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cumbrianlad

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Everything posted by cumbrianlad

  1. Interesting comment about cats not liking witchers. Here's a quote I found after reading that comment. It's from one of the books. "Why don't cats like you, Geralt? Does it have something to do with the-" "Yes," he interrupted, "it does." - pg. 23, Time of Contempt (UK edition) So you're probably right. Then again the game strays so far from the books in a lot of respects that I can't see a 'Friendly Cats' mod as being the most lore unfriendly mod out there. I'd still like the option to download such a mod. Jodeka, I'd want to hurl myself off a high building if I accidentally killed a cat (or dog) in the game! I'd settle for reloading an earlier save though, which is a bit more temperate and less drastic. I always make a save just before fighting the thugs in Beauclair on the way to buy the doublet for the ceremony. There's a dog so close to the thugs that it can easily get itself killed in the fight.
  2. I'm replying to my own post, in a blatant and fragrant violation of all rules regarding the 'bumping' of posts. I'm doing this for several reasons... 1... I put my post on and then had the courtesy to reply to several other forum users, so relegated my own post several places down the list in the process. Bad move. I should have replied first, posted the vital feline request second... my mistake. 2... Cats are an essential part of modern life and vital to many historical societies, such as the Egyptians. As such, they deserve some priority in the Witcher's busy schedule. 3... Cats are simply marvellous. (As are dogs, I've had both and love both. Cats are more astounding than dogs, though, once you get to understand both species) 4... I don't care. I've never been one for rules. I see the point in them, but there's never a rule that ought not to be broken if the reason is valid enough. I'm talking cats. Enough said. Rules be damned! Nexus, this is my tongue-in-cheek sense of humour here. I hope you won't vilify me for this disgusting and frankly abhorent and total disregard of your guidelines!... still joking!
  3. I can only suggest asking on the mod page, or contacting the mod author. For my Skyrim mod, I reply to all posts and would try to help anyone who sent a PM to me, but I can't speak for all mod authors on this. I also don't know the mod and probably don't have it. I don't add many mods to either Skyrim or TW3. I use my own personal mods for Skyrim, which I know are clean and safe. I use few TW3 mods, because the game was pretty good to me, anyway! CDPR did a good job. I'll play my own uploaded Skyrim mod because imo (naturally) it's cool and adds to the experience, but I won't download mods for any game that I distrust. Let me know the mod in question and I'll consider downloading and looking at it, if I've time!
  4. Sounds tough, but I don't mod TW3... yet! I only know Skyrim and effects like this are tough even with CK, papyrus scripting and the (difficult, limited but possible) ability to alter animations. I can certainly think of one place where it'd be nice, though. Those 100-odd Skellige offshore treasure stashes where your boat can get damaged and sunk by sirens! Let them try to sink a galleon or a Skellige longboat! At the very least it would need new animations, new models (meshes) and I haven't got a clue what the TW3 equivalent of adding new activators would be! (The instruction to use the tiller in a sailable dinghy is what I'd call an activator. It would need to be added to the ship's wheel. The wheel would then need an animation for Geralt to use it, spin it to turn the ship etc... this looks extremely complex from the point of view of modding Skyrim... and modding TW3 is much harder!) I don't think you could sail the ships that are already in-game, even if this could be cracked. It would not be possible unless the mods I outlined above could be applied to all vanilla ships. Also, it could and most likely would interfere with vanilla NPC AI and could crash the game. Then you'd need new animations for the sirens. They would otherwise either fail to attack or attack the longship, or attack it as if it was a little sailing dinghy. Neither of which would be good. You'd need new, sailable ships/longships that would avoid such issues, imo. As I said earlier... this looks extremely complex and for very little gain. Ahoy, me hearties! Nice thought, but I doubt you'll ever see it. (Just being honest, here)
  5. I've never really understood why CDPR didn't give us more to use. It's extended the life of Skyrim fantastically. There may be more in the future but it could take a long time to get even a handful of genuine new quest mods. With Skyrim a single mod author can produce a DLC sized quest mod in a matter of months. As you say there are some new mods but of the 17 listed only 5 are genuine quest mods. The others are tweaks and translations. Only 2 people have contributed to these 5. That's a start, though. I think I'll download Ciri's Sole Momento because there's a readme for mod authors. If it gives me enough of a guide I could well decide to try my hand at TW3 modding as well as Skyrim.
  6. Nice idea. Hope you get some takers on this. It won't be me unfortunately. I just mod Skyrim at the moment and modelling is my weakest link there. (non-existant actually, other than tweaking settings in Nifskope) I know some people have managed to import improved models/textures from Skyrim into TW3 and vice-versa. Maybe a nice Mace of Molag Bal would be good for clonking bandits and thugs on the head? It sure works very satisfactorily in Skyrim. Bish bash bosh! it would need some nice damage effects without the slots too. High chance of staggering would be appropriate. Blows with the mace weakening enemy armour on strong attacks sounds reasonable too. Most importantly it would need a good name like the unique and relic swords.
  7. This is a desperate plea to cat-loving modders everywhere! "Take pity on me, masters! This is more annoying than someone stealing me frying pan!" CDPR must have really hated cats and loved dogs! Every cat in the game arches its back and hisses when Geralt gets within a few paces of them... it's just not natural cat behaviour. Even feral cats are far more likely to simply move away than try to provoke a fight with a much larger opponent... they're just not that stupid! Dogs on the other hand are quite likely to growl or bark. Yet in TW3 dogs are all placid and cats are all rabid idiots! My ideal mod would be one where some cats come up and rub against Geralt's legs if he stands still too long, but I'd settle for the vast majority of cats not behaving like maniacs! Geese and chickens behave reasonably naturally, as do sheep and all other domesticated animals... just not the cats. Actually domesticated geese are quite likely to hiss at strangers. They were originally used by peasants as 'guard dogs'. Their behaviour alerted the owners to trespassers. Chicxkens won't do anything to help their owners. I'm not wanting goose behaviour altered (it'd be nice though). I just want cat behaviour less annoying and more realistic. Come on modders... you know it makes sense! For me it'll be like gettin' a frying pan I can see meself in! And what could be better than that? I've always wondered about trying my hand at TW3 modding as well as Skyrim... maybe I'll have to start with this!
  8. Is there any way to reverse engineer the medallion mod? Maybe you could contact the author to see if they can offer some advice.
  9. I'm guessing this sort of thing is very hard to do for TW3. With Skyrim we have CK and a bunch of other tools to enable quest mods to be made with relative ease. (It still takes a lot of work and knowledge but it's doable) Take a look at the quest section on Nexus and it's pretty sparse. People are trying to get to grips with making mods like this but it's slow progress so far.
  10. Hopefully. I detest area effect spells being used by 'friendly' NPCs. Serana can totally wreck the assault on Castle Volkihar if the player is a high enough level for her to be using 'Chain Lightning'. Even Illia can disrupt her own quest in 'Darklight Tower?' by hitting a follower with her area effect frost spells. Why Beth ever thought this was a good idea, I'll never know. With my own followers/pets, I just give them targeted spells of a higher magnitude to avoid this issue. So, I make Firebolt for example and just up the damage to be equivalent to Fireball greater or lesser, depending what I want... no more issues with followers turning allies against the player!
  11. This is an ancient thread. I'd forgotten about it! I've moved on from there. I don't bother generating temp lip files any more. There's no need, either for edited vanilla voice files or for custom ones made in Audacity. Simply take the Audacity files and save them in the correctly named directory in Data. Then open up CK and window it so that you can see the voice files in Explorer at the same time. Copy/Paste the voice filenames from CK into Windows to rename the Audacity files. generate lip files. It cuts out the Temp file part. If you're struggling with Audacity, make sure the files are Mono, 14.1 kHz. The 14.1 kHz may not be essential, but I know it's like vanilla and never causes a problem. The mono part is essential. CK can't generate lip files for a stereo track. I never bother saving Audacity projects either. I just 'Export from selected'. Glad to know the thread helped.
  12. https://www.creationkit.com/index.php?title=Creation_Kit_Keyboard_Mapping That shows all the normal CK hotkeys. https://www.creationkit.com/index.php?title=Navmesh_Cheat_Sheet That one gives the hotkeys when navmeshing.
  13. Pleased to hear you got it working. Sorry I missed this. There is a vanilla 'Activate In Sequence' package that includes travel then several references that can be chosen for the NPC to activate. I've never used it but it sounds like it does what you needed without the need for trigger boxes. The last target your NPC uses must be the final target because that completes the package. If they are already sandboxing and this is in a quest, condition this package to suit your quest dialogue/stage etc and when they finish activating stuff they should go back to sandboxing. If they don't use the function 'EvaluatePackages()' in a suitable fragment to force them back to a sandbox or to put them into a fresh sandbox package. Worth a try if it eliminates the triggers.
  14. I only found out through desperation and trying stupid ideas! It comes in extremely handy. For one thing, I had several versions of the same chain lightning magic effect to use in the levelled spell. They are now all gone and replaced with one spell that lists several progressively stronger magic effects... it's all a lot neater. the inspiration came from the 'Fists Of Steel' Perk which applies a different bonus depending on which kind of heavy gauntlets are equipped.
  15. I'm no expert with these sort of crashes because I don't get them and my PC is several years old, with an FX8350 CPU, 16GB RAM and a 1060 GPU. Hopefully, somebody else will advise on this. My only concern is what saves you may be using. Disabling any scripted mod and continuing with an old save is generally a bad idea. If you are using a new game or backup saves that were made with no mods active except for USSEP, then that's not your problem.
  16. Yippee! I still don't know why the levelled spell wasn't working correctly, but My Priest now conjures the correct creature! I added the 4 conjuration magic effects into one spell and conditioned them to work between levels, run on subject and added the ability to the priest. At player level 50 (and his level 50) he now conjures the Skeletal Captain, rather than the Overlord. Since this works so well, I'm going to do the same for his chain lightning spells.
  17. TyburnKetch, how dare you have such a terrible lapse of memory? My memory is perfect! Signed... ... what's my username again?
  18. Just curious. Did you try deleting the temp wav file to see if Mr Henry then says the line?
  19. This looks great. I'll check out that link and send you a message on Discord. I'm still finalizing my own expansion, but hope to be free of that in a week or so. I may not be able to devote a lot of time to this, but I'm interested.
  20. My CK is in the 'Skyrim Special Edition' Folder, along with Creation Kit ini and Creation Kit Prefs ini. It always works from there (as well as CK ever works!)
  21. Solved: See post below for solution. Read this one for background. Merhaba! I'm testing my conjuration staves and they're mostly fine, but when testing the Dragon Priest staff at level 50, he used a conjuration spell that he is not meant to use until level 65. All my 'Summon' NPCs are PC Level Mult with the factor set to 1.00, so he should have been level 50 and conjure one of my level 36 creatures. He uses levelled spells and the creature he summoned was in his levelled spell set to 65. Any ideas why he could conjure this? It makes him way too OP! It's pretty important, because several of my summoned actors use levelled spells, cloaks, destruction spells, conjuration spells. I can do a lot more tests to try and see if the rest are using the correct spells, but that'll take a lot of time. My assumption was that making them PC level Multiplier, every time they are summoned they will spring up at the correct level with the right spells. If not, my entire system of making them good but not OP simply falls apart! If I knew a console command to tell which spell they were using it'd be easier. The conjuration spell being wrong was obvious. A wolf using a stronger poison cloak than it should be, or a sprite using a 90 firebolt, rather than an 80 is not so easy to check. I could think they were OP and tone them down, when they were just using the wrong spell!
  22. No probs. Did you find my explanation any better than the one on the CK page? Tbh, I found that baffling because, like a bad teacher, they leapt from step 1 to step 10, just because it was obvious to them. :armscrossed: Apart from that it was very useful for me because I had a number of ConstructibleObject recipes that had either one or two redundant conditions in them. They got there because I altered how it worked and thought to myself 'No harm in leaving them in, belts and braces and all that'. I spent an hour going through all my recipes and removing every last one, once I knew what a drain it could be on the system. I've also looked to see if my conditions could be refined to reduce them... a lot of work, but worth it, I think.
  23. My concern would be that it may conflict badly with any other multiple follower mods, that are popular. If you are adding your own followers and would like the player to be able to hire more than one, you'd be far better off creating a new and independant follower system, so that it never conflicts with other mods, or the vanilla system. That aside, to alter the vanilla system, there will be all the dialogue conditions to change in DialogueFavorGeneric, which is where the lines like "You already have someone with you" and "Lead the way!" come in. You'll also need to address the scripts attached to the DialogueFollower quest. This is also where the global variable for follower count is used, in the sections FollowerFollow and FollowerDismiss. You'll need to alter that to suit. There are also papyrus fragments in some of the dialogue. Off the top of my head I couldn't tell you if some of these will need to be modified, but they may. My best advice on this is to study the follower tutorials and delve deeper into the follower structure in CK. Understand it fully before making these sort of changes... it will be very easy to screw things up, as you've found. Don't go altering actor variables. Once you understand the follower structure there is no need.
  24. I did a test removing the script that adds the explosion and added an atronach flame cloak to Bal Freki's abilities, after failing to find anything that could be reducing his summoned time. Actually I like him better this way. It restored his full 60 seconds. The flame cloak magic effect is conditioned not to harm the player and followers. he's better because he returns to the player like a normal familiar, you can see his name and really appreciate the flame FX, which are a bit wasted on the vanilla flame thrall wolf. Plus it makes him different to the vanilla one... and I like different. I'll make the flame cloak into a levelled spell, I think, but other than that, he's now good to go. I haven't the faintest idea how an explosion added by his script with an OnHit event could affect his summons time but it did. I don't even have to write an adapted script for him now, either! Thanks again to you both for the advice.
  25. Have a happy modding? I just have! You wouldn't believe how much fan that staff is! :thumbsup:... a rare smiley for you! The enchantment works fine. The player isn't damaged by it's explosions but the enemies are. Haven't tested yet with Lydia, but I can't see a problem. Fun aside, there is one issue, though. The summoned wolf only lasts 3 or 4 seconds then does its un-summoning animation, or it lasts the same time and explodes when in combat. The summon spell is for 60 seconds, and it used to last that long before this mod. I didn't touch that because there was no need. I thought at first that this problem was related to the length of the enchantment and taper duration on the magic effect for the new enchantment, since they were similar, but no. Setting these to add up to 15 seconds, the wolf still lasted 3 or 4 seconds. I haven't even altered the script on the actor yet, because I didn't need to. The script on this actor just has an explosion property that was already pointing to my unique explosion. I just edited my own explosion to add the new enchantment. The explosion is added OnHit I haven't altered the OnHit event, yet. I still tested on both a clean save and an old save, with the same results. So, other than changing the enchantment in the explosion form to the new enchantment, nothing is different, except for taking the damage out of the explosion form. The 4 seconds also applies if you summon it with no enemies around. It stands there for 3 or 4 seconds and does its un-summoned effect. I must have done something basic wrong. I'll check it all again.
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