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aprilia1k

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  1. First - I have to say, ALL THESE YEARS LATER, I LOVE YOU flairtorc And - for anyone who has tried this and been unsuccessful, do NOT give up. I am a s/w developer [but have never modded DAI before]... I thought I knew everything and just breezed through the tutorial. THREE TIMES, and like the post above, the save editor did not seem to like my save, after I had made the changes with HEX Workshop. One thing that always bothered me, in those first three attempts, was that the final blockl-shift-left actions happened instantly - no waiting. Odd, right? Turns out - I was leaving the final value that i had substituted [16-bit value from the looks of it] HIGHLIGHTED after I made the final replace. So - when I was LEFT-SHIFTING back, it seems like it was probably just left-shifting the selection. UGH. IMPORTANT after making the last replacement, scroll up again and place the cursor at the beginning of the file, THEN do your reverse (LEFT) shifts. The same number as you had right-shifted. My save took SEVEN shift-rights and SEVEN shift lefts... a lot of waiting. Finally - when I saw that the left-shifts were taking a few seconds, I knew it was working finally. AND - that fixed save file SOFTENED my Leliana! I am so grateful for this page. IT DEFINITELY WORKS. Don't give up too quickly. I hope that you are happy and doing well - my positive vibes go out to you, flairtorc aprilia1k - Stephen
  2. In any event it's all working nicely now - I thank you again. I suppose the idea behind my mod is obvious based on the menu, but let me clarify - I was not satisfied with the scaling - even on hardcore setting. The reason is that I like to have an awesome array of toys, i.e. modded weapons and signs, etc.. because it makes combat more diverse and enjoyable; problem of course is that, even with scaling turned on, enemies are just too easy to destroy- even if they can nearly one-hit kill me they're plenty easy to kill. My mod just makes them more robust,i.e. higher level - with the "uber" option turning them in to nearly indestructible. It's not just for bosses - it basically makes all spawned enemies in to bosses. So far breaking them down in to pairs of monster-types has been a decent enough level of granularity... reason for being able to select monster-types is perhaps obvious - some - particularly vampires and even relicts at times (say Imlerith, Ehredin... the crones) -- on uber they really do become invincible.. well, usually. Do you think anyone else would be interested in "boss-ifying" NPCs by type like this? I find it pretty useful for making things more interesting and challenging for sure - but for all I know people are already happy with the overhaul-type mods that address balance and etc.. I'm not overly anxious to author an unpopular mod, heh. Even a popular one might become annoying I suppose lol.. Well thanks again and .. good luck on the path and all that. SSF
  3. Thanks a ton - like to buy you a beer. ;-) It is ... a pita, I appreciate your commiseration, I assure you. "... delete your strings file." - that's excellent advice.. Kudos. (little voice: "why the hell didn't I think of that?... idiot!" Shut-up, little voice.) edit: One thing I am curious about - in the Strings file in your post - the last line is using the ID "2117736001" again - with nearly the same entry except for omitting "_Mods" from the string. Is this intentional? Just confused is all. If it works, it works. :-) edit-2: One other thing -- is the xml that you list above the file you used? I ask because it is the same as mine, only the indents seem to have been removed. Did you not edit the Ids and etc.. in the xml as well? THANKS - Hex key - when I first began delving in to this, I assumed that was the ONE key that I should leave, as I wasn't sure of the correct string, but knew the hex-key was correct... and I didn't yet grok how to discern the true proper string, all these id's, strings, hex-keys all over the place, lol! Those "tests" passing, mistakenly believed it must be golden - then I stopped thinking about it - which was dumb, since the glue between my strings and the gui must be that panel... Dang... I'm grateful. I really wish I could buy you a beer - a few of 'em even. Thanks, man - seriously. tl;dr -- I think the utils and format should maintain the string values, not just hex... when decoding I mean. Seriously. Just store them.. not difficult I think. The Molly Bloom moment - It seems it would be a lot easier if the encoded file held on to the original keys (String) - of course it can't be derived.. but the string could be "carried along" by design, and included in the decoded file - for historical/maintenance/reverse-engineering purpsoses - but it is not, which I think is a mistake (people losing their original strings or whatever...) - I guess the value for the Mods panel is obvious after becoming more familiar, but ... when you're not even slightly familiar with the underlying design - there's too much guesswork, me'thinks. Yes, there is yes I say yes and yes... doh. Well - localization/internationalization is a science of it's own - and a special-kind of headache lol... Sorry for the lamentable soliloquy. aprilia1k aka Stephen
  4. TL;DR - I realize you were asking about doing this via Mod - so, forewarned that this is a console function. That said - making it in to a mod should be straightforward - with a bit of script of course. I got a bit excited, obviously lol - apologies for the lengthy bit that follows, heh. Just documenting the console function a bit. Cheers, aprilia1k Found a debug-console function that is pretty flexible: rw() function. SIgnature implies you can use it for Glyphs and Runes both: exec function rw(typ : string, optional removeAllExisting : bool, optional onSilverSword : bool) It appears that arg1 should be the name of the Rune or Glyph, i.e. "Severance", "Replenishment", "Preservation", "Dumplings" lol, "Entanglement" (glyph), "Ignition" (glyph), "Deflection" - there ya go. It can instead start with 'r' or 'g' and end with a number (1-12 for Runes, 1-20 for Glyphs), but that seems more of a pain. Seems that just "R2" will add Severance to a sword, "G15" will add Entanglement to armor - but definitely .. harder to remember lol. Less typing I suppose - rw('r2') for severance on silver steel, rw('g15') for entanglement, or simply rw('g1') for Deflection -- crazy.. but think it should work. Try this in the debug console - I imagine that your swords must have 3-slots: works on any swords or armor apparently. For swords: In console: rw("Severance", false, true) Add severance to your equipped silver sword rw('r2',false,true) will do the same thing, but pretty cryptic. If you want to enchant your steel sword, only use the first argument, no need for arg2 or 3: In console: rw("Preservation") Add preservation to your equipped steel sword (steel sword is default if you leave off the 2nd and 3rd argument, same as saying false for that 3rd argument but easier eh?) For ARMOR:In console: rw("Entanglement") Add Entanglement to your equipped armor. Just by specifying the name of a glyph, you're automatically targeting your equipped armor - so it seems. rw("Deflection") And there's your Deflection glyph added to equipped, 3-slot armor! It makes 3 slots if they aren't there. Try rw('G1') instead - same result - Deflection on your armor. Case matters not for this usage, but when you name the Rune or Glyph, as in the first example, case matters for sure. That one console function seems coded to enchant anything you have - if equipped items are not enchantable for some reason, it will add a Gnomish steel sword, or a silver "Azurewrath" sword -- or, for a glyph,a piece of 'Medium armor 05r'. Seems that this should work without writing any code, right from the console - who knew? You gave me the idea to go looking - so, thanks man! :-) I can't try this out right now - but I will when I get a chance - looks like it should work. If you get a chance - let me know. UPDATE: I tested it and it works. It's not a mod -- but, it's better than running off to the Runewrite (runewright?)... yeah WORKS! Cheers, aprilia1k - Stephen
  5. Greetings - I'm new to creating W3 mods, and the GUI for certain. tl;dr - strings values do not show up on the Mod menu. I have read several similar posts, and I assure you that despite looking pretty carefully, I found that none of them applied to this quizzical issue. Issue: I modeled things after another mod which has a working GUI menu with some presets. I am not even using presets - just a single menu with a number of toggles on it. I guess, since I am not registered "Modder", I have no 4-digit ID that modders speak of, but I am quite certain that the ID I chose is not conflicting with any others - (note: I would ensure a proper ID before I consider releasing on Nexus of course). I am using "w3strings decoder/encoder v0.4.1" that I tracked down after reading many posts here and at CDPR. My issue is really just that my strings values do not show up on the Mod menu. There is a blank space where the string I created for my Group_ID should be showing - I select that empty-line and the gui brings up "my menu", with my toggles on it, but they are labeled like ##option_My-DisplayNames from my .xml - not the strings I provide within en.w3strings.csv. The en.w3strings is properly encoded to binary, and decodes properly as well. I am just at a loss as to why my strings are not showing up. The .ws "test" file that w3Strings.exe generates, invoked via test_verifyW3Strings(), passes with 100% success. I retrieve the menu's settings-values in my mod without problems, so all is "working" -- my "menu" just looks really pretty ugly, especially with a blank on the Mod panel where my "menu string" should appear. I attach screenshots of the Menu with the empty title for my mod, and portion of the mod's menu; my .xml and the input and decoded en.w3strings I use. Incidentally, I didn't see a place for uploading thumbnails, so not sure if I messed up on the attachments. As for the Mod - I followed the other, working mod's naming convention, fairly closely. Var_id's in .xml match the String-keys I use in en.w3strings, as well as in the code that retrieves the values , I've stared at it for awhile but nothing comes to mind so far. My code uses var_ID for lookup and it works fine - just that Strings are not being used, ugh. Guess I fail this test darnit. Really thought it was going to work. Any advice is greatly appreciated, and... Cheers! aprilia1k - Stephen
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