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MarkRushow

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  1. I've been using Notepad++ thus far, but decided to look into VS Code for greater assistance. So far I'm only working with .xml and .ws files. I read ModKit is supposed to support VS. Can anyone help me set all this up and recommend extensions and import export methods? I've only had a semester in C++; VS class I never finished; and a semester in Python. So far I've been able to manage my way around enough to make some changes I want. Though, I have a long way to go and Notepad++ is clearly not going to be good enough for me. How can I properly set up and make use of this tool to my benefit? Please help Obi Wan Kenobi, you're my only hope.
  2. I'm reading here: https://witcher.gamepedia.com/Script_Studio#Editing_Scripts that Script Studio is apart of the official modkit. Where is it? I have modkit and have been using it along with wss_lite wrapper ModKitchen but I don't see script studio anywhere. Are script files just the .ws files? Are .xml files considered script files? So far I only have access to .xml files that are uncooked using ModKitchen. These files don't seem to contain what I'm looking for. Opening .ws files with NotePad++ to try and find what I'm looking for but it really is a needle in a haystack and I'm unsure how to pack any changes I make to those files into a mod. What other file types should I look into. What do the bundles contain? There are a lot of things I want to tweak but first and foremost I must turn off leveling up. Secondly I'm going to want to supplant autogen with base stats. I don't want autogen lvling or adding abilities or any of that stuff to items creatures npcs or any of that stuff. And I want balance stats and abilities for all these things myself. I know it is a lot of work and won't be easy. What I don't know is the first two steps. All I could find in .xml files from content folders relating to leveling was how much exp is required to gain each level. I came across a call or pass to autogen but nothing that would let me supplant it. There are so many resources teaching how to alter graphics and I have no interest in changing models or textures. There are a few that go over .xml files but it pretty much stops there and there is a huge gap in resources teaching where else to go though the tools to do so are present and hard to find if you don't know what to look for and really difficult if you think everything stops at .xml files located in content folder. Also NEXUS Mods Statement link for download the modding tools is broken. I know I can get modding tools here but that doesn't help others from there.
  3. Resource: The Witcher III: Wild Hunt file Directory/Index A growing database of game files that uses filters and is searchable and comparable. This resource is intended to give a different view of folder struct, file/folder naming conventions, and how they all relate to each other. Hopefully helping to navigate and more quickly find relevant files for edits. ====================================================== Sheet1 - Table of Contents Sheet2 - 471 .xml uncooked file entries [ModKitchen v1.1 uncooked folder structure/file locations] Fields: - Group Types (Last folder group) - File Names - File Locations - NG+ File Locations - File from field: Base / DLC(#) / Ep(#) - Optional fields for: Descriptive Names (add notes to names), and Tags. Sheet3 - 14 .xml file entries from game directory Fields: - Group Types - File Names - File Locations - Optional fields for: Descriptive Names (add notes to names), and Tags. Sheet4 - 1,492 .ws file entries from game directory Fields: - Group Types - File Names - File Locations - Optional fields for: Descriptive Names (add notes to names), and Tags. ====================================================== ! If you would like to give constructive feedback, share ideas on making this resource even better, or help with new file types you are welcome to message me. * Fresh download of: W3 v1.31, DLC(1-16), and both Expansions; were first installed and included. * ModKitchen v1.0.1 was used to uncook the .xml files and that file directory was used for .xml file locations. * Unification patch for 1.31 and 1.31GOTY versions (mod v1.1) was first installed before compiling these tables. * Steam install of game directory was used to compile tables of uncooked file types and file locations point there. If folder structure and file locations differ from GOG GOTY edition after the Unification patch then a field would need to be added for GOTY edition paths. --------------Updated 9/18/2017 --------------Updated 9/19/2017 --------------Updated 9/19/2017
  4. 1) How to lock or freeze experience gain and leveling up? 2) How to pull all weapon and equipment stats into sheet to be edited and balanced to be kept static? 3) How to pull all creature character stats into sheets to be edited and balanced to be kept static? 4) How to add into game and test? I would like to create this mod for myself but make it available if others want it too. This would be just the first section of what I want to do. It is a start. I only want to focus on gameplay and story and could care less about leveling up and stats. I would like to balance everything from the start and keep it there. In a perfect world more than that but this would be a start. I have no desire to make a god mode or souls mode for normal. A well balanced playthrough. Often the balance of the game with or without mods and regardless of options is unbalanced or too restrictive. It is either too easy (player OP) or too difficult (better get grinding to lvl). It is rare the game is just right. Just messing with the in game options to try and get a balance between difficulty settings and enemy scaling is not good enough. I would like to pull all equipment stats closer together. I prefer the difference between the best well made sword and the most common made for a lowly soldier to be like the difference between a 2X4 and a metal baseball bat rather than a slingshot to a rail gun.
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