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Gordyne

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  1. Thanks. Yes I did that but I couldn't find the part that handles how sign intesity affects each sign so i think it's in a different file maybe?
  2. Could someone tell me which file controls yrden sign intensity bonuses? I want sign intensity to increase yrden area size ONLY without interfering with turret scaling.
  3. Hi. I just want to make a simple mod to change the appearance of most medium armor like cidarian and redanian into the starting khaer morhen armor. I just want need to know which bundle to extract and which file I need to edit. Thanks in advance.
  4. I did a bit more testing and added ShowMessage Success(custom message): scn ReduceWeaponDegradation ref ObjRef Begin GameMode ShowMessage Success set ObjRef to Player.GetEquippedObject 5 // 5 is the weapon if ObjRef.IsInList SMG // I made a new form list and added all smgs to it con_SetGameSetting fDamageToWeaponValue 0else con_SetGameSetting fDamageToWeaponValue 0.4EndifEnd When I take the perk I get the message but only once, which means the script only runs once? EDIT: Managed to get it working. I was using a FOSE function(GetEquippedObject) that isn't available for NVSE. There is no need to set a ref, just change the condition to: if Player.GetEquipped.IsInList SMG == 1
  5. How can I make this script work to reduce weapon degradation when using SMG? I hooked it up on a quest and made a perk set the quest stage, and tested it with a 9mm SMG, but it still degrades. scn ReduceWeaponDegradation ref ObjRef Begin GameMode set ObjRef to Player.GetEquippedObject 5 // 5 is the weapon if ObjRef.IsInList SMG // I made a new form list and added all smgs to it con_SetGameSetting fDamageToWeaponValue 0else con_SetGameSetting fDamageToWeaponValue 0.4EndifEnd The values 0 and 0.4 are unbalanced but it's just to see if it's working.
  6. Aaaaaand it seems to have worked with the quickbms thing :) I'm now able to merge them correctly with my edited values. Time to get my hands dirty now. Thanks, kind stranger :d
  7. Hmm, I'm using Ghost Mode(which is awesome!). I tried merging the xml. but it never merges correctly. Maybe its easier if I edit Ghost Mode's xml's? Is there a way to do it?
  8. Update: Ok, I learned how to use Sarcen's W3Edit tool and edit geralt_stats.xml but I can't find a way to alter potion/food duration and effects I change swallow duration to 200(just to test) in def_item_alchemy_potion.xml, pack it and install using W3Edit but swallow just won't change its duration. <!-- Swallow--> <ability name="Swallow_1"> <toxicity always_random="true" min="20" max="20" type="add" /> <duration min="200" max="200" type="add" /> <ammo type="add" min="3" /> <SwallowEffect_Level1 is_ability="true" /> <quality type="add" min="2" max="2"/> <level type="add" min="1" /> </ability> <ability name="Swallow_2"> <toxicity always_random="true" min="20" max="20" type="add" /> <duration min="200" max="200" type="add" /> <ammo type="add" min="3" /> <SwallowEffect_Level2 is_ability="true" /> <Swallow_3 is_ability="true" /> <level type="add" min="2" /> <quality type="add" min="3" max="3"/> </ability> <ability name="Swallow_3"> <toxicity always_random="true" min="20" max="20" type="add" /> <duration min="200" max="200" type="add" /> <ammo type="add" min="3" /> <SwallowEffect_Level3 is_ability="true" /> <Swallow_2 is_ability="true" /> <level type="add" min="3" /> <quality type="add" min="4" max="4"/> </ability>
  9. Worked for Geralt's carry capacity, but it won't work if I try to change food and drink healing rate and duration in effects.xml Wich is weird because I use the mod "FoodAndDrinksAreNotPotions" which change the exact same values, but my mod won't work while "FoodAndDrinksAreNotPotions" works fine... Altering potion duration in def_alchemy_potions.xml won't work also...
  10. Thanks! I have some time today so I will try again :)
  11. So, dowloaded modkit and modkitchen uncooked the content folder and edited geralt_stats.xml to give him 600 carry cap just to see if it would work. Packed the mod and tested it... nothing... I've tried this in many different ways and it simply won't work. I'm lost here, i just want to change some numbers, nothing too fancy but it seems overcomplicated... Can someone please help?
  12. Could someone please make a mod for potions to work like they did in TW1? - Needed several components to make 1 potion, made you work for it; - Potions lasted very long, but weren't as strong as in TW3; - Only make 1 potion per recipe; It would be great to have a customizable mod to allow you to customize potions to your liking: Thunderbolt: customize % dmg and duration Swallow: customize healing/s and duration I don't know if I'm asking a lot, sorry if I am... Maybe I can get to it if someone how to begin and which files to edit... TYVM
  13. So, the thing I dislike about DW is how clunky the dual attacks and dual power attacks are. The problem is that both attacks lock you into place and don't close the small gap between you and your opponent like single weapon attacks do, which results in DW being way less "sexy". Could anyone please mod the DW foward attacks to allow the same movement as single weapon forward attacks?
  14. They can take their time... As long as they release a decent toolset. It reminds me of the Age of Mithology toolset, wasn't perfect but we could create really good content with a bit of creativity...
  15. Because there is no modding kit yet... A complete toolset would ignite the potential of the modding community, I certainly would begin to create mods and adventures, but so far we can only dream... It's very sad...
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