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BlickJustice

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Everything posted by BlickJustice

  1. I understand. Here, take a look at this mod: N'Tak' Time - Custom Timescale - Day and Night - Next-Gen and Classic at The Witcher 3 Nexus.
  2. Hello Isn't it 10 PM-3 AM in the game? Can you specify why do you need this particular change? Considering how fast the time goes in the vanilla game (there are mods for it), one hour this or that way can go unnoticed
  3. I've tried to find something, but the only thing was the mod you mentioned, and indeed, it doesn't look too inviting with its method of installing. I think of one mod you could check, it's FCR 1.6, the author made so many changes to the game mechanics (for example, removing the Cat potion if I remember correctly) that it's possible he found a way to change the toxicity, although I don't remember exactly if/how the toxicity was changed in that mod. Maybe there's something in the mod's files that could help you. Or you can just accept the toxicity as it is, to be honest, they made it quite reasonable, low/medium/high level of it, depending on the complexity of a potion (simpler ones had low tox, like Swallow).
  4. If you look around, you can see that something like that's already been made. Modular Eyes at The Witcher 3 Nexus. I'm not sure if I understood correctly that you want to have the "elixir face" all the time or something else, but perhaps this mod's menu will help you find something you're looking for.
  5. This is the closest to your idea that I've found, Anna Henrietta's New Curly Hair at The Witcher 3 Nexus. It's not exactly Yennefer's nor Vivienne vanilla hair, but I think it's still pretty good.
  6. An answer that can help other users who would wonder about the same thing the topic creator once did. Yeah, if you want to use mods that change different things but unfortunately each of them is packed in basescripts.dzip, you have to merge them: You have to use Gibbed RED Tools at The Witcher 2 Nexus or its newer version with UI Gibbed RED Tools With UI at The Witcher 2 Nexus, with Gibbed Tools you can create a basescripts.dzip that will contain things you want from different mods, and if you do it correctly, you will see the mods working together. For players who don't have much experience in modding though or who are afraid of doing something wrong or just feel uncomfortable with tinkering with any game's files, I'd suggest choosing one mod that uses basescripts.dzip that you need the most and sticking with it. For example, when you have a great, bug-fixing mod and a mod that changes the look of a dice poker board and both use basescripts.dzip, either you choose the one more important for you or you use the Gibbed RED Tools which will make it possible to use those mods together (as long as they don't change the same thing in the game, because then you obviously have to choose which changes you want to keep).
  7. This question is pretty old, but an answer can be useful even today to anyone else who perhaps hears or reads about this sword somewhere and then tries to find it in the game. This sword is an item cut by CDProjekt Red before releasing the game in 2007, so one cannot find it in the game, but it's still present in the game's assets, its ID is it_stlswd_018.
  8. Well, I don't think Geralt is THAT charitable to invite half of the world to such a secret and unaccessible place like Kaer Morhen, but I respect your vision, here's something that might interest you, it's a rather new mod that should make come true at least a part of your ideas, take a look: Kaer Morhen Restored To Its Ancient Splendor at The Witcher 3 Nexus
  9. From what I gather, only four armors are Iorveth's path exclusive, so I take it the user means one of them: Aedirnian Lether Jacket (looted or purchased from Mael on Rhundurin Square in Vergen (for Roche's path the Square is closed, unfortunately) Armor of Loc Muinne (quest Where is Triss Merigold) Dragon Scale Armor (sold by Mael) Thyssen's Armor (quest With Flickering Heart) Roche's Path also has exclusive gear and it makes the game more interesting that by choosing one path you have an access to some quests and stuff but you lose the opportunity to see the others, I think the topic creator will have to live with that
  10. @shadowhawk27 And you thought correctly indeed. Project Mersey - The Witcher 2 Fix Pack at The Witcher 2 Nexus fixes and restores a lot of things and makes the above mentioned fixes redundant, maybe with an exception of "Radovid Persuasion Fix", which MerseyRockoff didn't unclude on purpose because he claims Radovid seeing through Geralt's lie is intended by the developers, but if someone wants to be able to lie to Radovid like it had been possible to do before Enhanced Edition, then Radovid Persuasion Fix is there. Other than that, Project Mersey is highly recommded, you can also install the Loose Files version of it and remove or edit changes you don't like.
  11. Since the time you asked this question, you've probably found the answer yourself, but in case you haven't and still wish to see an answer, you deserve one. Loose files have one certain advantage-you can manually select the files you need and can edit some of them such as .xml or .ws with a text editor. On the other hand, a packed one is a much simpler solution, you don't have to do anything but to put the file (usually in .dzip format) in the required folder/folders, BUT if you want to install another mod that changes the same files, there's going to be a conflict. In this situation you have to download and use a very handy tool, either Gibbed RED Tools at The Witcher 2 Nexus or Gibbed RED Tools With UI at The Witcher 2 Nexus to merge the different .dzip files into one. A good example of packed and loose files is Project Mersey - The Witcher 2 Fix Pack at The Witcher 2 Nexus, a very good and necessary bug-fixing mod. You have the all-in-one package which is easily installed (Gibbed RED Tools if you want to merge with something else, make sure the mods don't change the same thing) and the Loose Files option where you can pick which components of the mod you want to keep or you can edit some with a text editor. It's natural the first option of using a packed file without modifying it, is recommended for average players, because that way is the safest and guarantees one doesn't break anything by an accidently removing some file or something like that.
  12. Yeah, next time I will. And it's fine, the link you shared, well, if you go back to my first post, I had already used that, the thing is that it didn't give me the result I desired, but I made it work at last with another mod, namely The Essential Weapon Rework Mod - NEXT GEN Compatible, this mod is compatible up to version 1.67 with the Old-Gen and one of its features is it gives the starting Viper Swords the change I was looking for.
  13. I don't think there is a way as for now, from what I saw this cut content is unfinished and requires some work, but seeing how modders bring restored content such as boat races back, who knows. Personally, I'd also play this, it'd expand the rushed finale of the game, it's also good that the cut content reminds the player that Nilfgaard was actually invading the Skellige Islands when the Wild Hunt arrived, in the vanilla game it can be missed, because with all the content that was removed it has a feeling it's Skellige+Nilfgaard vs Wild Hunt, which is not, because actually it's an invasion that is only interrupted by a third party, so to speak. This cut-content also slows the pace down, the original climax is a fight after a fight, here we could've had some respite and dialogues in between, which are always good from a role-playing perspective. So, patience, the official modding tools haven't been for long and who knows what other cut content will be uncovered by modders, I'm sure it'll be brought back eventually
  14. Thanks, although I hoped it'd be something that still works on 1.3x version as well, but nevertheless, good job, that's something I had in mind.
  15. Hello, I wanted to see a distinctive, separate look for each of the Viper sword sets in the game, but the mods I've tried change the models of both sets to the same look, which isn't what I've been looking for. I've downloaded Fix for Viper and Venomous Viper Swords at The Witcher 3 Nexus - Mods and community (nexusmods.com) and from the description I understood that downloading one of the options plus the optional "Mastercrafted" file would give the basic Vipers the HoS look and the HoS swords would be replaced with this "Mastercrafted" model. That'd be ideal for me, but I can't get this effect in the game, it's either the both sets look alike or there's this bug with Venomous Steel and SIlver looking alike too. I've also tried Lore Friendly Level 1 Viper Swords at The Witcher 3 Nexus - Mods and community (nexusmods.com) and OFG's Retexed Viper Swords at The Witcher 3 Nexus - Mods and community (nexusmods.com) in combination with the optional file from the first mentioned mod, but it's still the Venomous or the "Mastercrafred" look for BOTH sets. So, I'd like to ask any of you who perhaps are using any of the Viper swords changing mods, if it's possible to get the sets with different look for each of them or not, and if it is possible, what steps exactly should I make to see this work in the game at last ? To conclude, Viper Swords=HoS, HoS Vipers="Mastercrafted", I'd like very much to see how I can make it possible, I really thought the "Fix for Viper..." would give that, maybe it does and I did something wrong in Script Merger or used the wrong files, I don't know, that's why I'd appreciate some help and insight into the matter.
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