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Partoutatix

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Everything posted by Partoutatix

  1. Can you refill the charges of the items that are set to -1? Have you checked whether those refilled charges remain after a save/relaunch? You'd probably get more help from the Preparations comment section anyway.
  2. ^The contents of Vortex-downloaded mod files by default (symlink) will appear as empty to Script Merger, which can lead to unknown/missing stuff compiling errors. You can use the Unofficial Script Merger Patch (https://www.nexusmods.com/witcher3/mods/3395) to make script merger work with Vortex' default symlinks, but Vortex is not recommended for TW3 regardless. Manual downloads and either manual installation (following the mod's install instructions to the letter) or TW3 Mod Manager installation (https://www.nexusmods.com/witcher3/mods/2678) are the preferred methods.
  3. Vanilla upscaling makes all enemies equally powerful, so the more of them the deadlier.
  4. Well the first step would've been to google up some witcher 3 modding tutorials.
  5. "edit: One thing I am curious about - in the Strings file in your post - the last line is using the ID "[/size]2117736001" again - with nearly the same entry except for omitting "_Mods" from the string. Is this intentional? Just confused is all. If it works, it works. "[/size] The id probably should have been different/new but was mistakenly left the same as the one from the line I copied/edited for that entry. But you can also try deleting that entry to see if it's really needed or not. "edit-2: One other thing -- is the xml that you list above the file you used? I ask because it is the same as mine, only the indents seem to have been removed. Did you not edit the Ids and etc.. in the xml as well? THANKS - "[/size] I think the formatting is all screwed up from just being copy pasted into a forum post without using some sort of [ CODE ] [ /CODE] tags or something.[/size]
  6. Made a few changes, seemed to work. Some of the changes: -Got rid of the one key hex entry. -Made the string keys lowercase except for Mods. -matched the csv's key strings to what the mod menu was displaying (added option_ etc) I find making mod menus to be a PITA with all its little exceptions/niggles that I can't bother keeping track of/memorizing. The best way to solve the kind of issue you're having is just to delete your strings file from the mod to see the string key that the menu is actually trying to display. ;meta[language=en] ; id |key(hex)|key(str)| text 2117736000||panel_Mods|Mods 2117736001||panel_Mods_enemynpcs_name|Enemy NPC Tweaking 2117736002| |option_enemynpcs_enemy_logging|Enemy NPC Identity Logging 2117736003| |option_enemynpcs_specter_buffs|Specter NPC Boss Buffs 2117736004| |option_enemynpcs_draco_hybrid_buffs|Draconid & Hybrid NPC Boss Buffs 2117736005| |option_enemynpcs_necro_ogre_buffs|Necrophage & Ogroid NPC Boss Buffs 2117736006| |option_enemynpcs_magical_insect_buffs|Magical & Insect NPC Boss Buffs 2117736007| |option_enemynpcs_relict_animal_buffs|Relict & Animal NPC Boss Buffs 2117736008| |option_enemynpcs_beast_man_buffs|Beast & Human NPC Boss Buffs 2117736009| |option_enemynpcs_cursed_vampire_buffs|Cursed & Vampire NPC Boss Buffs 2117736010| |option_enemynpcs_uber_boost_plus4|Uber Boost - Add 4 Lvls To All Buffs 2117736011| |option_enemynpcs_targetable_guards|Enable Brawling with Guards 2117736001||panel_enemynpcs_name|Enemy NPC Tweaking <?xml version="1.0" encoding="UTF-16"?> <UserConfig> <Group id="enemy_npcs" displayName="Mods.enemynpcs_name"> <VisibleVars> <!-- TRUE/FALSE --> <Var id="enemy_logging" displayName="enemyNPCs_enemy_logging" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="specter_buffs" displayName="enemyNPCs_specter_buffs" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="draco_hybrid_buffs" displayName="enemyNPCs_draco_hybrid_buffs" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="necro_ogre_buffs" displayName="enemyNPCs_necro_ogre_buffs" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="magical_insect_buffs" displayName="enemyNPCs_magical_insect_buffs" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="relict_animal_buffs" displayName="enemyNPCs_relict_animal_buffs" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="beast_man_buffs" displayName="enemyNPCs_beast_man_buffs" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="cursed_vampire_buffs" displayName="enemyNPCs_cursed_vampire_buffs" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="uber_boost_plus4" displayName="enemyNPCs_uber_boost_plus4" displayType="TOGGLE" /> <!-- TRUE/FALSE --> <Var id="targetable_guards" displayName="enemyNPCs_targetable_guards" displayType="TOGGLE" /> </VisibleVars> </Group> </UserConfig>
  7. 3 posts up. With Vortex set to the default symlinks then in over 99% of cases Script Merger will be merging empty files. That means that if you have mods more complex than a My Little Pony skin in conflict they won't be working together. Yeah, no way vortex could cause issues with dlc... So from now on all the people asking for help with vortex-related TW3 mod issues can be sent your way instead for support? That's mighty kind of ya, thanks for the help!
  8. Disabling/uninstalling a dlc mod with Vortex leaves behind empty placeholder dlc folders which causes this very issue. Vortex does not work fine with TW3.
  9. If it works on 1.31 there's no reason it wouldn't work on 1.32.
  10. ^Because the site owner thinks it's fairer that way doesn't make it clear to me how it's supposed to be fairer so I'd be interested in a link to the discussions that led to it if you have it. IMO for mod authors fair would mean not having to share the fruits of your labor that you've made available for free with people who've antagonized you if you don't want to. For mod downloaders that'd mean not having to kiss ass or jump through hoops to be able to download someone's mod. I think there are many more ways of antagonizing mod authors and discouraging them from making mods than just leaving bad comments on their mods. And as far as "doing something in your files" counts then making frivolous reports against a mod in a bid to get the mod removed and the author banned from nexus should certainly be up there as a major cause of wanting someone blocked from your mods, yet those are protected.
  11. People with different political opinions are already quite capable of leaving comments on your mods and getting blocked for it. Only being able to block those who leave comments on your mod doesn't prevent such "abuse" as you call it. Maybe they've trashtalked you on some other platform? Maybe they've anonymously reported your mod with a frivolous complaint because they hate your guts. Maybe they kicked your dog. What does it matter really? There's a million ways people can screw with you to the point that you'd refuse to let them benefit/take advantage of your modding work. I've yet to see the real argument as to why the ability to block someone should be restricted to only those who'd left comments on your mods. Nor how it benefits the modding community to make modders feel like they're being taken advantage of by some people with no solution other than to "take their ball and go home".
  12. You need the Script Merger Unofficial Patch for it to work with vortex-downloaded mods.
  13. FCR3 changes that, I suggest you could check out its files (and the mod).
  14. https://github.com/AnotherSymbiote/WitcherScriptMerger/search?utf8=%E2%9C%93&q=dlc&type= seems scriptmerger expected blood&wine to be called ep2 instead of bob internally(ep1= hearts of stone), so that's probably why we're getting 2-way merges for B&W xml files. Anyone able to get in touch with the scriptmerger author/AnotherSymbiote?
  15. I'm getting a 2-way merge conflict between dlc files, for instance https://www.nexusmods.com/witcher3/mods/2863 , with https://www.nexusmods.com/witcher3/mods/2788 or with https://www.nexusmods.com/witcher3/mods/1265help?
  16. ^Did you make sure the game folder was empty before reinstalling?
  17. Doubt it will make a difference but did you try installing it to C:\GOG Games\The Witcher 3 - Wild Hunt\ rather than C:\GOG Games\The Witcher 3\ and \Mods\ rather than \mods\.
  18. ^I believe it was with this post on January 9 https://forums.nexusmods.com/index.php?/topic/6294841-tw3-xml-files-recommended-parserxquery-processor-settings/#entry56635576 edit: had to edit this one too for it to stick.
  19. ^Don't know if this bug has been mentioned before but whenever I first post a reply on the nexus forums it shows up as an empty post. I usually have to edit my post, rewrite it and save changes for it to stick. In this case I left it there and am adding this new reply below (which i will doubtlessly have to edit for it to stick) to serve as an example. Edit: this second post in a row actually stuck the first time. Win10 64 Chrome with adblock plus, popup blocker.
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