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Drone456

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Everything posted by Drone456

  1. I actually am quite the newb when it comes to this stuff haha. My posts are from either helping people with questions, asking questions, or just general conversing. I've never made a mod before, and mostly have just tweaked and altered little easy things in mods. Never actually creating one from scratch, or even doing this heavy of reverse engineering. Which is why I mentioned the massiveness of the undertaking, as my modding ability is nascent at best lol. So the help is definitely appreciated. Some questions though: 1) What is Solution, and what does it exactly do? Is it a program I need to get, or just a file-type (like .ini, .json, .xml, etc.)? 2) I've heard of ModBuddy before, but am not sure how it differs from the SDK. Is there a benefit/difference to using it over the official mod tools? Or is sticking with the SDK ok? I hope someone will take over (not implying I've done anything to carry on haha) with this idea as well. As I'm sure there's plenty of people who would want this, and definitely more skilled people to make it a reality much faster, and more stable than what I might produce. Might being the operative word; as I don't know when I'll actually get to doing any of this. With Dark Souls 3 coming out, and a plethora of other content (April is popular for releases apparently), I don't think I'll be messing with this anytime soon. However, I will leave this tab here so when I do decide to f*#@ about with this, I can have at least a better idea of what to do (if someone hasn't done it by then that is). So your assistance isn't wasted/disregarded. Although who knows? It might be easier than I think, and I could potentially make progress quickly. Thanks again man :)
  2. Thanks a lot for the suggestion man, and for trying to help me find ways to reverse engineer something to achieve my goal. Unfortunately I still think that reverse engineering the Muton Centurion mod, is beyond me. Or at least seems that way lol. I don't think I've ever been hit by this ability, so am not sure what it all does. If it does more than just simply apply their basic melee attack from a longer distance, then it doesn't really work for what I'm hoping to have unfortunately. As I just want the functionality of the dash attack melee to work for them, the same way it does for the Lancer, or Ranger. Although I guess I would be willing to try and modify that mod if you were willing to help guide me? As I would have no idea what I'm really doing haha. But at least giving them something would be better than what it is right now. No pressure/worries if you can't/won't man. I completely understand, and don't mind :) Arigatou again for trying to help me, I appreciate it man.
  3. Konnichiwa, What I mean by "dash attack for enemies" is allowing enemies like the Berserker, Andromedon Robot, etc. to be able to perform a melee attack within a yellow move (like how Lancers, and Rangers can). As it bothers me this functionality isn't available to them in the first place, and I want to limit their movement points, but not neuter their combat effectiveness. So I'm posting this in the hopes that some kind-hearted soul would be willing to assist me in either making this mod a reality, or helping me create it. Be warned: I have no coding experience really; so that could be quite an undertaking should you wish to assist in that regard. I tried doing this myself in the SDK originally, but since I had no idea what I was doing, I quickly got lost, intimidated and gave up. I thought I was on the right track, but it didn't work, so obviously I wasn't haha. Hopefully somebody can succeed where I failed, as there are some seriously talented modders already for this game, and I would have thought that this type of mod would have been made already and be relatively simple compared to what's come out. Unfortunately this doesn't seem to be the case as of yet, so thus this request was born :yes:. Arigatou gozaimasu very much for reading (I barely know Japanese sorry, but wanted the closing to match the salutations lol). P.S. I tried searching before for similar requests to this, but could only find people complaining about it a bit on Reddit. So my apologies if this was already addressed at some point.
  4. Sorry to necro this a bit, but I figured I would at least try to help. Unfortunately I have never created my own class, so I'm not exactly the best to be helping you with this, but figured I could at least help brainstorm. The only question that comes to mind, is a bit of an obvious one. So forgive me if you get offended by it lol, but it's worth asking; since sometimes the obvious, simple things can slip your mind. Have you actually created an upgrade file for your class? Meaning specifically creating a "insertnamehere.upgrades.json" file? If yes: are there typos or any areas missing inside the file that you forgot to fill in? Hopefully that helps somewhat man, or hopefully you've actually figured this out already in the time since you've posted.
  5. Theoretically it should be possible, and the only reason I say "theoretically" is because I haven't tested to see if it works. So the way I saw that should accomplish this is: 1) Go to your "DarkestDungeon" folder. 2) Go to your "heroes" folder. 3) Open up a heroes' folder. For this example, let's use the Abomination. So you would open the "abomination" folder. 4) Open the "abomination.info.darkest" file. 5) Scroll down to line 53 (at the bottom). 6) Edit this line ".number_of_positive_quirks_min 1" to ".number_of_positive_quirks_min 2". 7) Rinse and repeat as necessary (all other heroes). 8 ) Hopefully, profit. So in theory, that sounds like it should work right? Let me know if it indeed does work for you. If it doesn't...I'm at a loss, sorry man. So here's hoping :D Good luck.
  6. @Purr4me People are complicated, not just women :smile:. By the way just to clarify on me saying "thanks for the link though man", I meant it in a relative way and not necessarily denoting sex (like mankind basically). Such as the way you would use buddy, pal, dude, etc. Just in case you were letting me know with this comment, and were annoyed at me insinuating you're a male. I sincerely appreciate the offer, but no thanks man. That mod would definitely help with knowing where enemies and buddies are, but it's just too flashy for me personally. Just having them show up on the compass would be ideal for myself. Hopefully with the rate at which people are making mods, this might not take long :happy: Mods seem to use the open source mentality as far as "legality" is concerned. Where as long as you give appropriate credit to the original author it's fine. Yeah I keep forgetting that people are porting over their mods, and are using the old tools as well. Should mean getting survival mods (having to eat, drink, etc.) and the like should be severely expedited. Thanks again for taking the time out to try and assist me though, appreciate it man. @nuclune Haha thanks man, and yeah I don't understand why they didn't have this in originally. It makes perception a lot less useful in this regard, and stealth drastically more difficult.
  7. That seems interesting, but definitely way more complicated than what I was expecting someone to be able to do lol. Also seems like it might clutter the screen when there's a lot of people nearby. To illustrate a little better; what I was hoping for was like how Fallout 3 did. Where it had the rectangles on your compass (green for friendly, and red for enemy) if they're within range. Just instead for Fallout 4, they would be squares. Thanks for the link though man. Yeah I know there's an inventory system, but like you said it doesn't really work well unfortunately. It's situational at best, and useless at worst. That also would maybe only work for chest pieces as opposed to headgear, and maybe rifles as opposed to pistols. Since as lot of things can be made lighter or heavier, it loses a lot of it's effectiveness. Additionally some things are just heavier, but they're apart of the same "category" of weapons. Nor does it really remedy the issues I have with the junk, misc, and aid categories. Thanks for trying to assist me though man. Could you elaborate further on your second sentence? I'm a bit confused as to what you're saying/intending sorry.
  8. I normally would have held off asking till they released official tools for this game, but the modding community on this game is amazing. You guys have been doing some impressive stuff so shortly into this games lifespan, so kudos on that. I'm not sure how feasible any of these will be, but I wanted to at least ask, just in case someone could do it. On to my requests :dance: 1) Show Enemies on Compass Always: What I mean by this, is to always show enemies on the compass (if they're within your perception range) without them needing to be aggro'd. Whereas now, you have to have the enemies be hostile towards you in order to actually tell where they are. Or walk around toggling V.A.T.S. :wallbash: 2) Show NPC's on Compass: I'm not sure why this wasn't in the game to begin with, but I really dislike not knowing where friendly NPC's are. I thought I lost Codsworth somehow (like he wandered off from Sanctuary Hills), only to see him just waltzing about a good distance away. Having had him show up on my compass, would have allowed me to find him much easier. I'm not that far into the game, so I can only imagine this being doubly useful in a city where you want to make sure you've talked to everyone. 3) Inventory Sorting: So for this request I would like if someone could make it where both apparel, and weapons are sorted by type (so headgear, left arm, chest, pistols, rifles, shotgun, etc.) and aid, misc, and junk are sorted by newest items. That way if I rapidly pick up a bunch of items, I can find out if it was one of these three (instead of having to sort through a mass of items). Since it might not be immediately obvious where it might go (especially so if you didn't read it fast enough). Such as a burnt book not being junk for some reason, but instead being misc. 4) See Parts on Weapons and Apparel on Inspection: Similarly to how the game handles junk items. I would want a similar functionality for both weapons and apparel when you inspect the item (the 3D rotating view that shows you mods), that way you can quickly see what it might break down into, without cluttering your inventory. The reason I would want this is because when selling/buying items from a vendor, I would like to know what I might want to break down or sell. Since if it's just a basic material like wood, I would rather have the caps. The only way to do so now, is to try and remember what every item breaks down into. Which needless to say, is prohibitively difficult, especially if you've never broken down the item before. 5) Show My Rads Level: Now unless I'm missing something, there is no way for me to see my current radiation number. Like how on Fallout 3, you could go to your Pip-Boy and see an actual number of what you were at. The reason I would want this is because that way I can accurately know how much Rad-Away will help, and if I should use it currently. Whereas now I'm just kind of guessing, and eye-balling that red bar. 6) Show Total Parts Somewhere: I find it frustrating that I can't see how many of a part I have at any given time (such as screws, wood, steel, etc.). This could be really useful since if I have enough wood, I might not want to pick up this item. Or I prioritize dropping it if I'm overburdened. Furthermore if shopping at a vendor, I have no idea what I would want to buy without seeing this information posted somewhere. For example, they might be selling duct tape, or an adhesive shipment order. Both of which without an aggregate of my adhesive supply, I might buy for a lot of caps. Since adhesive is rare, therefore I might just assume I needed it. Where in reality I could've had a surplus even. Not quite sure where this information should go, I was thinking a separate sub-menu if possible (so like inv, data, map, parts maybe) 7) Comparisons Show Numbers: In place of showing the "+++'s" and "---'s" that the game currently does when you're comparing items. I would much rather have an actual number by that statistic. So if something does 30 damage, and the other has 40 it would show "+10" instead of the arbitrary "++" it might show. Unless I'm missing something, and these symbols actually map out intelligently somehow, and are useful? Because as far as I understand them, they give me the vaguest idea of how "better" an item might be compared to another. For example, something can have 4 defense and the other have 2 and it will show "+++", which just doesn't make sense to me personally. I can't think of anymore off the top of my head, but feel free to submit your own if you want. Also let me know if you need further clarification on any of my requests. Thank you very much for reading. Hopefully some godly modder can fulfill one/all of these requests :yes:
  9. That only really applies if he watches the subreddit, and if he was checking at the times these were actively on the front page. Which is entirely possible he did/was not. People just talking about it (especially other modders to fellow modders) isn't a proper dialogue. What he was asking for (quite nicely might I add) is a dialogue between the mod-user and the mod-maker, a back and forth conversation. Such as "(mod-maker) The *insert whatever* really sucks.", "(mod-user) well why does it suck?" Or at least that's how I'm understanding it. That would just be a layman looking at it in a layman way, and understanding it laymanly. What he wants is for an experienced modder to try and simplify it in a way that a layman could understand. That way he could understand more about the tool and it's possible shortcomings than what he could have been capable assessing on his own. Lol this really reminded me of Shanghai Noon if you've ever seen it. Really good movies by the way. If you like Jackie Chan, you might want to give them a shot if you already haven't seen em.
  10. :laugh: Yeah I guess considering how modding was, it might be a bit more appropriate calling it mad. I think I had around that number as well (now I have like 70-80 of the bastards lol). To be fair it's not Redkit's fault, since we don't have Redkit :smile:. It's just their "modkit", which is a little frustrating since they promised to have a Redkit 2 for Witcher 3. Other websites for mods? Nonsense! Hopefully now any mods you download should be archived properly within NMM. As for Fallout 4, I think it will be amazing too (bit nervous on some aspects). Have you played Fallout 3, and New Vegas before? Or are you just buying them again so you can build anticipation more? I personally like to not play things similar to something just before it comes out, since it makes it feel more fresh to me. Ah that sucks man, I hate download caps. Had one here in America too (was like 100gb, which is nothing considering the age we live in), thankfully don't anymore. Good luck/have fun modding man, hopefully whatever god you might pray to (I would suggest Sigmar since Vermintide just came out, and he's probably more on hand) answers those prayers.
  11. We have very different versions of mad :D I'm assuming that the reason there's a discrepancy between NMM and Nexus's download history, is probably due to them either being out of date, or you downloaded them manually and NMM didn't process them. More than likely not from my own personal tests. When I wanted to try returning to vanilla. I also decided to try repairing/verifying with GoG Galaxy. However it didn't seem to revert any settings I changed (such as custom keybindings), nor did it replace any of my modified .bundles. Maybe I was a special case, and it normally does this (or they've updated it), but I would sincerely recommend just purging everything and reinstalling the game from scratch. That way nothing problematic/weird remains somewhere in there. Meaning also manually going in after the uninstall and deleting folders/files as well, just to make sure. Honestly as far as I am aware, there is no other tool to organize your mods other than NMM. Which works quite well in my opinion (make sure you're updated to the newest version), also even if a mod doesn't use NMM initially. You can apparently still add it manually so that it's archived in NMM for easier management (I personally don't do this, but perhaps you might). As for "overwriting content0", that doesn't happen anymore thankfully. Instead all mods seem to use the "modNAMEHERE" format, which also helps sorting how many mods you have since all of them will be in your "Mods" folder. For the mods that don't use NMM (which seem very few and far between), they still do use the "modNAMEHERE" format. They're just not downloaded/installed with NMM. Hopefully that clarified things for ya man. Let me know if it didn't; Or anybody else feel free to chime in if I happen to be wrong. Good luck modding man :smile: P.S. You might want Script Merger if you're planning on using multiple mods. It makes it a helluva lot easier to make them compatible. (http://www.nexusmods.com/witcher3/mods/484/?) - Script Merger
  12. No problem man, glad it helped. :) Lol maybe he'll add it at a later point? Or maybe you can request it from him specifically and see if he's willing? Good luck if you do.
  13. As an alternative, you could use this mod (http://www.nexusmods.com/witcher3/mods/449/?) and increase the max level cap of yourself to something much higher, and have the enemies level up with you all the way (by increasing their max level cap). Thus injecting back in diificulty, and potentially fun. I haven't personally done this, so hopefully it does indeed work as smoothly as I imagine it to. Good luck man, and hope that helped you out.
  14. I don't have an actual fix for this, but hopefully the workaround I do (since I have a similar problem) might apply to you as well. High chance it might not, but it's worth a shot at least so you can continue your let's play. So the workaround that I've been using (also solved the enemies having -1 level and being invulnerable for me too) is just loading your save twice. So literally when you load into the game, just load that save again. To expand on my "similar issue", the game would crash when running around Novigrad. However if I happen to be outside the city (such as in the more bucolic parts of the game) it wouldn't crash. Once you do this, you don't seemingly need to do it again until you quit the game. Which leads me to think it's a caching/cell related problem of some sort or something, not sure. Hopefully that little workaround can help you out man. It's not perfect I know, but it could hopefully at least let you keep playing. Good luck! :smile:
  15. Yep, this should be pretty much what you're looking for. (http://www.nexusmods.com/witcher3/mods/601/?) Hopefully that's what you wanted man, have fun.
  16. Ah ok, thanks for elaborating man, that sucks to hear. Hopefully that gets sorted out at some point. Wish I could help you out, but unfortunately am out of ideas :( Also no problem for replying :) Good luck on your request man.
  17. Ah ok, glad to hear man and no problem. Happy it actually does help you. Also happy that I indeed interpreted it correctly :D Have fun playing man :)
  18. Yeah unfortunately I don't think you're in luck then man, sorry. Hopefully somebody does make the mod you're asking for. You should try reaching out to one of those guys (whomever is more active is who I would choose), just in case they didn't see this thread, and are amenable towards making your mod. The reason I suggested the third one by the way, was because I figured you could make a speed for walking, jogging, and sprinting. That way no matter how far you pushed the analog stick, you wouldn't be running. Since it could be set at walk speed, thus inhibiting any faster speed. Oh well, sorry I couldn't help you out man. Good luck should you ask those modders for this mod :smile:
  19. No problem man, wish I could actually help though. Man I really don't know what else to suggest honestly. This is odd, and perhaps the type of mod does matter, but I believe the majority of mine are script based mods. Which I would imagine should be the problem area. If it's a "soft" cap of 50, I'm wondering what that means, such as does the game slowdown at that point? Since it's not a hard cap, which would mean the game literally can't support any more. Which would be closer to what you're experiencing I would expect. Actually no I was talking about that one lol, just didn't see it update (or forgot) somehow. Good to know that it updated though :laugh: Once I get my s#*! fully setup, I'll be letting you know if it launches for me as well. In the meantime keep me posted should you find the reason why it isn't working. I'm curious. Sorry again that I can't actually help.
  20. @Ryan177 I'm a little confused sorry, but are you saying that even with the Hairworks turned off for Geratl, that a Hairworked hair still shows up? That's odd. As I was typing this, I was going to link to this mod (http://www.nexusmods.com/witcher3/mods/165/?) talking about it probably being the only one that would do the slider option. You might want to read his newest update :D With the release of AMM (http://www.nexusmods.com/witcher3/mods/780/?) hopefully you'll see a mod (more than likely the one above) that adds that exact option to the game. @Maverick827 A lot of people hate the look of his Hairworked hair, and like the look of the Hairworked animals/monsters. Also, a lot of people have severe FPS droppage when Geralt has Hairworked hair, and especially when he gets close to the screen (I.E every conversation). Since you see animals/monsters at a greater distance, and a lesser frequency. The framerate drops there might not be as big of a problem. That's the way I've interpreted it though, I could be wrong. As for the "Geralt only" option, that already exists in the game doesn't it? And like I said, I think him having the Hairworks is the bigger performance hit of the two. Thankfully with mods, people who hate it, can have it off, and people who don't, can have it on :) I personally have it off for Geralt myself, since I'm using a short hair Geralt mod. Otherwise, I actually liked the Hairworked hair.
  21. Yeah the first one might actually be, sorry. I looked at it, but kinda thought it should work. Although the second, and third ones don't seem to be, or at least the way I'm interpreting them they're not. For the second link, I think what he does is make it when you hold sprint, it instead makes you walk. Which since it's only a script should just work with a controller as well. Since it would be whatever the sprint key would be, not necessarily denoting a keyboard key. Then I assume, that just moving the analog stick would make you sprint? Not quite sure lol. The third link however, specifically mentions a controller binding in it's description "Alternatively, if you're using gamepad, you should use this binding: IK_Pad_LeftThumb=(Action=CruiseControl,State=Duration,IdleTime=0.3) Hold left thumbstick and it will trigger the mod.". So I'm pretty certain it should work with a gamepad. How well it does though, I have no idea. Could be worth a shot though. Hopefully you can get the third one to work, or the second one does indeed do what I think it does, or even maybe somebody makes exactly what you wanted lol. Also no problem man, glad to help :smile:
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