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Everything posted by TFE71
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Mod Merge Request : How to merge 2 mods using the same files ?
TFE71 replied to TFE71's topic in Baldur's Gate 3's Discussion
I ended up doing it myself, merging the files, I also included other mods that used the same files: the 2 "progressions.lsx" files in: ...\Steam\steamapps\common\Baldurs Gate 3\Data\Public\Shared\Progressions and in : ...\Steam\steamapps\common\Baldurs Gate 3\Data\Public\SharedDev\Progressions I even used the original files after unpacking / extracting the Shared.pak file, and modifying the class that I was particularly interested in... I would have liked to have created a PAK file instead of copying the Public folder into the ...\Steam\steamapps\common\Baldurs Gate 3\Data folder But since a mod used the 2nd file in \Public\SharedDev\Progressions, I had no choice (if there is another way, I don't know it), I couldn't create a PAK file.- 7 replies
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- progressions.lsx
- merge
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Mod Merge Request : How to merge 2 mods using the same files ?
TFE71 replied to TFE71's topic in Baldur's Gate 3's Discussion
Nobody knows ? Or is it too difficult or too long to provide an adequate answer ?- 7 replies
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- progressions.lsx
- merge
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How to merge 2 mods using the same files (Progressions.lsx, for example) ? I wish I could merge 2 (or more) "Progressions.lsx" files, coming for example from 2 mods (or more) (I only know how to use ConverterApp, install mods and modify *.lsx, *.xml files with Notepad++) : 2 mods for example : -- Feat Every Level Up : https://www.nexusmods.com/baldursgate3/mods/670 And : -- More Spell Slots : https://www.nexusmods.com/baldursgate3/mods/619 And also this one, with "merged.slx" and "meta.slx" files and other files... : -- Choose Your Stats : https://www.nexusmods.com/baldursgate3/mods/206 How can I merge these mods or make them compatible ? Thank you in advance for your help ! :smile: PS : I zipped the contents of mods (with 7z) already extracted with ConvertApp, but I can't upload them... :/
- 7 replies
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- progressions.lsx
- merge
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It is either that the mod you are using is too badly out of date OR that your file library simply hasn't updated which happens sometimes. Try starting a new game, completing the initial conversation with Henry's mother, then quitting the game. then restart KCD and load your previous save game. That often helps. OK thanks. (I used MY mod made with the latest updated files of the game (update 1.4.3)
- 9 replies
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- durability
- armor
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Since update 1.4.3, change the values of "max_status" in the file "armor.xml" doesn't change anything in the game, the initial values (vanilla) don't change after the installation of the mod, I made myself a personal mod among others for horse saddles, and I found that the change in durability values of objects (max_status) don't change in the game, I don't understand why !??
- 9 replies
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- durability
- armor
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[Tutorial] Tweaking RPG Parameters
TFE71 replied to Xylozi's topic in Kingdom Come: Deliverance's KCD1 Discussion
Do you have any idea of how or where we could find the parameters or the files which concern the repair of the equipment, by the craftsmen or by the repair kits ? I'm actually looking to change the "class" or "type" of an object, or something else that would make a saddle, for example, repairable, either by a repair kit or by a blacksmith or a cobbler (shoemaker). -
Saddle Repair [mod request]
TFE71 replied to ignorance's topic in Kingdom Come: Deliverance's KCD1 Discussion
I would also like to have a mod to repair my horse saddle. Do you have any idea of how or where we could find the parameters or the files which concern the repair of the equipment, by the craftsmen or by the repair kits ? I'm actually looking to change the "class" or the "type" of the saddle, or something else that would make a saddle repairable, either by a repair kit or by a blacksmith or a cobbler (shoemaker), like the caparison which is repairable by the tailor. Edit : I searched in all pak files and all xml files and I found nothing ! :sad: (for now) -
[Tutorial] Tweaking RPG Parameters
TFE71 replied to Xylozi's topic in Kingdom Come: Deliverance's KCD1 Discussion
OK, Thanks. -
[Tutorial] Tweaking RPG Parameters
TFE71 replied to Xylozi's topic in Kingdom Come: Deliverance's KCD1 Discussion
Are the changes made in XML files, like "rpg_param.xml", applied only to the player or do they also apply to NPCs? (stamina changes for example) -
Where are the list of items and for the merchants ?
TFE71 replied to TFE71's topic in The Witcher's The Witcher 3: Wild Hunt
Nobody can't answer to me ? -
Never mind, I finally found and understood everything !
- 4 replies
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- modmodding
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In my GOTY version, the "content" folder exist but it exist several folders inside "content" folder : "content0", "content1", "content2"....etc, like this : \content\content0\.... And it exist too the folders "patch0" and "patch1". So, in the mods folder, I create content0 and copy the modified files inside "\content\content0"...etc, or I copy the files of the mod just into the "content" folder ? Where I look for the files (script files or another) to be modified (for creating mod) ? Which folder ? This folder : \content\content0\scripts\....? or \content\content1\scripts\... ??? ....etc. content : http://www.hostingpics.net/viewer.php?id=830846contentfolder.png content0 : http://www.hostingpics.net/viewer.php?id=610217content0folder.png content1, 2, 3...etc : http://www.hostingpics.net/viewer.php?id=256758content2folder.png
- 4 replies
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- modmodding
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Witcher 3 MODkit Update Released
TFE71 replied to SirSalami's topic in The Witcher's The Witcher 3: Wild Hunt
What is the point, the purpose of this tool precisely ? -
Hello, 1) Do you know a tool to open/extract/decoder *.w3strings files ? (like Gibbed's Red Tools / Gibbed.RED.Strings.exe for TW2, for w2strings files) How can I do it ? 2) And a tool to uncook & recook resources game files like *.ws script files or *.xml files ? and bundle files ? NB : I have the TW3 GOTY Edition v1.31, the Steam version. Friendly.
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- modmodding
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