Jump to content

BicameralAnt

Members
  • Posts

    13
  • Joined

  • Last visited

Nexus Mods Profile

About BicameralAnt

BicameralAnt's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. The thread I posted was merged with the general modding one. Bit disappointed, to be honest - things quickly get buried beneath a whole lot of inane comments there. I'm sure they're very busy simply patching things right now. I'm not expecting any tools this early, or at all - and I suspect we'll have to wait quite a while for the REDKit. Like you hinted at, the official kit will probably be the be-all and end-all as far as their support goes. That said, some basic information would be appreciated. Maybe some hints and nudges to facilitate the development of our own tools. A comment on an override structure. Stuff like that. A tiny bit of transparency and encouragement.
  2. I guess now's the time to finally get a Twitter account, then. :) Also, I made a thread on the CPR forums asking about a potential override structure: http://forums.cdprojektred.com/threads/46606-Location-Existance-of-Mod-Override-Folder?p=1757155#post1757155 That forum moves very quickly, though.
  3. I believe that extracting the .w3strings is possible, but re-importing or creating a new package is not doable at this point. As for your error - what version of Lua is the online compiler using? Does it have the required dependencies? I had more luck using ArchLinux on VirtualBox than trying to run those scripts on Win. Less hassle.
  4. Or any of the oils/potions or fooditems. They're .pngs - perhaps there's less room for error with that format.
  5. Yeah, it seems that the way forward is to generate new .bundles rather than attempting to re-import files. Each DLC has its own metadata.store as well. Regarding the small .xbm files, I remember reading somewhere that they're previews - I guess for the resources in the .cache files. The Witcher3Compressor looks interesting, but reading the posts makes me wary. The software is apparently more than a bit unpolished. There's a poster in the thread claiming that Gibbed is working on new tools. No ETA, as far as I can tell.
  6. I know that some of the weapons are stored in the r4items.bundle. I think that models usually have the .w2mesh extension - so try searching with that as a keyword. EDIT:: I've tried replacing one of the inventory icons by placing an edited file in what I assume is its proper folder structure (in this case, it's the Enhanced Hanged Man's Venom, at gameplay/gui_new/icons/inventory/oils), in the following folders: content0, content0/bundles, patch0, patch0/bundles. No luck. Perhaps there is no override structure and any content has to be bundled/cached. Should we post a thread on the official forums about this? I never dabbled with W2 modding - could someone enlighten me as to how its override was set up?
  7. No problem. Glad it can be of some use. Btw, I think you mentioned VirtualBox earlier in the thread? Thanks - saved me some major headache. Building libs on Win8, no fun at all...
  8. The DLCs are indeed bundled, not loose files. EDIT:: And here's the .py. Like I said, it's extremely basic and very dirty. There's no error catching or anything like that. Be sure to enter valid paths only. Like "D:\MyStuff\Witcher\SortThisFolder\" (without the quotation marks!). It simply looks for "#"'s in the names, creates folders based on those separators and lastly renames (moves) the files. http://pastebin.com/NRm2bNvd Also, it seems like many of the .png's are in fact .dds files. Bit strange. Some of the xml's reference straight up png's.
  9. Indeed, it'd be interesting to find out if there's an override folder or not. I wrote a very quick and dirty python script to sort the files. The Lua utils' extraction isn't flawless (seems to be a fair number of broken .png's, for instance), but there're a lot of usable resources. EDIT:: I'd upload the sorted files, but my internet is painfully slow!
  10. Could we have a sub-forum for technical discussions then? As someone who's keen on modding W3 it's very unappealing having to sift through mod requests. I'm willing to wager that this problem will only get worse. The technical discussions are admittedly few at the moment, but this will probably change - especially as we don't have an ETA on the official tools. Consider a new sub-forum a preemptive encouragement if nothing else.
  11. Numerous mod requests are drowning discussion about the current community tools and technical findings regarding W3 modding. I'd suggest moving mod requests to their own sub-forum in Modding. Would this be possible?
  12. Numerous mod requests are drowning discussion about the current tools and technical findings regarding W3 modding. I'd suggest moving mod requests to their own sub-forum in Modding. Thoughts about this?
×
×
  • Create New...