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kerry0000

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Everything posted by kerry0000

  1. [sOLVED] I found it. It's part of the dialogue (.w2scene) files under gameplay/communities/brothels.
  2. I'm working on a realism mod and I'd like to change the prices that prostitutes charge at the brothels. They are completely unrealistic. Those girls would be crushed by swarms of men if they were charging such low prices. Does anyone know which game file(s) contain the variables for the brothel prices? I have no problem editing the data, I just can't seem to find the right file.
  3. [sOLVED] It wasn't an xml/fbx issue, it was just that I had not edited the flatCompiledData variable in the .w2ent file that defines which mesh to load. Every .w2ent file that defines which meshes to load has two variables that BOTH have to be changed: the initial path for the "mesh" variable, and also the same path within the "flatCompiledData" variable. Also, changing the -depot value to "local" instead of a path to the uncooked folder when importing a mesh via wcc_lite is how I avoided the "header CRC mismatch" errors, allowing me to import custom .xml values. Problem solved. @KoalaNalle - You were right, it does have to be a DLC file (not a mod) :thumbsup:
  4. @Scoutbr0 - You mean that when I import my .fbx and corresponding .xml back into a .w2mesh file, I should point to my uncooked folder (where I uncooked my base game using wcc_lite) for the depot parameter? Can't remember if I've tried that or not... I've just downloaded W3Oven (0.8b) so I'll give that a try too. Thank you for the recommendation. I'm not sure what you mean about the difference between the uncooked folder and the uncooked depot. My "uncooked" folder is where my base game was uncooked to by wcc_lite. This is the folder I reference when adding the -depot=<dirpath>\Uncooked in wcc_lite when I re-import my edited files, or have I missed something? Finally, changing the "local" boolean means editing the xml file exported from the .w2mesh, but that's where my issue begins, because I can't seem to import that xml data back into the .w2mesh. Thanks again for taking the time to assist. I truly appreciate it.
  5. @KoalaNalle - Short answers are more than fine, so thanks again. Here's where I have a small issue reagrding it having to be a DLC: The mod Wild Nudity Project is installed as a mod, not a DLC, and the material file (w2mi) that they've created points to custom-named textures that do not exist in the vanilla game. They have not edited existing texture files that then keep the same name, but have created new texture files with new names. And they've done the same for certain meshes. Unique paths and everything. In a mod (not DLC). I'd gladly settle for ANY way to make a mesh load a unique texture file. @Scoutbr0 - Thank you for taking the time to help. I've uncooked the entire game with xtcModKit (4.1) and also with wcc_lite. I have, however, noticed an error when packing with wcc_lite, specifically mentioning that neither .fbx nor .xml files for my mesh were found. But those files would not exist in the depot, right? Because the only mesh file in the uncooked depot would be a .w2mesh file.
  6. Okay, thank you KoalaNalle. I appreciate you taking the time to help me. When I import the changes, wcc_lite does not read the changes in the xml. I know this because when I export it again to check, the xml is back to default values. In WolvenKit I can only change the path to the material files for the w2mesh (the path to the .w2mi files). I also update those files to include the new paths to my custom textures. But packing the changes in WolvenKit does not make any difference. My custom mesh still just loads the default textures. I'm wondering how other modders duplicate a mesh, give it a unique name and directory, with new textures, and then have it load with those new custom textures? I can create a duplicate mesh in a unique directory, give it new material (w2mi) files and everything, but it always just loads default textures from the default folder for the original mesh. This is what I'm working with: The .w2ent files that define the character are changed in both the gameplay and model folders, in order to reference the .w2ent file that defines which .w2mesh file to be used. I then change that last .w2ent file to point to my custom .w2mesh. That custom .w2mesh itself is edited to call upon my custom material (w2mi) files that define the path to the custom textures. And I have the custom textures in the right folder. Loading the custom mesh works in-game, but it sill just loads the default textures no matter what. I just don't see where I'm going wrong :confused:
  7. Thank you for the reply. I'm not making any mesh changes at all, just exporting the mesh specifically to change the XML files to ensure that a custom texture is loaded. WolvenKit only accesses the .w2mesh file (not the xml within it) and only allows you to change the material instance directories, which point to the .w2mi (material) files. The problem is that the xml file within the w2mesh just overwrites any changes you make in WolvenKit. in other words, you cannot use WolvenKit to change the xml file within the w2mesh, which HAS to change if you want to use a new custom texture for a mesh. It has been done. The Wild Nudity mod changes the xml's within the w2mesh file to give Triss a new custom texture, for example. But the author hasn't responded to my messages. The problem is that .w2mesh files contain an fbx and an xml file when you export them. But when you import them again you can only select the fbx file, which means that a new xml is then created with default values within the new w2mesh. I need that new xml file to contain new values. As mentioned, there are modders who have done this successfully. Any mod that creates custom textures for custom meshes in the game has to have custom xml's within the w2mesh file. But I cannot for the life of me get an answer from anyone!
  8. Has anyone solved the problem of importing an XML file alongside an FBX file into a .w2mesh? When I export a .w2mesh file and edit the .xml file to force the .fbx mesh to load new textures, then import them back into .w2mesh format with either wcc_lite or the latest xtcModKit, the changes to the .xml file are eliminated! The importing process seems to just exclude the data of the edite .xml file and simply creates a new one for the mesh, with vanilla values. I'm not the only one with this problem. It appears in many forums, but nobody has offered a solution yet. Some people have claimed to have "solved" the problem without posting HOW they did it (the bastards). Please see the attached image for reference. Any help would be greatly appreciated.
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