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Longshot308

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Everything posted by Longshot308

  1. Nevermind all except as reported by mod section and WHS forum, infinite saves and preset setting mod still work. at least the ones I use.
  2. disregard. I did a full copy move of the game and it went bad, result one being the mods. I did a full wipe and place on my better SSD and placed my saved mod folder back in it and fine now. MIA CULPA, MIA CUPLA.
  3. cheat was causing tutorial lock ups but has been updated by the author for 1.41. easy see herbs hasn't been updated and causing mine craft'ish greenery and no herbs. Work around is to drop the ZZZ_ part of the .pak and put it into the new mod folder format. This works for other zzzz files that went into the data folder. ( note: delete from fast start if in there too). There is another problem for me: it is a dying power supply that can't handle the load the game places on it with the rest of the system demands on top causing a system lock and a replacement is on the way. 1.42 is out as of this post, will what it affects.
  4. a lot of old mods have the "zzz." and ".pak" to them and go in the data folder. Before 1.41 seriously messed up my game these older mods still worked and work until the game locked up my computer. My question is can the "zzz." part be dropped off then they get put in the mod folder or is more needed? I noticed the mods that were made after the release of the use of the mod folder have a data folder and maybe a couple more files. Are they needed by these older mods that are just ".pak" files to go into the mod file? Edit: found one of the lock up causes is the mod Cheat for console commands. author updated to 1.40. then 1.41 kicked in and still locks up the computer on the tutorial some one posted a fix but I don't know what to use to do it and another claims the fix nerfs the rest of the mod. still have some minecraft plants. tho I hafta see if another mod is doing that.
  5. with 1.41 for me it actually got worse. lockups, graphic glitches, missing herbs. lockup on the 1st tutorial screen at the beginning of the game. EDIT: tutorial lock up was the console cheat mod which the author fix for 1.41 the greenery was because of the "easy to see herbs" mod fighting with 1.41 and hasn't been updated since February
  6. has 1.4 messed up any mods yet? It surely has messed up the game and not let me use previous saves. so far what I have used seems ok like cheat console commands, robin hood. can't tell if easy see herbs work as the game won't draw them. I get far tho as the darn thing crashes and locks up the computer.
  7. how do I find and remove the stat/main perk cloak and dagger in console commands? I did a find command and it does not show.: I used [Cheat_find_buff id:cloak] and a whole bunch of things lists but not that. I can't win in the heretic mission as the woman has 21 speech( and only speaking options) and C&D takes away from speech and strength. I use potions, get drunk,wash gear, dress to max charisma and can only do 20 speech, keep getting the minus 1 debuff Thus leaving the messy option of killing the vicar and ruining rep. Unless there is another way to convince her that doesn't use the white speech icon.
  8. your are hunting on the kings land, which is the whole area, without his permission, ergo your poaching.
  9. use the bow dot mod and learn the proper hold over for the range attempted. just like real archery with a sight pin Better bow and arrow less hold over. with a yew bow and 12 skill and better piercing arrows I took out and 5 man cuman camp from above them with 6 arrows( 5 in the chests and one miss) and they never located me.
  10. agreed with the above. There should be a safe distance of not being heard. Also seems dumb the that dead can men summon guards.
  11. as title says. the mod cheat where you can access consol command stopped working after 1.32 haven't tried to note if more were broken. Anybody else seen this?
  12. "f you just rename the mod from example "zzz_kcd_Light500ExtendedWeight.pak" too "Light500ExtendedWeight.pak" always removing the "zzz_xxx_" and moving the mod to mods\NameOfMod\data\ModGoesHere" is this a steam line? I don't use steam so need to know if I hafta make a folder called mods?; or just make the change and put in the data folder? I don't have a mod/use a mod folder in my GOG version.
  13. Thanks. However for me it was : users/"user name"/saved games/kingdomcome/saves/playline() where "user name" is part of my allowed users on my PC. win10/64
  14. In witcher 3 console commands you can turn rain off or on. Can a console command for each be made?
  15. Where on the PC are the game save files stored? Infinite save mod saves but the game has a limited amount of slots. you hafta over write the last save. It would be nice to be able clean house of unwanted saves.
  16. Where can be found the id codes for items that have levels of qualities such as hunting arrows, long distance arrows. Or amour kits and the rest of the kits, and anything else that has levels of quality Preferably buy name for use in the console commands. What folder/part of the game are they in and what to use to read it. looking for ease that is found in TW3.
  17. knights in full quality steel plate by the 1400's were not as slow as you are imagining. By then armorers figured how to make thinner tempered steel plate. Look up you tube vids of people in recreated armor running, tumbling, jumping. The armor weight was distributed all over the body so not like hanging a 65 lbs. sack in your back. what would get them was stamina drain and over heating from heat retention from wearing all the under armor beneath it.
  18. Ya a KCD merger program ala script merger would be handy. Tho am another with no clue if or how.
  19. nice idea. Too bad you couldn't use a wash tub. It would be real handy for maces and war hammers.
  20. It would be nice if you could also retrieve them from the bodies on top of what arrows they might have as loot. the delay could also allow the retrieval.
  21. Any known plans to make NMM work for KCD ( if not already)? As a relatively new game a bumper crop of mods will surely happen leading to ( already in a few mods) conflicts. Having a resource like NMM and also script manager ( if applicable ) would be a help. The two helped with witcher 3.
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