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Althiya

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  1. Is it possible to make it display the exact install date like NMM does? If not, please add this option. I hate seeing half my mods as"2 months ago" and having no idea in what order I got them.
  2. I need this so badly for SSE. Please!
  3. More like a new (downloadable option) to your existing mod. function MuteGeralt() { if(thePlayer.IsSpeaking() && !wasSpeaking) { originalVolume = theGame.GetInGameConfigWrapper().GetVarValue( 'Audio', 'VoiceoversVolume'); //theGame.GetInGameConfigWrapper().SetVarValue( 'Audio', 'VoiceoversVolume', "0" ); //theGame.SaveUserSettings(); //Function / code or whatever that will auto fire / trigger keyboard key (any) without pressing it wasSpeaking = true; } else if(!thePlayer.IsSpeaking() && wasSpeaking) { //theGame.GetInGameConfigWrapper().SetVarValue( 'Audio', 'VoiceoversVolume', originalVolume ); //Function / code or whatever that will auto fire / trigger keyboard key (any) without pressing it //theGame.SaveUserSettings(); wasSpeaking = false; } } I have already commented out set / save options in your function, but what i need is witcher script equivalent to C++ autopress key (something like SendMessage(hwnd, WM_KEYDOWN, VK_T, NULL) :wink: where keyboard key is pressed via function / code instead of actually clicking on keyboard key. In that way you are triggering voice filter on / off each time when that key is pressed (via function / code, instead of clicking on it manually). I'm assuming you're using an external program to modulate the voice and it has to be triggered by a hotkey? I'm not aware of any w3 script functions being able to trigger a system-wide key press, or communicate with the outside world in any other way. (maybe someone knows). The only solution I can think of, is to use my code and set a new custom variable to true whenever geralt speaks, and then have an external program read this variable repeatedly from W3 config, and enable/disable voice modulation based on the config variable state.
  4. Alright, I guess I'll just have to make a new mod then that does exactly the same things, but is coded from scratch. (to replace the dead mod)
  5. What about mods where the original author has been inactive for over a year (with the posts being full of people asking for updates since the mod no longer works with the latest game version). Can I upload updated components of that mod as long as I give credit stating that it is a mod of a mod? (Does it make a difference if I mod the mod, or if it's a "pure update" making it version compatible?)
  6. I often edit mods that I download to improve them for my needs. As long as the modded mod has new/different functionality and is transformative (https://en.wikipedia.org/wiki/Derivative_work#Transformativeness) enough to not be just a re-upload, can I upload these modded mods without asking for any permissions?
  7. After using racemenu sculpt, it seems to me that the face shapes are stored as 3D meshes in the game. I recently made a rather decent 3D face in FaceGen, which I can export as an .obj file. Does anyone know a way to automate the conversion of the .obj into the racemenu sculpt mesh instead of having to do it manually polygon by polygon?
  8. So I disabled bMouseAcceleration and VSync, but the mouse steel feels laggy in-game. Anything else that can be tried?
  9. I want to get the most realistic and natural visuals possible at 1440p with 100FoV and 60-80 fps. Since I want to get this on my R9 390 I assume I'll have to go for performance-oriented ENBs? Any ideas?
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