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FullMetalWitcher

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  1. Hi, I have reinstalled the game after long time and i am looking for a mod on nexus, but i can't find it anymore. Maybe it has been removed/hidden by the author, but probably i am typing the wrong words in the search bar (i can't remember how the mod was called). The mod added a freezing negative effect (even with a very nice visual ice effect on screen that was unused in the vanilla game) on geralt when he went in the deep Skellige waters, but also added a potion that blocked the effect. Do you remember the name of the mod or give me the direct link to it? thank you
  2. Hi, i have started creating a custom mod that adds some diagrams for items which don't have one in the base game (example: rope/oil/etc...). Unfortunately there is a small problem, when these diagrams are for "common" items, they are showed on the crafting menu with a random higher quality level (magic-yellow, witcher-green, master-blue, etc...)...do you know how to fix it? the items that are actually higher level are shown correctly.
  3. I'm struggling with mod limit even using modmerger, so I decided to uncook and re cook again multiple texture mods in just one pack. I'm using W3Oven, but i am not an expert when it is about texture: the mods i'm trying to repack have different type of files: diffuse (_d01, d02, d03, etc...) normal (_n01, n02, etc...) specular (_s01, s02, etc...) alpha? (_a01, etc...) Before cooking, i can choose the texture type for each file from a dropdown menu, but i can choose from a lot of different types and i am not sure if i'm selecting the right ones) 1) What I select is: Worlddiffuse for d, normalmapsgloss for n, worldspecular for s....is it correct? 2) what should i choose for the alpha? worddiffusewithalpha? 3) there are files which don't have letter at the end...should i leave the field empty? 4)Am i doing all correct? uncooking/cooking these files, could reduce their quality?
  4. thank you for your reply..i thought i did that, but the level is still set to 0. I made a couple of screenshoots: https://imgur.com/a/pgEFsc6 what am i doing wrong?
  5. Hi, I have created a custom gear set, all work fine and the stats are the ones i wanted...but the gear level is 0 or 1...how do i change it?
  6. thank you for your reply....at the moment, I have been able to start the game, after merging also the mods with conflicts and it seems all fine...so I will leave the dlcs unmerged for the moment. About the mods with conflicts, just another question: of course, I understand that i lose the changes from the mods who has a lower priority...but just to double check, wouldn't this happen even if they are not merged? for example: if I had only 2 mods installed: Mod 1 (higher priority) and Mod 2 (lower priority) that are in conflicts and I don't merge them....would I still lose the changes from the second mod?
  7. Hi, I have used this useful tool for long time, but I still have some doubts. I have now a lot of mods installed (81 + DLC) and i'm struggling with the mod limits, even if I use this tool, because I suppose i'm not merging enough mods (i need to exclude hdproject or 4kgrass for example, because they can't be merged successfully). So I was wondering: 1) Mod merger has a window that shows the conflicts between mods, does it mean they shouldn't be merged or I can do it without problem, after giving an higher priority (lower on the list) to the mod I think should have it? 2) I found out that dlcs can be merged too and that the original dlcs (nilfgardian set, alternative gwent cards, etc..) count for the mod limit, so can i merge them? I did it with custom dlcs (brutal blood or AMM) but I can see error during the merging.
  8. I have created a custom gear set (DLC mod), it works fine, but all the items have the minimum required level set to 0, how can i change it?
  9. Does anyone know how to add new leaders Cards? i think I need to follow a slightly different procedure on the xml files. after installing my mod, when i add the cards with the debug console, the added card pop up appears, but the card actually doesn't appear in the deck. (no problem with the new standard cards i created)
  10. the special characters shown on my message was just a forum error....anyway I solved the problem (the w3string file had the wrong name it.csv. instead of just it)....now the mod is working. thank you for your help!
  11. Hi, I'm trying to edit a dlc mod (just for personal use), the mod is "Recipes for Clearing and Restoration Potions"...and i only want to change the ingredients of these 2 custom recipes, I uncooked the mod with modkitchen then only edited the dlcar_recipe file included in dlc/dlcar/data/gameplay/items - last step repacked (with modkitchen). I copied the new dlc file in the dlc game folder....but it doesn't work. I have edited so many mods in the past, but it is the first time I edited a dlc....do i need to follow different steps?
  12. ok, so i started compiling the csv file, is it correct?: ;meta[language=it] ; id |key(hex)|key(str)| text 2119123000||gwint_name_assassin|Assassino 2119123001||gwint_desc_assassin|Una delle professioni più popolari alla corte imperiale, solo dopo lo scriba e la cortigiana. 2119123002|4b3fb6ff||Cahir Mawr Dyffryn aep Ceallach 2119123003|4bc088ee||Letho di Guleta
  13. 1) I think the readme of the w3strings encoder tells you how to choose a valid id that doesn't conflict with other mods (the first number). For a new string you don't need the second number (the hex value) in my experience. You do need the third thing, but that is not a number but a string (the key(str) I was talking about in the previous post). So it looks like <valid id number>||gwint_card_string_identifier|Custom Card name. 2) You can now use the gwint_card_string_identifier that I used in 1) to use that string, so for example in def_gwint_cards_final.xml you can use it as the description there. I'm pretty sure that is how it is done, but I can't check it for you right now. So this info is just from the top of my head. Ok, now it is clear...I think I will proceed adding all the new cards first and then adding name/description using the string file. Thank you very much for your help.
  14. &nbsp; You need w3strings encoder for that: https://www.nexusmods.com/witcher3/mods/1055 It comes with an example/readme to create a string file with new strings that you can give a key(str). That key you can use in for example the def_gwint_cards_final.xml as the name of a card. To edit an existing name, you need to decode the .w3strings file containing that name with the w3strings encoder. Usually it is in the .w3strings file in &lt;your W3 directory&gt;\content\content0. In that file you can search the name/description you want to overwrite and add a new entry with the hex of that name/description in your own string file. Then your new string file is done and you can encode it with the w3strings encoder and put it in your mod. &nbsp; Ok, I have done some tests: I have been able to create a new card (without editing the string file at the moment)...so I can see it in the game, use it, but of course it doesn't have any name or "quote"/description. I had a look at the string files and I'm increadibly confused....i understood how to edit the name/text of a cards that already exists, but how can I assign a new id/hex???? to a totally new card? 1) 1234567789|afdf9588||Custom Card Name, how do I choose the numbers? 2) After i choose the id/hex and I type the text (for example the name of a new card: Spotter)...how can I tell the game that this line needs to be the name of the new card i created (Spotter)?
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