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Ivarov

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  1. Hi, just started trying some mods, many things way over my head, thought I ask you guys some things. direct answers or pointers to tutorials or the like are greatly appreciated (my level is so low that even googling stuff is not yielding very good results :tongue:) So. I want to bring some unused nifs already in the fo4-meshes.ba2 back to life. It should be a statics or doors, but I'm doing weird experimental script and avif associations and I need it to be furniture (I think) I'm worried about if I need to 'translate' anything regarding bounds from the nif to anything in the plugin. creating a new furniture in the CK I dont see an area to deal with it, but opening via FO4Edit I see x1y1z1x2y2z2 numbers under OBND. Should I worry about those? If so, how do I see the nif bounds in nifskope? (i can see a bounding sphere info but only on 'fragments' of the nif, not the 'bigger/whole block' Also, how do I make so the item can be placed (via workshop) a little bit under the terrain (so there's no floating edges on uneven ground)? Is it something I need to do in the nif or is there some AVIF I can edit in the plugin entry (such as workshopoverridezboundmax/minbound)? or are those something completely different than what I'm thinking? Am I even looking at the correct things? 'Another one', I would like to take a part of the nif (that visually seems like a separate detachable component from the whole, but since I know little of meshes, not sure) and detach it from the whole piece (some to delete, most simply to reposition/rotate). Is it doable in nifskope or some other program? I'm a little bit reluctant to dive into blender or 3ds if I can because I'd have to start from 001 class on those, but if its required, maybe I will (any good tutorial links?) and a final big one for now, I tested some of the nifs in game, although they work in a basic sense, some should have 'pathing'/navmesh for other npcs to walk over it and other items be built on those surfaces (which are not on the exterior bounds of said nifs), do I need to navmesh it and/or is it defined by some bounds physics or the like? (are there guides around?) lastly I certainly will need to make snapping points, and I had a preview of ctd nightmares on those, but I have found a few guides on that and I think I got it covered, given time due to being a slow learner :tongue: still advices are always welcome. Hope this is in the right section, I'm always uncertain if this is mod talk, troubleshooting or ck talk. Oh, well. Thanks in advance! Cheers!
  2. Okay. So I have 4 observations. I'm calling them ' the Good, the Bad, the Ugly and the Weird ' The Good: It works for mines, that is, editing the conditions of the Sneak 3 perk. So, in game, if you walk over a mine while sneaking it will not explode. If you walk over it standing (pacing, running, sprinting) it WILL explode even with the perk (as I intended it to be). Well, most times at least actually, due to... The Weird: if you pass by a mine while sneaking, the mine does not set off (ok). But if you stand up and pass by that same mine again, it doesn't explode either. My guess is: the 'Mod Mine Explode Chance" effect altered to 0 as the perk effect must "imprint" that information on each mine, that or more simply, if the mine doesn't explode on first contact, it stops being active (despite the player still being able to disarm and loot it) The Bad: altering the conditions on the 6 or 7 activators that check if you have the Sneak 2 perk amounted to nothing (that is, adding a condition of "must be sneaking AND have Sneak 2"). The tripwires, balances and laser traps do not activate (if you have the perk) regardless of whether you are sneaking or walking up/running/sprinting. These activators have scripts associated with them, and the conditions editable via esp, so I'm guessing this will be a tricky one. I have little experience with programming, and looking at the script within a condition of these activators (namely TrapTripWire.psc) I couldn't figure out if anything there that would be related with this goal of altering sneaking triggers. The only function I think MIGHT have some to do with it, if any, is this one
  3. Thanks. I actually played the game less than I'd like, so I had to wiki it, you're referring to http://fallout.wikia.com/wiki/Milton_parking_garage right? Will test soon :) Actually I can't recall if hostiles trigger their own traps in vanilla FO4... if they do thats one less issue I have to worry about... but admittedly last time i recall seeing this behavior was on release patch, without any unofficial patch yet available. One more thing to test I guess. Cheers!
  4. The idea is to have the trap immunity from sneak 2 perk only work if you are sneaking (as your stepping is careful and 'lightstepy'), and the same idea for mines with Sneak 3. I could use some experienced advice and suggestions on this, like if someone tried this or if its not really doable.. (I couldn't find a mod that does exactly that, if there is one please direct me to it.) The Sneak 3 situation seems a bit easier, as the conditions to the immunity effect "Mod Mine Explode Chance" are within the perk itself, so I believe this would work: (this adds two conditions for the mine immunity - being out of power armor AND being in stealth - the first one is from another great mod, the second one is what I'm trying to implement.) The harder issue seems to be with Sneak 2, in which the trap stepping immunity is not actually within the perk, but rather as conditions on each ACTIVATOR item that can be stepped on. Following a similar line of thought as the aforementioned edit, I got to this (the example being the Balance Tripwire Activator): I'd like to know people's opinion if this seems solid, or as I fear, this logic is either incorrect or will have an undesirable side-effect. As it is on vanilla (left column), the logic seems to be: Trap WILL trigger if: Subject doesn't have Sneak 2; AND; trap is not owned by subject (please correct me if I'm wrong) As I edited (right column), Trap WILL trigger if: Subject doesn't have Sneak 2; AND; Subject is NOT sneaking; AND; trap is not owned by you (again correct me if I'm wrong). If this causes enemies to trigger their own traps solely because they're not sneaking while passing by them, that would be a problem. Would someone have an idea on this? I could see from CK instead of FO4Edit, but not sure it would be any easier to visualize, as its easier to show the issue and comparison with screenshots using FO4Edit. Also if your suggestion is 'test yourself ingame', would you know a quick coc location teleport i could go to test? my save is fresh and nowhere near any traps. But, I'd prefer some feedback on the logic I'm using, where its wrong or how can I make it better, before I start testing. Thanks in advance, Cheers!
  5. Thanks! Well I thought it would be something like that too at first, but then in the shown example we have in vanilla entries index #0 as 3, #1 as 1 and #2 as 3 again, and that out of order use of repeating numbers that do not correspond to the amount of scrapable components had me thoroughly confused. That and english as second language didn't help either. Index represents an 'order/disposition of things' but then as I didnt find a pattern in those values I was like 'wait... what?' xD Well any way if it is not consequential do the other functions of the item I'll leave them all as vanilla. Thanks again :)
  6. Hi, Could someone please explain what those entries do? They are marked in FO4Edit as the last thing in each misc item, most times they are blank, but sometimes they have numbers from 0 to 4 (sometimes with doubled entries with the same integer so I dont think they are sorting anything) And I have some mods that alter those values, and while trying to sort out compatibilities (attached image), I couldn't find explanation anywhere (tried the ck wiki and here) about those entries "CDIX", and some different mods use different values, so I'd like to understand them before making decisions. Screenshot under spoiler - I'm referring to the very last entries in that (don't mind the overrides happening, I'm fixing them. The thing I'm curious about are those CDIX.) At first I thought it could be related to DEF_UI changes, but doesnt seem that way since some items have those numbers even in fallout4.esm (but most do not, having blank or zeroes in both vanilla esm and sorting item entries that use def_ui) Seeing those same items via CK didn't help much in figuring things out, the only noticeable detail would be that blank entries in FO4Edit are simply zeroes in CK, and they are always aligned with components, but not as the same numbers (most times zeroes) and whenever not-zeroes, i couldn't make sense of what they mean for the item or how they related with their scrapping components. The two noticeable cases I found were Desk Fan and Extinguisher. I thought it could be some entry related to the "destructibility" of the extinguisher, but since that is not a thing for the desk fan, probably not related to that. Anyway if someone could explain what they are/what they do/should I change them if changing components... it would all be greatly appreciated. Thanks in advance, Cheers!
  7. Thank you very much for replying! D'oh, I 'forgot' about that option. xD Well actually I was rather trying to find and solve through another means, but sure enough, after a dozen tries, I found the culprit. The mod is "Rest in Peace" (a beautiful idea albeit apparently very much WIP), which adds many perks that are hidden and point to the mods scripts. One was not hidden though. In case anyone's interested, the perks editorID is RIPRIP_RotateGrave. Toggling it to hidden solved it. Nonetheless, my inquiry about some way to bring up the list/string of perks the player has through console command still stands. That would be a really handy tool to have! Thanks! Cheers!
  8. Hi, [Edit: problem solved, scroll down to post 3 if interested in the issue and solution; The first question below, though, still stands as I'd really like to know if...] Is there a console command to show all perks the player have? (and most importantly their refIDs) I mean similar to how "player.getav <actor value name>" show the chosen value as a result. or a cgf, or whatever it is that the pipboy code actually does to bring your perk list as you click/scroll to that tab... I'm even searching in some scripts to see if I find anything, but so far no luck. The most simple thing would be to click on the perk line but that seems to select the nearest thing in the area behind the pipboy (and now I feel silly for trying that) I want to narrow down what perk is this mysterious perk showing up at the top of my perk list in the pipboy, no name, no description, no animation. (in case anyone's wondering, i'm testing some icons with iconlibs2 mod, but that part i've been doing for a while, this blank perk issue is new) I tried googling the issue, the only thing I found was a mention of some mods editing companion perks causing this, and idiot savant level 3 applying the temporary XP bonus as a blank perk entry. But my character has neither any companion perk nor I.S. at level 3 (have it at 1). I'm pretty sure it was something from a mod or even some personal edits I made with FO4Edit/CK, but after hours carefully looking at each entry in the last few added/edited mods, the blank perk is still there (at the top which is most annoying). Either way (a mod error or a vanilla thing) I'd like to find its ID, and see if I can either make it hidden or at least give its name and description. Thanks in advance Cheers!
  9. Hi, I'm trying to place as many things in my hotkeys.ini (thanks to FO4Hotkeys lite mod) and in the slow learning process I thought of a hotkey to make usage of those mod holotapes that are used with some frequency: first I tried associating the console command player.equipitem to the holotape RefID, and theres a notification "holotape equiped" but nothing happens. Is there a console command or cgf/cqf to actually trigger the loading up of a holotape without having the tape in front of you ? In that case "R) Play Holotape" is what I'm looking for, in terms of console commands. More specifically though, it would be even nicer to be able to substitute the clicking of a specific holotape function/option with a direct hotkey. What I mean is, for example while placing custom Map Markers with the Cartographers mod: Having a hotkey to the function that instantly triggers the map marking, skipping instead all the process of bringing up the pipboy, shuffling through the menus, finding the holotape section, finding the holotape, loading it (waiting for animation), then finally clicking "Place Custom Marker" I've looked through that mod esp and scripts (with the little experience I have with either) and was able to sort of pinpoint the closest things to triggers to the action of placing the marker, but I don't know how to translate that to a console command or cgf. In FO4Edit, I could find the terminal entry that once clicked starts a sequence of effects (for this case specifically, "cmm_term_Result [TERM:xx008FF1]") but how do I translate this terminal click effect trigger into a console command? Alternatively, I found a script that seems to be an equivalent to this, that checks for existing custom markers from 1 to 50 placing the next integer, but trying to add the hotkey as "cgf <script name>.<function name> was simply resulting in an error in console command... (what am I doing wrong?) Sorry if this sound like it should be asked in either mods pages, but both specifically seem to not be getting much support from the authors for over half a year (the mods are working perfectly, mind you, its just that this is sort of a "general mod question", so I thought maybe I'd have better luck here in the forums :tongue: ) Thanks in advance, Cheers!
  10. Edit: Half figured out. Could use some help yet though. Skip to last paragraph? Thanks. Hey, I've just recently got into learning the very basics of FO4Edit, by now I'm figuring out merging, patching, cleaning, master dependencies and etc. One very small thing I couldn't find in direct guides (and googling has been somewhat ineffective): - Is there a way to see the updated entries I copy from an esp to another right after I do it? Sometimes, folding and unfolding the +/- icon in the esp name solves it and the new entries show up. But more often than not, they simply don't. (If the "type" like "Spells" was already existent with some previous edit, it is bolded like the esp name is always bolded, but the new entries don't show. If the category is new, only the esp title is bolded, and the new category doesnt show even after folding/unfolding the esp that got the new entry.) The "solution" I've found is to save, close and reopen. But I was hoping there was a more practical way, because on relaunching, waiting for it to finish, and then Apply filter for Cleaning, and waiting, can sometimes get to like 5 minutes. And when I have to update internal formIDs in many of these copied entries for later master cleaning, I'm doing one by one until I get more comfortable with the system, and saving, closing, reloading, waiting is a bit... well not ideal. I'd like to know if there's a keyboard command or one of the right click options that do that. (again, sorry if this is really trivial, like I said, really new to this :tongue: ) Edit: So if I reapply filter for cleaning, my esp gets updated with the new entries, which is like 60% faster than having to close and reopen the editor. Still, if there's a "quick" hotkey or other updating method that is more immediate, I'd very much like to know :) Thanks, Cheers!
  11. If you take a BP and reload, cancel or restart, without finishing it at the same instance as when you first take that BP, thats when this bug can occur. If you take the BP and in the same seamless play, reach a checkpoint, you're safe. If you take a BP and right or shortly after (before reaching a checkpoint), reload, restart, or abort, the glitch might take effect. In some cases it does, others it doesnt. some people got it fixed with last patch or before, some havent. :(
  12. I refer to the bug in which if you take a blueprint and reload last checkpoint (for whatever reason) during a mission, that blueprint will not count as if taken, and will also be missing from its original place, making it unobtainable. It happened to me in mission 14, but i've heard people complaining this glitch related to checkpoint loading can happen even with prisoners disappearing too... Anyway i've found trainers but they are a paid service... and heard of a mod that unlocks all blueprints, but neither found it nor would enjoy having more than what I should in my progress of the game. I'd only need 1, my hopes were through a mod, so there would be no need to restart or use saves...
  13. Hi, is it possible to make the blueprints "obtained" by a mod? I'm stuck without some mission blueprints because of the "checkpoint glitch" that makes blueprints disappear :( and no patch so far has made them come back for me. It would be very nice to have a bunch of separate files for each blueprint so people can pick the ones the game has denied them due to this horrible glitch. Please, and thanks :)
  14. Hi, I'm trying to mod somethings and most of them went well, as far as I tested, all rather simple and small XML edits... but there are some serious bugs resulting from the mod that uses "gameplay\items\def_items_ingredients.xml" actually my intention was merely to make mutagens and other ingredients stackable to 1000 (so they viably never occupy more than one item slot, which might reduce scrolling a LOT when interacting with the items menu) and I did it succesfully with edibles, books, bolts and herbs, but using def_items_ingredients.xml seems to screw over many things Mutagen-related. First of all, I have uninstalled every mod just to test it without the risk of mod incompatibility (even though ScriptMerger and ModConflictDetector neither detected anything), and: -Adding only this mod (which I actually tested with an unmodified def_items_ingredients.xml) still gives errors with mutagens on alchemy being missing and skill synergy completely disappears, all mutagens and slots become empty. One could say that's me bundling it wrong somehow, but I have made other tiny mods to different xml's using the exact same steps, and all these other mods (5 to be exact) work fine. As a noob in modding, my guess is: to edit that specific xml and don't screw with mutagens, I'd have to also edit some other file somewhere, containing more mutagen parameters, to "sync" the mutagen information that might be conflicting (even with an unmodified xml...). I'm really at a loss here.. If anyone can shed some light into this I'd be sure to thank you in the description of my mod :) Thanks anyways!
  15. Enough for today. Here's my saga: The mod edits a few xml from uncooked\gameplay\items folder.def_item_alchemy_repair_kits.xml; def_item_bolts.xml; def_item_books.xml; def_item_edibles.xml; def_item_herbs.xml; def_item_ingredients.xml; def_item_misc.xml. Most of them work fine, and I'm not even sure I had to actually edit some of the lines, it just seemed appropriate for a newb like myself.But the trouble is serious, apparently, with the def_item_ingredients.xml So here's what's noteworthy: -from Books.xml, books and notes weight set to min="0.0". -I made no direct edit to mutagens, in ingredients.xml, all that was edited is stackable parameter from 100 to 1000 on other 300 items. (I tried with a few items and even no item at all, if cooking back ingredients.xml, the following error persists) Weird: -There is no engine updating anything after mod is installed and the game is started. But it does apply.-"Wire" and "Steel Line" appeared out of nothing into Other (are not in Alchemy and Crafting anymore), making it weight about 40 more than it should (zero). The "wire" on ingredients.xml weighs 1.7, in game, bugged situation puts it at 0.35 weight/unit, and deleting the mod, weighs back to zero.-Contracts and Maps still weight 0.06, Books and Notes are 0.01 (not zero), no matter if I alter from "min=0" to min=0.0 or min=0.0000001 or even min=-0.01. Cripling Errors:- Crafting mutagens is bugged. mid-tier and great mutagens icon, name and items themselves are missing. mutagens are gone from skill branch (non-functional). - If altered in ingredients.xml to have a stackable parameter the lesser mutagens do stack, but the error is the same with the higher tier mutagens, and selecting my 49 lesser green mutagens into the skill branch make all 49 go at once and count as 1 lesser mutagens for the synergy bonuses. Absolutely Hilarious (?):- So I tried adding the ~ingredients.xml, UNTOUCHED, from the original uncooked folder, along with my other 6 edited xml's. The cripling errors still apply. I haven't edited anything from the ~ingredients.xml. But simply adding it, the errors kick in. Non-issue: - All the other vanilla (base game) crafting(smiths and alchemy), apart from mutagens, is 100% fine. "Solutions":- Not editing anything on ingredients.xml (and not cooking it at all) makes mutagens back to their normal functionalities. Haven't tested everything yet, but this is enough problems to solve yet at this point. Does anyone have an idea what gives?
  16. Nevermind I think I found it, thanks to willief23's comment on his mod (http://www.nexusmods.com/witcher3/mods/73/?) " to pack the xml files back into the game the steps are: 1. make a folder called XMLmod place it under C drive 2. make a folder called CookedXML place it under C Drive 3. Make the folder names all one word with NO spaces 4. copy the xml files to C:\XMLmod, maintaining folder structure. This means copy every folder up until where the xml file was located. Lets say the xml file was located in Gameplay then Abilities folder. The last folder has the xml file in it. But you must make a folder called gameplay then a folder called Abilities inside the XMLmod folder and placing your modified xml file inside the Abilities folder. Make sense? 4. edit the xml as big or as many characters long as you like 5. now open up windows command prompt and type this command exactly with quotes you can copy it from below if you want and right click inside command prompt to paste the code: wcc_lite pack -dir="C:\XMLmod" -outdir="C:\CookedXML" 6. Next type this command: wcc_lite metadatastore -path="C:\CookedXML" C:\CookedXML should now have blob0.bundle and metadata.store files in it. You are set the modified xml file is ready just copy the folder CookedXML to Witcher3/Mods. I would rename the folder modMyOwn or modTesting when you load the game up it should now say compiling and start the game shortly after. " Additionaly, inside the "modMyOwn" folder (which you name however you like as long as it starts with "mod") create the folder "content" and put the blob0.bundle and metadata.store files inside it (otherwise the engine will not process the mod) Turns out it worked. Kinda. I did screw up something while messing with mutagens, but the great majority of what I did worked fine (so far, at least). Not sure if I should ask for help in here or post the mod already, with BIG RED LETTERS WARNING of the problem so people might help me from there? Ok now I'll give some time for some answer here.. Unless I find something else worth mentioning :V
  17. Ok so I edited all the xml files that interested me, but I'm stuck at the cook/pack step there are only xml files, no textures or anything fancy. The GUI asks for assets, and XML files dont seem to be valid. Trying through a batch file I tried skipping the buildcache for texture step, and there was a LOT of errors on cmd. How do I finish this please? Thanks.
  18. I think I found the file I wanted, it's an XML, "C:\uncooked\gameplay\items\def_item_edibles.xml" it has a lot of items and one of the lines in each description is " Stackable = "X" ", X being a number between 1 and 100. So, What do I do now? edit the xml, save, and do what next? (or is this not this "simple" and I need to edit something else before cooking back? how do I do that btw?) If it seems like I'm answering my own questions, let me clarify I'm not. This is merely a "log" of my trial and error steps so you experts can point out/at my mistakes. Any help from any of the questions I made are still hugely appreciated.
  19. So. I tried something rather silly: I removed the patch0 folder from game\content and tried to uncook again. thats probably a bad idea? but i gave it a try, for shits and giggles. Now my C:\uncooked folder has 33.4Gb. the errors showing in the cmd seem similar to other peoples (like Gopher's tutorial video for example) I assume the patch0 folder is for DLC content? if thats the case, and what I want to mod is base game assets, am I good to go or certainly I'll pay later on the road for this little trickery? Cheers!
  20. Hi, can someone help me to solve this problem, please? (and also clarify another beginner question) Problem: While uncooking with cmd (the GUI 1.06 failed countless times I tried so I took the time to see how to do it through cmd) the following error occurred " [2015.09.04 18:19:21][info][WCC] Extracting 'gameplay\items_plus\def_loot_monsters.xml' (291.38 KB)...[2015.09.04 18:19:21][Error][WCC] Failed to decompress bundled file '[2015.09.04 18:19:21][Error][WCC] Failed to unbundle file 'C:\Games\CD Projekt RED\The Witcher 3 Wild Hunt\content\patch0\bundles\patch.bundle'![2015.09.04 18:19:21][info][WCC] ---------------------------------------------------------------[2015.09.04 18:19:21][info][WCC] Total errors: 0[2015.09.04 18:19:21][info][WCC] Total warnings: 0[2015.09.04 18:19:21][Error][WCC] Wcc operation failed[2015.09.04 18:19:22][Error][WWise_Global] Voice Starvation" The first line is the last successful extracted file, the second line i presume is the error. My C:\uncooked folder ended up with nearly 3Gb. Not the 35Gb it should have. To clarify a few things: - the GUI error was solved manually (at least to start the extraction) by using "" around the game\content folder path... I would've thought the GUI would do this by itself but oh well.. - my game path is made custom, I install all my games in C:\Games\ with custom names because I like them sorted and organized my way.. hoping this is not the reason for the issue... SO. What's going wrong there? (thanks in advance for any help!) also - what I really wanted to try is edit a file (as of now I have yet no clue which file it is...but hopefully I'll get there eventually) so that consumable items stack properly (to 100 each, or if possible, to 1000) - I requested this here [http://forums.nexusmods.com/index.php?/topic/3164049-mod-request-items-stack-search-and-organization/] but no answer there so far.. which brings me to the clarificationClarification needed: - To make this kind of mod, completely unrelated to mashes or graphics, do I need to uncook? I read some people talking about "unbundling" for some operations, but given I have zero knowledge on modding, I don't know if that's the case (or, more likely, if i'm speaking nonsense) Any and all help is immensely appreciated. Thanks!
  21. Hi, I'd like to know if it is possible, and if so how easy/difficult would be to have a mod that "simply": - Improves items stacking (like beverages that for whatever reason only stack up to 9 and then use a new slot for the next 9 and so on...) to 100 or even better IMO, to 1000 or more for items like ingredients, components and foods; - Add a text search/filter option both to the items menu and to your crate/stash. And lastly; - Make item stats preview itself when hovering through them with the arrow keys (for me at least they only preview when I hover them with the mouse, but not with not the keys...) One other thing that bugs my slight OCD a little bit, - Why doesn't the crates (the ones we can store our items at) have the same item organization than Geralt's item menu? And for that matter, why can't it store a great many categories of items? I mean the equipment/potions/quest items/components/books tabs. Is it possible to make it happen through modding? I have my "book collection" in a bag on the floor next to one crate in Novigrad. - Or as someone else suggested in these forums, make books weightless so you'd just carry them like components. This may be not very immersive-friendly (just as some items now having no weight...), but both are equally "forgivable" in the name of a... faster/cleaner interaction with the items menu. If that is something that doesn't interest any modder right now, I have zero experience with modding but if someone tells me its rather "simple" and somehow walk through the process - babysteps - with me, I'd might even give it a try myself. Not promising anything though :tongue: [wishing I were more tech savvy right now :sad: ] Anyways, Cheers and Thanks!
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