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Demoniko

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  1. I'm actually fine trying to do it myself, I just don't know where to look. That's the only reason I asked. I found aerondight.ws and a couple other places that reference the sword, but none of the seem to control how damage is added on level-up. So if you could just point me to that, that would be fine. As for why, why not? Death March has been easy since I hit level 12 or so, long before the DLC and Euphoria came out, even using an unoptimized alchemy/combat build. It's going to be too easy regardless, so why not save myself an unnecessary irritation? I know it's easy, but why make it even easier? You have to consider that it wouldn't only make it auto level, it will basically make it 100% crit weapon, because it will never discharge. Also you didn't look closely. Look for DischargeAerondight() function, defined in aerondight.ws, called from npc.ws You might add your code to equipping aerondight that increases it's permanent buff to maximum for your current level, but then I would recommend changing DischargeAerondight() function to always discharge max charges on kill so it would give permanent 100% crit. I attached example, but I think that minor annoyance is the only thing that makes slightly balanced. If that doesn't work - replace GetCurrentlyHeldSword() with GetItemsByTag('Aerondight') and update value for all items in array
  2. ​While it's quite easy to do I don't want to do it for a simple reason - this weapon has to have some drawbacks for being the most powerful item in the game. It has highest damage in the game and on top of that it's 100% crit when fully charged. Alchemy/Combat Euphoria is already the most broken build in the game that completely destroys any difficulty (alchemy was already broken at release, was only balanced by how many s#*! you have to gather before it becomes completely broken) and then they added Euphoria that makes broken build completely godlike. And on top of that you want the most powerful weapon in the game to be even more powerful. Why not just use cheats then?
  3. It's not possible with the current tools, you may add some very simple things to existing worlds but even that takes too much work. There is no documentation that I know of for game classes and file formats, no visual feedback - you need to make changes, load the entire game and test your changes in game, non existent community (look at these forums, 100 request threads and no actual modding discussion, every question thread is getting ignored), the only tool that even allows to do some advanced modding seems to be unsupported with no source code and no way to contact author (at least that I know of), official tools have tons of bugs and are very limited. That's the impression I got from my limited experience with W3. It was bad with W2 (tools were very powerful, but there was no real documentation on it, it was one of the most user unfriendly kit and community wasn't very helpful), but this is just horrible. And no, they are not going to release anything else. It was already asked, they said that current modkit is all that will ever be available and they have no plans to release more advanced tools.
  4. lol yeah correct i worded that poorly I guess you need to add listeners to GI_MouseDampY/GI_AxisRightY (camera movement) GI_AxisLeftY (character movement) - how to do look game/player/playerInput.ws, then adjust either character (already adjusted when moving) or camera (adjusted when you don't move camera for some time and character moves in different direction) depending on what you want. You can see movement adjustment in game/player/r4player.ws in OnEnumAnimEvent, and you can find camera adjustments in the same file in OnGameCameraTick. Experiment, try to understand how it works. This game has quite a spaghetti code in scripts, but in most cases it's managable. On a second thought - most likely you don't even need new listeners, probably just changing some event handlers will be even better.
  5. I was trying to change size of visible water tile and found few interesting things. 1. You can make motion blur consistent across all zones - it's base parameters are in world files (w2w), CGameWorld->environmentParameters->renderSettings, either remove "motionBlurSettings" or make it consistent across zones. Right now Toussaint uses default parameters, while most other zones have very low value of strengthNear. 2. In the same files you can modify global shadow parameters to be more consistent, e.g. cascade ranges. It's useful, because in Toussaint ranges are f*#@ed up for some reason. 2nd cascade is set literally under your feet, so no matter how you configure shadows you'll either end up with good shadow quality in Toussaint and terrible everywhere else good shadow quality in other zones and blurry shadows in Toussaint.
  6. You probably want to turn character with mouse, not lock camera to character's back? THAT would look and feel weird (imagine how it would look if you strafe or go back).
  7. Well, you can easily make a mod that does that without debug console. dlc\ep1\data\gameplay\rewards\rewards.xml, change rewards for last quest.
  8. So I found that CDPR still haven't fixed Arinbjorn blacksmith dialogue, so I decided to try to fix it myself. The dialogue is in the content/gameplay/community/dialogues/skellige/shops/shop_arinbjorn_blacksmith.w2scene. It seems that the option doesn't work because it goes directly to script and then back to the same section that called script and in all other cases it first goes to new section which calls script and then goes back to original section. So I tried to add new section, copied all events for that section from section called when you buy something from him (which is btw excruciatingly painful to do in sarcen's mod edit) and it causes game to crash for some reason. For now I just removed option to directly open blacksmith menu and it works, but I'd like to do a proper fix and don't understand what's causing the crash. Does anyone have any experience with this? Also does anyone know if it's possible to contact mod editor author?
  9. I think it's still possible with sarcen's mod editor, but ridiculously hard for such a simple thing and just not worth the time. I wish it was open source (or is it?), so that it would be possible to improve on it.
  10. CPlayerWitcher::GetCriticalHitChance`5 is derived from CR4Player::GetCriticalHitChance`5, which is defined in scripts/game/player/r4player.ws, probably signature of this function was changed in some version and you have outdated mod that changes r4player.ws file.
  11. Atmospheric nights is just a darker nights ripoff and darker nights is being updated already, be patient.
  12. Do you really want someone to check every single one of the mods in this list for errors in scripts that might cause this? Just backup mods and remove them, then try to use sword. The fact that you added it with debug console doesn't make it any easier. Make sure that sword that doesn't work has PhantomWeapon tag, then check if thePlayer.phantomWeaponMgr.itemId points to your equipped sword and if CPhantomWeaponManager::IncrementHitCounter is called when you use sword. Add some logging and run W3 with scriptdebug launch key.
  13. Tbh I'm not sure why doesn't it work. Can you attach save? I checked files and NG+ version has all required tags for it to work and there are no NG+ conditions for weapon. Are you sure that other mods do not mess up something?
  14. You can romance both if you want, it will just have repercussions. Or you can just not romance her at all. Thing I mentioned before might switch triss quest to a state where you didn't romance her and she left. But I'm not sure it will work properly, without proper tools it's hard to say. Sarcen's mod editor is nice, but it's nowhere near enough to research quest phases in reasonable time.On a first glance there are 3 main facts that change depending on choices at the end of Now or Never quest and that's q309_triss_stayed, q309_triss_left, q309_triss_lover, but there might be something more.
  15. 20 hours of gameplay is so much harder than you think No, it's not. You'll probably spend much MUCH more than 20 hours trying to understand how to modify facts DB to undo this decision and not completely f*** up your save. Alright. I start it AGAIN. OMG I have so much quests to do agaain fck You can try to do following : set fact "q309_triss_stayed" to 0, fact "q309_triss_left" to 1, fact "q309_triss_lover" to 0. This might work, but I'm not responsible if your game is completely f*#@ed up after that.
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