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Partoutatix

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Everything posted by Partoutatix

  1. A mod's \modxxx folders go directly into your \Mods folder (so it ends up as TW3\Mods\modxxx). A mod's \dlcxxx folders go directly into your \dlc folder (so it ends up as TW3\dlc\dlcxxx but NEVER TW3\dlc\dlc\dlcxxx). If you can't handle that you should use something like TW3 mod manager. And then you need to run script merger.
  2. If you're only using those 2 mods you don't even need to merge those bundled xml files, from ghost mode description: Compatibility with specific mods: Preparations - do not merge effects_ep2.xml file. Make sure the one from Ghost Mode has a priority (should be like this by default as modGhostMode is loaded before modPreparations). GM likely already includes the changes preparations makes to those files. Also in order to merge the differences between 2 mod's files KDiff3 needs to compare 3 files, A: the vanilla reference file, B: Mod 1's version of that file, C: Mod 2's version of that file. Your script merger is only comparing 2 files because it can't find the vanilla reference file for that comparison, a bug fixed by the unofficial script merger patch. Next time follow the install instructions first and post issues in the relevant mod's page.
  3. https://forums.nexusmods.com/index.php?showtopic=7127551/&do=findComment&comment=73375583
  4. It means you didn't follow install instructions and didn't place the mod's folders & files in the right places and/or didn't run script merger + patch to merge conflicting files.
  5. Game won't launch, infinite load screens, long loading for dialogs etc. Use the mod limit fix.
  6. Wolvenkit, new mod, add file from bundle: \Bundle\dlc\dlc5\data\gameplay\items (and items_plus)\dlc5_items.xml and edit those 2 files. Save, pack and install mod. Now you know how.
  7. Try OBS Studio first (make sure it runs the encoding on your GPU, NVENC). Your cpu is the weakest part.
  8. This? https://www.twitch.tv/videos/573937133 . You may have to save/reload.
  9. Try wolvenkit. You can find the definitions for the base game's craftable bear/lynx/gryphon chest piece items in Bundle\gameplay\items (and items_plus)\def_item_crafting_armor.xml . You can find the definitions for the wolf armor chest piece item in Bundle\dlc\dlc10\gameplay\items (and items_plus) \dlc10_wolf_armor.xml You can find the definitions for the blood and wine grand master bear\lynx\gryphon\wolf armor chest piece item in Bundle\dlc\bob\gameplay\items (and items_plus) \def_item_crafting_armor.xml Replace the equip_template and icon_path values for the ones you want. Do the same for the pants/gloves/boots files.
  10. It's probably better containers. Try removing it, remerging and see if it works.
  11. 1) You can also add savegame-persistent modifiers to specific items in an inventory: import final function GetItemModifierFloat( itemId : SItemUniqueId, modName : name, optional defValue : float ) : float; import final function SetItemModifierFloat( itemId : SItemUniqueId, modName : name, val : float); import final function GetItemModifierInt ( itemId : SItemUniqueId, modName : name, optional defValue : int ) : int; import final function SetItemModifierInt ( itemId : SItemUniqueId, modName : name, val : int );Something like inv.SetItemModifierInt(itemId, 'sex', 69); 2) Try saving the result of GetWitcherPlayer().inv.GetItemAttributeValue(item, theGame.params.ARMOR_VALUE_NAME) to a SAbilityAttributeValue variable and check all its members: import struct SAbilityAttributeValue { import saved var valueAdditive : float; import saved var valueMultiplicative : float; import saved var valueBase : float; } For xbow + xxx% attack power, example from geralt level scales: function ModGeraltLevelScalesGetCrossbowAttackPowerAsInteger(inv : CInventoryComponent, itemId : SItemUniqueId): int { var stat : int; var attributeValue : SAbilityAttributeValue; attributeValue = inv.GetItemAttributeValue(itemId, 'attack_power'); stat = RoundMath(attributeValue.valueMultiplicative*100); return stat; }Instead of debugging with ingame prints, in the long run you might be better off using witcher script studio, connecting it to a running instance of the game (check a tut, place its .exe in the game's \x64 folder, you need to add a couple of arguments to the game's shortcut, ex: "C:\GOG Games\The Witcher 3 Wild Hunt GOTY\bin\x64\witcher3.exe" -net -debugscripts" , switch the scriptstudio option from "editor" to "game" and run the game in windowed mode, the little yellow or red bug icon should turn green once it's connected, if it doesn't then keep toggling "editor"/"game" and pressing the bug icon until it works), reload workspace scripts whenever you make a change to your mod's scripts and use breakpoints for debugging to be able to easily check the values of all local variables using the "Locals" tab.
  12. Try pressing all the keys on your keyboard until you find one that works.
  13. Scripts aren't cooked/bundled. C:\GOG Games\The Witcher 3 Wild Hunt GOTY\content\content0\scripts\game\player\r4Player.ws
  14. The Witcher 3 Mod Manager Script Merger Unofficial Patch
  15. Vanilla DLCs are the folders DLC1 through DLC16, bob, ep1. Any other folder in there is mod-added. If you used vortex to uninstall a mod that has a dlc component then it likely left empty folders in there. https://www.twitch.tv/videos/416825592?t=1m58s Vortex is not recommended for TW3, use TW3 Mod Manager if you need one.
  16. You need to install and configure Script Merger, then install and configure the script merger unofficial patch. Then run SM, merge conflicting files and run the game after each new mod install.
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