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About Althiya
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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.
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I need this so badly for SSE. Please!
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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.
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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)
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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?)
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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?
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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?