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rivianbleidd

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  1. @Feradiera I also believe it’s RGB, when modding the “Cat.ws” that controls the screen tone when under the effects of the cat potion, the same 4 numbers are present, I treated the first 3 as RGB and the screen tone was applied correctly. I actually currently use a modified version of Crowjj’s mod (I only made a small edit to increase carry weight a little more), so I’ve gone through his files. What he modifies are stat files for the saddles only, specifically “def_item_horse.xml” located in “\Uncook\gameplay\items” (this are not related to any mesh) this files can be packed directly, however if you were to modify the xml you obtain from exporting “p_01_hd__common.w2mesh”, which is a saddle mesh located in “Uncook\items\horse_items\saddles\model”, then you would need to cook the xml and fbx together. @Neyjour yea the uncook game process is very random, I have done it around 4 times now, usually getting from 28 -33gb, on my last however it bumped up to 47gb, I did change from png to tga but still the jump was considerable, maybe I got some more files, but still no other horse tails.
  2. My bad I worded it wrong, what I deleted was the mesh, in order to do this open the fbx delete the mesh or some faces and export the fbx (make sure to embed media when exporting). They really didn’t want us to mess with horse hair... I still haven’t found the second file that controls the HairWorks versions of the root of the mane and tail for the horse. All animals and monsters have all their appropriate textures (have tested most of them, made some green wolves, white succubus… etc) except the horse.
  3. Just checked all the meshes in \characters\models\animals\horse\draft\model\ and yea the one you found looks like the only possible tail, however did some color tests and nothing… so to make sure, I deleted both the mane and the tail (t_01_hd__hairy) and it appears that is not the correct one (or atleast that is not the tail Roach uses). So either the modkit is not uncoocking the mesh or it’s in another folder. b_02_hd__hairy.w2mesh is a hairier horse I believe is used in skellige. In the image below I deleted “h_02_hd__simple” and “t_01_hd__hairy” however only the mane disappeared.
  4. Yea not sure about the backslash but that’s how I did it on my old batch files. You are right about regular xml’s, they can be packed directly, but xml’s that are part of (or go together) an fbx do need to be imported back with the fbx to a w2mesh. This is the mod shown on the past image
  5. To be honest with you I haven not used the manual batch file method since my first mod, after that all uncoock, export and packing has been done using “ModKitchen – GUI”. @Feradiera as I said haven’t used batch in a while and only for textures (have never packed a fbx manually, because by then I was using the gui), but looking at yours it appears to be fine, the only thing I would do differently (although not sure if it matters), would be the removal of the backslash at the end of the first uncoocked directory path on the call to cook, should look like this “-mod=D:\Witcher3_ModKit\mod\Uncooked”, this could be what’s giving all the errors. @Neyjour the files I mentioned affect only the mane, not sure which does the tail, would have to look, i recommend having maya or blender available and opening the fbx files to make sure of what the mesh is. I attached the the xml I edited that goes with “h_02_hd__simple.fbx”. Uploaded an example of how I did the final packing step.
  6. Sure, in this case I exported “h_02_hd__simple”, “h_03_hd__simple”.w2mesh, from \characters\models\animals\horse\draft\model\, from the xml you get, play around primarily with the specular and variance values. When packing the mod remember to always have the xml and fbx together in the appropriate folder structure, the xml does not need to be directly considered when packing, just make sure it is in the same folder as its fbx file.
  7. I think you are on the right track, the fbx/xml path is the only one that is kind of working in this case, I had dismissed this method because it doesn’t work well for Geralt (alphas get messed up), it probably has to do with his hair being constructed out of so many meshes, while horses only one. Did some tests with the horse mane and was able to produce some changes, although they are hard to predict, alphas appear to be intact.
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