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joshjneumann

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Everything posted by joshjneumann

  1. That looks like the error I got when I didn't put "quotation marks" around directories that included spaces. Or might just have something to do with the directory being wrong? I could be wrong, though. I did see that error somewhere. Could have also been before I was running cmd in Administrator Mode. If checking both those things doesn't help, I have no idea. Sorry :(
  2. I'd probably be interested in a less anime-style version with slightly smaller breasts. Those ones are a bit much. Great work, though!
  3. TO BE CLEAR, I HAVE ALREADY FIXED THE ERROR. HOWEVER, I WOULD LIKE TO SEE IF THERE IS ANY WAY TO GET AROUND IT WITHOUT HAVING TO UNINSTALL A MOD I LIKE. Here's the error, and the conflict was with Murzinio's Fast Travel Points Pack mod: The merge was between AMM, modFastTravelPackFull, and modFriendlyHUD. I have GOG GOTY v1.31 So, does anyone have any idea how I could fix the error while keeping both mods installed? It seems unfortunate that I have to install a seemingly unrelated mod for this one. Thanks!
  4. You might want to check out this mod: http://www.nexusmods.com/witcher3/mods/780/?
  5. I'm really not sure what your point is... But thanks for your input :thumbsup:
  6. Well, I'm sorry but that just doesn't make any sense. If making a few unit cards have weather effects would stop you from being able to play any cards but hero cards then normal weather cards would do the same. You also seem to be forgetting that weather cards affect both sides of the board, both player and NPC, so even if what you say were true, it would not create an imbalance. Also, there are clear weather cards, and my plan is to give Ciri that power, so that would open the board right up again. Furthermore, weather cards (besides Skellige Storm) only affect one row at a time, meaning the other two rows are open to be utilized by any other card. I mean, that's how you work around the weather effects when an NPC uses a weather card, right? There's no real difference, besides that it adds a few extra points to your score this way as well. Lastly, I only plan, at the moment, to give two unit cards weather abilities. One of those cards is specifically a Monster unit, and the other is a neutral card, but the weather power will be to clear the weather, rather than nerf the board with weather effects. And having just two (or maybe three -- I'll see how it goes if it's even possible to do) unit cards posses this ability will absolutely not break the game.
  7. NOTE: Having a unit card summon a weather card with "EFFECT_SUMMON_CLONES" does NOT work. What it will do is freeze your game and probably your entire PC too when you try to play that unit card. Also, using the effect flags from leader cards does nothing at all.
  8. I'm currently working on a lore-based Gwent mod and i've run into one or two problems. First of all, I need to figure out how give regular unit cards weather abilities. For example, I want to give Imlerith the biting frost power and Ciri the clear weather power. Looking at the weather cards, the effect flags are "EFFECT_MELEE" and "EFFECT_CLEAR_WEATHER" respectively (iirc -- I'm at work right now). Copying those flags over to Imlerith and Ciri in place of "EFFECT_NONE" does nothing at all. To make any difference, you have to add "TYPE_WEATHER," but, unsurprisingly that just changes the cards' power icons to a snowflake and sun. It also lets you place the card in the weather box in-game, but it doesn't actually activate the weather effect. To get it to activate, I would have to remove the TYPE_CREATURE, TYPE_HERO, etc. flags, but that would obviously just leave me with weather cards that have Imlerith and Ciri's pictures on them. Pretty cool, but useless. So anyway, I think it all comes down to the fact that there is no procedure in the game's code for unit cards with weather abilities. Mind you, there's no procedure for making unit cards dummy cards, but I managed to do that. (It's basically just a dummy card with a power score and a different texture. Nothing affects it, so it becomes a hero dummy card.) Anyway, I believe I'll have to start looking in places besides the regular "gwint" files, but I have no CLUE where to begin. I guess I have to find the definitions the game uses to "translate" effects like "EFFECT_CLEAR_SKY," if that makes any sense. Could anyone please give me some tips about where I can find the right files!? Also, does anyone know how I might make a card show both the unit strength and the dummy card icon? Thanks!!
  9. http://www.nexusmods.com/witcher3/mods/2404/?
  10. I tried the underscore thing, but it still didn't work! Here's the mod: https://drive.google.com/open?id=0B5fqJGc-KECLTlNUaGtNdThWblE If you don't mind, could you please go through the steps you take to check the mod out? I'm not really sure how to unpack mods and then edit them myself yet. :P
  11. I did it. Will probably upload within the next few days.
  12. I have no trouble retexturing all kinds of things, from armour to Geralt's skin, but I can't seem to get my eye retexture to work. I thought that it could have been another mod getting in the way, but I think the only one it could have been is "PEEPERS," which I uninstalled. I do all the steps as usual, uncooking, cooking, packing, etc. Then I copy the mod into my mods folder and nothing changes in-game. I'm using the eye texture from the base game. Is it possible that a new eye texture was added in the expansions? What else could be wrong here? Thanks!
  13. The only problem I have with that mod is that it just makes things brighter, rather than adds more lights. Personally, I just want some more lights in my house. Some more candles and stuff.
  14. It took me way too long to figure out that I could type "Ciri" into the console and play as her. She was always my favourite character so it's really exciting. Anyway, I like fighting as her and using her powers and all of that, but there are some problems. She can't interact with anything. She can't talk to people, fast travel, or loot specific items. (She can loot stuff but the loot goes nowhere..... I messed up a guarded treasure marker like that.) Is there a way to let her talk to people and even progress through quests? Obviously it wouldn't be her voice, but that's fine. With the Doppler mod you can play as her (with her appearance) and do everything else that Geralt can do, but you can't use her powers. Is it impossible to have it both ways? Thanks!
  15. I was going through the mods for the first two games and actually found quite a few mods that would be awesome to have in the third game. None of them seemed too impossible either. I think my favourite one so far is the Genie Wish Mod for the first game. Essentially the mod does this: Adds item (genie lamp) to game that Geralt can rub (apparently using the scroll animation)Spawns a re-textured character (made to look purple, like a genie)Adds unspoken dialogue between Geralt and the "genie."Makes common console commands like the "additem" or "addmoney" commands immersiveDespawns the "genie" and keeps the lamp in Geralt's inventory for more wishesAll of those things seem possible even with the limited tools we have for modding the third game. The only thing I haven't seen done in Witcher 3 mods is adding additional dialogue options to the game. However, it probably doesn't have to be that fancy anyway, if adding actual dialogue is too difficult. For example, the Geralt Doppler mod has it's own window that you can scroll through and choose options. Something similar could be done to simulate dialogue. I think this would be a very welcome mod in this community that adds something entirely new to the game. EDIT: Never mind, there are ways to add dialogue to the game: w2scene dialogue encoder
  16. Most mods aren't supposed to go into the DLC folder. Have you tried just putting them into a "Mods" folder?
  17. I'm playing the GOTY GOG version and I just installed this companion mod. After doing a script merge, I get these error messages: "Error [modfriendlyhud]fhudconfig\modfriendlyhudconfig.ws(442): 'fHUDConfig' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\components\inventorycomponent.ws(1625): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\components\inventorycomponent.ws(1627): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\components\inventorycomponent.ws(1637): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\components\inventorycomponent.ws(1639): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\gui\menus\alchemymenu.ws(340): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\gui\menus\alchemymenu.ws(342): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\gui\menus\alchemymenu.ws(528): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(523): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(799): 'newCraftables' is not a member of 'handle:CR4Player' Error [modfriendlyhud]game\gui\menus\craftingmenu.ws(801): 'newCraftables' is not a member of 'handle:CR4Player' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code." The warnings disappear after retrying, but all the errors stay. The merged file is called "r4Player.ws" and the merge is between modFriendlyHUD, modJumpInShallowWater, and modSpawnCompanions. If anyone knows what might be causing the errors, please let me know!
  18. If you're still havig trouble with this, you need to get Script Merger.
  19. If I knew how to, I would do it. That looks amazing. But something tells me it would take more than just modding skills, because the 3D model would have to be created pretty much from scratch. Hopefully someone picks it up!
  20. I'd suggest getting the debug console enabler mod and then looking up an item list so you can use the console to generate the item you need. If that doesn't work or the item still doesn't show up in your inventory, I'm not sure what you could do besides trying to load a previous save.
  21. I'm not sure if it's a mod or not, but try hitting F11. When I do that, it pauses everything (even magic effects in the air, or rain) including subtitles. Otherwise, it will be this mod: Debug Console Enabler - LATEST (http://www.nexusmods.com/witcher3/mods/1168/?) and choose the file version with Freecam.
  22. Find any gwent mod on Nexus, unpack it and explore its content :smile: I've never modded before, so I'm not sure how to unpack a mod :sad: Do I need specific software for that? I want to start modding, so if I have to download all the regular modding software for it then I'll happily do that now.
  23. Could someone please help me figure out how to start modding Gwent? I want to make some changes like adding powers to certain cards and changing unit strength but I have no idea where to even start. Any advice or help finding a guide would be awesome! Thanks!
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