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Everything posted by Demoniko
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[Mod Request] Aerondight auto-leveling
Demoniko replied to LedGuardian's topic in The Witcher's The Witcher 3: Wild Hunt
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 -
[Mod Request] Aerondight auto-leveling
Demoniko replied to LedGuardian's topic in The Witcher's The Witcher 3: Wild Hunt
​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? -
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.
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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.
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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.
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witcher 3 hearts of stone rewards
Demoniko replied to maroam's topic in The Witcher's The Witcher 3: Wild Hunt
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. -
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?
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[Mod Request] Aquarium with drowners
Demoniko replied to zgredek001's topic in The Witcher's The Witcher 3: Wild Hunt
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. -
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.
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UPDATED mod to improve nightd
Demoniko replied to ddavies10693's topic in The Witcher's The Witcher 3: Wild Hunt
Atmospheric nights is just a darker nights ripoff and darker nights is being updated already, be patient. -
[Mod Request] NG+ iris sword bug fix
Demoniko replied to hy7064's topic in The Witcher's The Witcher 3: Wild Hunt
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. -
[Mod Request] NG+ iris sword bug fix
Demoniko replied to hy7064's topic in The Witcher's The Witcher 3: Wild Hunt
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? -
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.
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- triss
- now or never
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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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- triss
- now or never
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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.
- 8 replies
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- triss
- now or never
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You need to mess with facts DB afaik. You'll spend more time looking for facts that you need to change than it'll take you just to reload save and do everything again.
- 8 replies
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- triss
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Basic Needs need an update
Demoniko replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
I think I've found the reason, wait a bit, I'll update it. It's caused by a small change in game UI (default format = 3 now blinks with duration = -1, to remove blinking you need to use format = 0, which is used for endless oils). Uploaded update - fixed blinking + found that I f***ed up variable names a bit when updating so that my version doesn't carry over mod save data from old versions, fixed that too. -
Basic Needs need an update
Demoniko replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
Everything seems to work, but there is one thing that bothers me and annoys the crap out of me. Were mod debuffs/buffs always blinking or not? Because in 1.22 something causes them to blink every second. Uploaded files. -
Basic Needs need an update
Demoniko replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
Updated it and improved a bit, I'll test for a few minutes, if everything will work I'll post it. -
Basic Needs need an update
Demoniko replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
I won't post on nexus, since it's too much trouble, but I will attach on forums. Probably will be ready by tomorrow. -
Basic Needs need an update
Demoniko replied to Mhax's topic in The Witcher's The Witcher 3: Wild Hunt
I can update this if no one else does. -
Made some QoL mods for myself, link. What it does: 1. Hardware mouse working in all menus - vanilla game uses software mouse in some popups even if you enable hardware mouse in settings. This should be fixed in my mod (only if you use hardware mouse, it doesn't mess up with your settings, so if you're using software mouse (why anyway?) it will still work everywhere). 2. Quick Load (including quick load during cutscenes), you need to remove input.settings though for in-game configuration to work properly (it's possible to add it manually to different contexts in input.settings, but the proper way is to add it to base context and then derive exploration/combat/replacement/horse contexts etc. from base, but it requires removing input.settings for it to use new hierarchy). 3. Witcher sense with normal camera position (all of the effects are working, just camera no longer moves to a weird position) and it's now toggled by pressing once. 4. Closing in-game menu panels (inventory, glossary, etc.) with escape or X button (in top right corner) goes directly into gameplay if they were opened with hotkey (but will still go into common menu if opened from it, which is logical) 5. All oils are removed on unequipping weapon. It fixes a lot of bugs with oils on weapons in inventory (the most notable is the bug in native GiveItem function that makes oil effect into a permanent stat on a weapon until you reapply the same oil, allowing to apply all oils to the same weapon). 6. Witcher major set bonus requires only 5 items and fixes tooltip to show correct number of items in the set. 7. Dropping items will now only create persistent container if you dropped quest item (e.g. by using some other mod). Otherwise container will work like any other non-quest container and disappear after you leave it for some time. That will also apply to quest loot containers after you remove quest items from it. If you want to keep your items safe - use stash. 8. Snake figurine is now considered quest item so you don't accidentally sell it making it impossible to open last portal in "Of dairy and darkness" quest and making it consistent with other portal keys (only applies to a game where you haven't yet looted it, it seems W3 doesn't apply all tag changes to items already present in inventory) 9. Removes expansions logo from main menu and annoying expansion welcome message from game Which files does it change: content/gameplay/gui_new/swf/popups/popup_message.swf content/gameplay/items/def_item_quest.xml content/gameplay/items_plus/def_item_quest.xml scripts/game/gameParams.ws scripts/game/components/inventoryComponent.ws scripts/game/gameplay/containers/actorRemains.ws scripts/game/gui/_old/components/guiTooltipComponent.ws scripts/game/gui/main_menu/ingameMenu.ws scripts/game/gui/menus/commonMenu.ws scripts/game/gui/popups/messagePopup.ws scripts/game/player/states/swimming.ws scripts/game/player/playerTypes.ws scripts/game/player/playerWitcher.ws scripts/game/player/playerInput.ws scripts/game/player/r4Player.ws bin/config/r4game/legacy/base/input_azerty.ini bin/config/r4game/legacy/base/input_qwerty.ini bin/config/r4game/legacy/base/input_qwertz.ini bin/config/r4game/user_config_matrix/pc/input.xml I uploaded to mega because forum doesn't allow more than 250KB files. You can do anything with it that you want, I do not care if you post it on other sites or on nexus or include it with your mods, etc. All mods are bundled into one, because I'm do all of them together as a part of a bigger mod that I'll probably do someday, and you can quite easily separate what you need, I commented parts that I changed. Edit: fixed link, forum parser turned it into a mess
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Uploaded scripts with comments, here is the link. I'm not sure if that's a good hosting, but I couldn't attach to forum post due to size. Yes, but this is the only answer we get from CDPR :smile: Btw someone have uploaded 1.21 scripts to nexus recently so you can grab them without game rollback. I already rolled back and upgraded. 100Mbps unlimited internet ftw.
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Still I do not see a single *valid* reason to remove comments. All I is "it is necessary". Why? It can't be for optimization purposes since game compiles scripts before running them, so having comments doesn't affect runtime (only compile time). Do they want to make modding harder? They already made it as hard as possible because their tools barely work and I had to use community tools and make my own and their code is absolute trash. Since release I've only been frustrated by how they manage their game. They have no idea how their own engine works (judging by a mess in config), they took way too long to make modding tools and these tools are absolute crap. Their patches broken more things than fixed. They have amazing quest/level designers, artists, composers, decent gameplay designers and terrible marketing and engineers. :sick: Also some files are completely useless without comments. Some classes and a lot of enums are part of the language (?) and were only defined in comments, so it's impossible to see these definitions now. I'll try to revert to 1.21 with GOG client and backup scripts and hope that works.