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KiboCae

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Everything posted by KiboCae

  1. So I've followed all the guides and such, got my weapon in the game, textures look great... the only issue is there is no effects when you swing it. I've been racking my brain for a few hours trying to figure it out but the only thing I can think of is I had to go without the SK_NormalSwordA_Shadow_PhAT file because I can't seem to get it to import into UE4 with all the other stuff like materials, textures, meshes and the other physics asset file. I guess my questions are: 1. Does that file have anything to do with the effects and if so, how do I get it to import in with the rest of the files. 2. If it isn't then what could have caused it to stop showing the effects on just my modded sword? Edit: Alright after messing around with a bunch of different things I discovered the Skeleton Tree didn't have the sockets named properly. Spelled it Trial and not Trail as it should have been.
  2. Building a companion mod and it's vital to the story that players can't access their inventory and swap out gear... specifically the headgear. Is there a way to either disable the trade menu (which I'd prefer since the reason he's with you is to specifically assist in getting your son back and not carry your junk (actual line of dialogue)) or if that's not possible is there an option on the armor or actor that can make it so the gear can't be removed? Only thing I've found in my searches were disabling the whole command system, which is too drastic for what I need.
  3. Okay, the script is going to be directly attached to a potion effect, which the effect will be attached to a "potion" item, and hopefully be OnActivate(). This is a good start and I greatly appreciate it. Gonna mess around with this and try the OnItemRemoved() and see what happens so I can learn a bit about it. Baby steps. :smile: Thanks :smile: Edit: Woo! I figured it out! Works flawless... welll not flawlessly but good enough! Only thing wrong with it is that it has the lightening bolt effect from the Institute teleport. Scriptname CaedusTeleportScript extends activemagiceffect ;Teleports Caedus to Player Event OnEffectStart(Actor akTarget, Actor akCaster) ;teleport caedus if PlayerActor.IsInInterior() CompanionCaedus.MoveTo(PlayerRef, 0.0, 15.0, 0.0) else CompanionCaedus.MoveTo(PlayerRef, 0.0, 100.0, 0.0) EndIf EndEvent ;Properties Actor Property CompanionCaedus Auto Const Actor Property PlayerActor Auto Const ObjectReference Property PlayerRef Auto Const Potion Property CaedusTeleBeacon Auto Const
  4. I'm trying to make a beacon that can be given to the player in a conversation and then carried around with the player so when they use it it, it teleports the companion to the player. Similar to how the Casdin transponder works. I've been trying to use that as a reference but after about 2 hours of searching through all the files, I can't seem to figure it out. I just want a normal item, using the distress beacon model, that when activated it teleports the companion to you and stays in the inventory to be used again later, I have the item all set up, have it so that the player gets it during the conversation, just need to figure out how to actually make it work now. I'm pretty sure it involves scripting but I'm a complete novice when it comes to that. Anyone have any idea how I can make that possible?
  5. BitRaitBec did an outstanding job with their guide here providing links to other mods. It includes texture mods and stuff that actually increase performance or you can skip all that can get the core ones on the list that significantly improve gameplay.
  6. I'm working on a companion mod that is referencing assets from other mods, i.e. the armor he wears is from an armor mod, hair from another, his weapon, and he also references other companion mods (though they aren't required, he just won't have the conversations if they don't exist) so using my mod would require downloading theirs for the actual assets. Is that something I have to ask permission for or is forcing people to download theirs in order to use mine enough? Just trying to get a clear picture on right and wrong here since every mod I've uploaded so far only used vanilla assets.
  7. I made a mod that changes my spouse's name so it isn't Nora or Nate whenever you target them in the beginning of the game, it started with googling how to do it but all that turned up were pages of people asking if it were possible (so there was interest in it), regardless I figured it out messing around in the CK and thought about spending some time making a compilation of all the Codsworth names and creating an installer for the NMM that lets you choose which of those names you want your spouse to have. The problem is I don't know if enough people would be interested in it to warrant spending all that time going through the entire list of names for each spouse just for the beginning of the game, or maybe even extending it with a patch to that Nora Companion mod so that it would alter their name as well, but I don't know, so I thought I'd ask here and see what happens. Let me know what you think. :) Thanks!
  8. I'm working on a very ambitious companion mod. I have very little experience with the Creation Kit but I seemed to have managed to pick it up rather quickly and using the vanilla companions as a template seems to be working fine, at least so far what I've managed to do is working. Anyway I am trying to make a fully voiced Nora as a companion (and possibly Nate for female characters but we'll see how Nora goes first) and I want to incorporate her into the game as an actual companion is with a little custom quest to obtain her and all that. But she'll be interjecting in conversations, communicating with fellow companions when swapping them out, commenting on events during and after quests, etc. Everything a vanilla companion does, I want her to do. So far I've managed to get her into the game and act like a follower, respond to commands, and respond to the swapping of followers but I have a hell of a lot of work ahead of me and I'm starting to burn myself out. So any words of encouragement or suggestions as to how I should go about my schedule (since I'm basically spending the next 6+ hours after work every day on this mod) would be greatly appreciated. XD Tips as to how to go about certain aspects would also be helpful. Like if there is an easier way to do something specific that normally would take a few hours or something lol.
  9. Thanks guys! That playlist makes it so easy, though he decided to copy an existing companion and then fill in the blanks with the tutorials. He might actually be able to do this! :D
  10. My husband is planning on making a companion mod and has asked me to find some tutorials for the Creation Kit. I've personally watched a few but I don't know if they are quality or not. Since he is working and has little free time to actually work on it I thought it'd be helpful to get the best tutorials all bookmarked for easy access. He needs tutorials for a basic overview of the Kit, making a full companion, making new quests, having a quest activate after a certain point in the story, altering the world (apparently he wants to prevent access into Vault 111 after the quest starts), and anything else that may be useful. He's trying to make the spouse a companion and give it a story while integrating it into the actual main story. So it will comment on events and locations and stuff. He has a general idea as to how the Kit works but wants to make it as easy as possible so if anyone has experience or is better suited than I could help, it would be greatly appreciated. :D
  11. Anytime! You do what you think will be best. Just be clear in your description which ones are which and you should be fine.
  12. There should already be several others. There should be main files, update files, optional files, miscellaneous files, and old files. If you go to your current mod and click on the "files" link in your admin section it should bring up all of the files currently in your mod. After that there is a little pencil icon beneath the name of the file which lets you edit it. This will bring up a menu and on that menu will be a drop-down box under category. When adding a new file the category drop-down box should be there as well with all the options. -Cosmic
  13. I want to upload some images to the Witcher 3 section (not for a mod) but I'm not quite sure whether they would be allowed or not since the rules say no nudity, etc. Now my images in question feature fully nude bodies however all of the parts are either covered up by other items or body parts or just not visible. I'd rather not take the risk and ask first just to be safe. Thank you kindly! -Cosmic
  14. Haha very frustrating, especially when it's something as simple (or apparently complex) as an eye texture lol. I've managed to edit so many other npc's but Geralt and the witchers just refuse to cooperate. Not yet. Figured I'd see if someone here has figured it out or not first.
  15. I have done that already. Unfortunately the game is very adamant about using the eye_iris_witcher.w2mi. I've tried different ones for only geralt's xml and every time I change it either geralt's eyes end up all white as if nothing is there, cross-eyed, or all the other witchers (whose files are unchanged) do. I was hoping if I could access the w2mi file I may be able to see how it's all set up.
  16. For starters all mods placed within the mod folder MUST have "mod" at the front of the name. (i.e. modgeraltisrich_mod) which you have apparently changed it to already. Probably a stupid question but did you run scriptmerger (or any program like it) to see if any other mods conflicted with geraltisrich? It may conflict with the inventory mod and depending on how the load order is set, the game will prioritize 1 over the other. As for the command console, make sure you have one that is meant for whatever version of the game you currently have. So if you have 1.22 then download this one and then paste it into your "...\The Witcher 3 Wild Hunt\bin\x64" and be sure to have the latest version of Microsoft Redistibutable x64 if it still doesn't work then I'd suggest uninstalling and reinstalling your game and then doing a clean install of both the console debugger and the MRx64.
  17. Is it possible to access the .w2mi files (material files)? I'm trying to give Geralt a separate eye texture from all the other witchers and the quickest way would be to create a new texture file and a new material file linking it to that new texture and then alter Geralt's eye xml to use that new material file. However, in order for me to do this I'd have to access the eye__iris__witcher.w2mi and eye__iris__witcher__lod.w2mi files so I could make renamed copies and change the texture file being used in them. Is this possible yet or can we not yet do that? I've looked basically everywhere but found nothing talking on how to go about accessing the .w2mi files. Though this is the quickest route I can do a much longer, more tedious route of changing a common eye texture and then linking that to Geralt and then going in to every xml of every eye .w2mesh file and change any that use the file I altered to something else. I'd prefer the easier way though.
  18. I'm working on a rather large retexture for the eyes, I've altered a lot of them. My issue is that my mod changes Triss' eyes from green to brown, which wasn't intended. So I've learned through trial and error that Triss' eyes are set via an xml file located in the he_01_wa_triss.w2mesh file. I've exported the file and have accessed the xml, however I have no idea what I need to change. If I can get some assistance on this then I should be all set and continue my work but unfortunately for now I'm at a standstill. Problem has since been solved.
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