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Gordyne

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Everything posted by Gordyne

  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...
  16. Hi guys, I created a mod (just geralt_basic and geralt_skills tweaking) and I want people feedback but I don't have a clue on how to upload it... I also don't know how to mod the skills description so folk will need to look at the .txt to really see what the skills do. Can you help me? Here is the mod's description: Reworked Combat Mod Description This mod applies great changes in signs power, vigor bars/regen and some tweaks to the parry system. The objective of this mod is to make signs much more powerful and reliable(except for Quen that has been nerfed) but limit Geralt's vigor and vigor regeneration. To achieve this goal I had to replace some skills that increases the player's maximum vigor in order to prevent overpowering. See more precise information below: - Now Geralt starts with only one vigor bar and a slight nerf to vigor regen, making vigor regen and maribor forest potions much more useful. - Fortify skill at lvl 2 gives +30 vitality instead of +1 vigor. SWORDSMAN tree: - Parrying skill at lvl 2 enables perfect parry. - Guard skill reduces vigor drain by 50% at lvl 1 and 65% at lvl 2. - Hardy skill now grants +30 vitality at lvl 1 and +30 vitality / +1 vigor at lvl 2. - Schemer skill now grants 10% less vigor regen than vanilla at lvl 2. MAGIC tree: - vigor magic skill at lvl 2 grants additional 30% vigor regen, instead of +1 vigor. - Destructive magic skill at lvl 2 grants additional 20% vigor regen, instead of +1 vigor. - Magic intensification skill at lvl 2 now grants + 1 vigor retaining vanilla bonuses(sign intensity + 1 and damage reduction 5%). - Control over the Power skill now grants +10% vigor regen at lvl 1, +20% vigor regen and + 5% critical sign chance at lvl 2. SIGNS: Aard lvl I - 70 % chance of stun or knockdown; Aard lvl II - 95% chance of knockdown or stun; Aard lvl III - add an area of effect; My true goal for igni was to remove it's area of effect but make it very powerful against single foes sadly, I don't think we can mod it right now. Igni lvl I - Much higher damage; Igni lvl II - 95% chance of incineration, instant damage cut by half; Igni lvl III - adds area of effect; Yrden : Foes are trapped for adittional 3 seconds; Quen lvl I - 7 seconds protection Quen lvl II - 11 seconds protection, 5% dmg returned Quen lvl III - 14 seconds protection 10% dmg returned Axxi lvl I - Distance increased by 3 meters Axxi lvl II - 30 % ally dmg and hp; Axxi lvl III - 60 % ally dmg and hp;
  17. Thanks for replying :) Well i guess i'll decrease maximum vigor, and tweak skill trees so that we can have a max of 3 vigor bars(4 if we drink maribor forest potion) : Starts with 1 vigor and can only get more bars through magic tree. But i'm wondering: Reducing maximum vigor bars will also reduce sword damage output?
  18. Yeah geralt_basic.xml in the abilities folder. I can mod quen time, aard stun, even make igni lvl 1 deal 150 damage, but can't make it burn enemies :(
  19. Hey guys, I tried to mod geralt_basics.xml Igni level 1 to have 100% chance to burn, but it's not working :( Here's the code: #Signs group <damage_signsbonus mult="false" always_random="false" min="0.0" max="0.0" type="bonus"/> <signs_power mult="false" always_random="false" min="1" max="1" type="bonus"/> <quen_damage_absorption mult="false" always_random="false" min="0.8" max="0.8"/> <quen_duration mult="false" always_random="false" min="30" max="30"/> <igni_burn_duration mult="false" always_random="false" min="5" max="8"/> <igni_burn_damage mult="false" always_random="false" min="5" max="15"/> <igni_burn_chance mult="false" always_random="false" min="1" max="1"/> Strange thing that i managed to make Aard 100% chance to stun by editing the same file. How can I do it?
  20. Hi all :) I was wondering about how to diversify combat so it doesn't resume to roll, roll, roll, attack. I was thinking of some ways to engage groups of enemies more directly so I thought about making signs much more powerful at the expense of more vigor. Like this: Aard lvl I - 80 % chance of stun or knockdown ..........3 vigor bars consumed Aard lvl II - 100% chance of knockdown or stun.........4 vigor bars consumed Aard lvl III - add an area of effect.............................5 vigor bars consumed Igni lvl I - 80% chance of incineration low dmg ..........3 vigor bars consumed Igni lvl II - 100% chance of incineration moderate damage; ..........4 vigor bars consumed Igni lvl III - adds area of effect; ..........5 vigor bars consumed Yrden lvl I - 100% chance to trap foes; ..........3 vigor bars consumed Yrden lvl II - put 2 traps - 3 vigor bars to cast ..........3 vigor bars consumed Yrden lvl II - put 3 traps - 2 vigor bars to cast ..........2 vigor bars consumed Quen lvl I - 7 seconds protection at expense of all vigor; Quen lvl II - 11 seconds protection at expense of all vigor; Quen lvl III - 14 seconds protection at expense of all vigor; * Quen should reduce 1 second duration after each hit taken; Axxi lvl I - 2 seconds to turn opponent, + 30% dmg and hp at expense of all vigor; Axxi lvl II - 2 seconds to turn opponent, + 40 % dmg and hp at expense of 4 vigor; Axxi lvl III - 2 seconds to turn opponent, + 50 % dmg and hp at expense of 3 vigor; I can try to mod it myself with some help from the community, but fisrt I have to know... Could this be achieved? Thanks for your time ^^
  21. Hey everyone, would it be possible to make geralt attack and run a bit faster, like he does in the books? I like to play in hard and insane modes, but many times it feel it's not fair that i die because he isn't fast as he should be :( Thanks for your time ^^
  22. I learned how to make and export a weapon here: Of course, it takes a while to learn (and u must already know how to model a weapon and have some textures too) but it's an excellent tutorial :)
  23. Hi, i made my first 3d model using 3d max and eshme's tool (a longsowrd actually), i have it equipped on my character. The thing is, my textures are too ugly and a bit misplaced... Is there a decent tutorial teching how to make good quality textures and dimensioning them right to fit my model? thx in advance!
  24. Hi guys, i'm new to modding and I created my first 3d model using 3ds Max (a viking helmet actually). I already downloaded Eshme Import Export plugin, i just want to know: Can I export an entirely custom model or just smth imported from DAO an modified? I know very little about 3d models, my helmet doesn't even have a texture :confused: , just some shapes cutted down, horns w meshsmooth, it's just to have something to learn about exporting things succesfully. I read Eshme's tutorial (great work BTW) but i couldn't manage to export my model into the game, is there another tutorial to help me? Thanks in advance :smile:
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