lurumagno replied to lurumagno's topic in The Witcher's The Witcher 3: Wild Hunt
Hi all. I found other interesting mods: You Have Lost More Than Coin. Lost coin and valuable equipment. http://www.nexusmods.com/witcher3/mods/426/? Kill'em All - Ability to kill everyon by SkacikPL. http://www.nexusmods.com/witcher3/mods/476/?e guards react to you killing the commonfolk It would be optimal. Regards! -
Hi all, What i have to edit for not die,but knocked out not only by guards....monster and fall too? /* Copyright © CD Projekt RED 2015 */ state Unconscious in CR4Player extends ExtendedMovable { private const var duration : float; default duration = 4.0; private var isUnconscious : bool; private var killedByGuard : bool; private var killedByElevator : bool; <------- ¿What is elevator? private var wasInFFMiniGame : bool; private var m_storedInteractionPri : EInteractionPriority; default m_storedInteractionPri = IP_NotSet; event OnEnterState( prevStateName : name ) { super.OnEnterState( prevStateName ); parent.BlockAllActions( 'PlayerUnconscious', true ); wasInFFMiniGame = parent.IsFistFightMinigameEnabled(); SetIsUnconscious( true ); CacheSwordInHand(); ChangeInteractionPriority(); ProcessUncounscious(); } event OnLeaveState( nextStateName : name ) { super.OnLeaveState( nextStateName ); theGame.FadeInAsync(); parent.BlockAllActions( 'PlayerUnconscious', false ); SetIsUnconscious( false ); parent.SetBehaviorVariable( 'unconsciousEnd', 0 ); killedByGuard = false; killedByElevator = false; wasInFFMiniGame = false; ResetInteractionPriority(); parent.Revive(); } event OnPlayerTickTimer( deltaTime : float ) { } event OnGameCameraPostTick( out moveData : SCameraMovementData, dt : float ) { if ( killedByGuard ) { moveData.pivotRotationController.SetDesiredHeading(parent.GetHeading()*-1); moveData.pivotRotationController.SetDesiredPitch(-45); } } entry function ProcessUncounscious() { parent.RaiseForceEvent( 'Unconscious' ); if ( killedByGuard ) { Sleep( 1.0 ); theGame.FadeOutAsync( 1.5 ); Sleep( 1.5 ); HideWeapon(); TimeFlow(); RestoreSword(); theGame.FadeIn( 1.5 ); Sleep( 1.5 ); } else if ( killedByElevator ) { Sleep( 1.0 ); theGame.FadeOutAsync( 1.5 ); Sleep( 1.5 ); HideWeapon(); TeleportAwayFromElevator(); TimeFlow(); RestoreSword(); theGame.FadeIn( 1.5 ); Sleep( 1.5 ); } else if ( wasInFFMiniGame ) { Sleep( 1.0 ); theGame.FadeOut( 1.5 ); HideWeapon(); parent.RaiseForceEvent('ForceIdle'); Sleep( 1.5 ); parent.GotoStateAuto(); } else { Sleep( 0.5 ); theGame.FadeOut( 1.5 ); HideWeapon(); theGame.FadeInAsync( 1.5 ); } parent.SetBehaviorVariable( 'unconsciousEnd', 1 ); Sleep( 9.0 ); parent.GotoStateAuto(); } latent function HideWeapon() { thePlayer.SetRequiredItems('Any', 'None'); thePlayer.ProcessRequiredItems(true); parent.OnForcedHolsterWeapon(); } latent function TimeFlow() { var storedHoursPerMinute : float = theGame.GetHoursPerMinute(); var fastForward : CGameFastForwardSystem; fastForward = theGame.GetFastForwardSystem(); fastForward.BeginFastForward(); theGame.SetHoursPerMinute(10*duration); Sleep( duration ); fastForward.AllowFastForwardSelfCompletion(); theGame.SetHoursPerMinute(storedHoursPerMinute); } function ChangeInteractionPriority() { if ( parent.GetInteractionPriority() != IP_Max_Unpushable ) { m_storedInteractionPri = parent.GetInteractionPriority(); parent.SetInteractionPriority( IP_Max_Unpushable ); } } function ResetInteractionPriority() { if ( m_storedInteractionPri != IP_NotSet ) { parent.SetInteractionPriority( m_storedInteractionPri ); } m_storedInteractionPri = IP_NotSet; } function TakeMoneyFromPlayer() { var amount : float = thePlayer.GetMoney(); switch ( theGame.GetDifficultyLevel() ) { case EDM_Easy: amount *= 0.2; break; <-------------------- amount of gold lose case EDM_Medium: amount *= 0.5; break; case EDM_Hard: amount *= 0.10; break; case EDM_Hardcore: break; default : amount *= 0.2; break; } thePlayer.RemoveMoney((int)amount); } function RemoveArmor() { var inv : CInventoryComponent; var ids : array<SItemUniqueId>; var id : SItemUniqueId; var i : int; inv = thePlayer.GetInventory(); if ( inv.GetItemEquippedOnSlot( EES_SilverSword, id ) ) ids.PushBack(id); if ( inv.GetItemEquippedOnSlot( EES_SteelSword, id ) ) ids.PushBack(id); if ( inv.GetItemEquippedOnSlot( EES_Armor, id ) ) ids.PushBack(id); if ( inv.GetItemEquippedOnSlot( EES_Boots, id ) ) ids.PushBack(id); if ( inv.GetItemEquippedOnSlot( EES_Pants, id ) ) ids.PushBack(id); if ( inv.GetItemEquippedOnSlot( EES_Gloves, id ) ) ids.PushBack(id); if ( inv.GetItemEquippedOnSlot( EES_RangedWeapon, id ) ) ids.PushBack(id); for ( i=0 ; i < ids.Size() ; i+=1 ) GetWitcherPlayer().UnequipItem(ids); } function TeleportPlayerToNewPosition() { var nodes : array<CNode>; var currentPos : Vector; var minDist : float; var dist : float; var selectedNode : int; var i : int; theGame.GetNodesByTag('player_guard_respawn',nodes); if ( nodes.Size() > 0 ) { currentPos = thePlayer.GetWorldPosition(); for ( i=0 ; i < nodes.Size() ; i+=1 ) { dist = VecDistanceSquared( currentPos, nodes.GetWorldPosition() ); if ( i == 0 || minDist > dist ) { minDist = dist; selectedNode = i; } } if ( selectedNode != -1 ) thePlayer.TeleportToNode(nodes[selectedNode],true); } } function TeleportAwayFromElevator() { var node : CNode; var selectedNode : int; theGame.GetNodeByTag( 'player_elevator_respawn' ); if ( node ) thePlayer.TeleportToNode( node, true ); } private var cachedID : SItemUniqueId; private var itemEnt1 : CEntity; private var itemEnt2 : CEntity; function CacheSwordInHand() { var inv : CInventoryComponent; var idLWeapon : SItemUniqueId; inv = thePlayer.GetInventory(); cachedID = inv.GetItemFromSlot('r_weapon'); itemEnt1 = parent.inv.GetItemEntityUnsafe( cachedID ); idLWeapon = inv.GetItemFromSlot('l_weapon'); if ( parent.inv.IsIdValid( idLWeapon ) && !parent.inv.IsItemCrossbow( idLWeapon ) ) itemEnt2 = parent.inv.GetItemEntityUnsafe( idLWeapon ); } function RestoreSword() { var inv : CInventoryComponent; var category : name; var id : SItemUniqueId; inv = thePlayer.GetInventory(); itemEnt1.Destroy(); itemEnt2.Destroy(); if ( inv.IsIdValid(cachedID) && GetWitcherPlayer() ) { category = inv.GetItemCategory(cachedID); if ( category == 'steelsword' ) { if ( !inv.GetItemEquippedOnSlot( EES_SteelSword, id ) ) { GetWitcherPlayer().EquipItemInGivenSlot(cachedID,EES_SteelSword,false,false); } else { GetWitcherPlayer().UnequipItem(cachedID); GetWitcherPlayer().EquipItemInGivenSlot(cachedID,EES_SteelSword,false,false); } } else if ( category == 'silversword' ) { if ( !inv.GetItemEquippedOnSlot( EES_SilverSword, id ) ) { GetWitcherPlayer().EquipItemInGivenSlot(cachedID,EES_SilverSword,false,false); } else { GetWitcherPlayer().UnequipItem(cachedID); GetWitcherPlayer().EquipItemInGivenSlot(cachedID,EES_SilverSword,false,false); } } } } function DisplayMessage() { GetWitcherPlayer().DisplayHudMessage( GetLocStringByKeyExt("panel_hud_message_guards_took_money") ); } function SetIsUnconscious( flag : bool ) { isUnconscious = flag; if ( isUnconscious ) theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( thePlayer, 'PlayerUnconsciousAction', -1.f, 60.0f, -1, -1, true ); } event OnCheckUnconscious() { return isUnconscious; } event OnKilledByGuard() { killedByGuard = true; } event OnKilledByElevator() { killedByElevator = true; } } Ty and sorry for my bad english.
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The Witcher 3 Survival Mod [Request]
lurumagno replied to lurumagno's topic in The Witcher's The Witcher 3: Wild Hunt
Hi again. I find two mods that can help this survival mod: No rubbish mod. Removes food, junk, weapons and armors from loot and containers. You choose what to remove. http://www.nexusmods.com/witcher3/mods/548/? Overly Dark Nights Mod. http://www.nexusmods.com/witcher3/mods/145/? Regards. -
Hi all! The witcher is a HUGE Rpg. But I think it would be best if the game has RPG elements of survival. I present several ideas and ways they can give to the <the witcher 3> inmersion and realism. English is not my native language, but I'm watching the tutorials to learn how to do mods on my own. The mods here exposed are not mine, they are the work of others. -Basic needs (must sleep,eat and drink). Witcher 3 Basic Needs by Akezhar http://www.nexusmods.com/witcher3/mods/783/? -Some Jobs or guilds (Hunter, rewards for craft,cooking...). cooking: Preparations Mod by Wasteland Ghost aka wghost81 http://www.nexusmods.com/witcher3/mods/750/? What's For Dinner by Az0r3 http://www.nexusmods.com/witcher3/mods/488/? -Darker Nights and new Light. Atmospheric Nights by olegkuz1997. http://www.nexusmods.com/witcher3/mods/1305/? Super Turbo Lighting mod. http://www.nexusmods.com/witcher3/mods/657/? Cinematic Reshade. http://www.nexusmods.com/witcher3/mods/1189/? -True reaction of the NPC;I think the guards and citizens must react to what is happening in their environment.And....why you can not kill people?. -Hard loot (robbing farmhouses results in rewards for your head or penalty or otherwise). -Guards react to your looting (farmhouses too) and kill people. -Kill'em All - Ability to kill everyone by SkacikPL http://www.nexusmods.com/witcher3/mods/476/? -Death overhaul. Go always unconciosus for not load game again and again.When you die,lose gold and equipment.Respawn near or ramdom place. -You have lost more than coin by ghostneedle http://www.nexusmods.com/witcher3/mods/426/? -Gwent Overhaul. i think that is easy spam the gwent and gain gold, it could be a way of not spamming this.For example, increasing the difficulty of the enemy player (better cards) every time we play against him.Or would be challenge that when you lose in this game,not only give your gold to the merchant,give one ramdom cart of your deck. -Merchants will always give you that random card when you beat them, regardless of how many times you beat them.http://www.nexusmods...her3/mods/520/? Merchants always give cards by Xicor333. Some ideas,sorry for my bad english [ :blush:] Regards.
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Ok,i find this: Thank? you mate!
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Hi all, I have a creation kit question.... ¿¿how i can change armor or weapons materials crafting in a .esp archive???! thank you and sorry for my bad english!