Jump to content

diamok

Members
  • Posts

    60
  • Joined

  • Last visited

Everything posted by diamok

  1. Try the markfordelete command. Unlike disable, which only removes the visual state of the object in game, markfordelete will remove the reference of the object from the save entirely. Take care,
  2. There is an Elderscrolls MMO and there has been much talk of a Fallout MMO, beyond the Interplay issues a few years ago. Because of this, I am assuming Bethesda will not be implementing any form of multiplayer in Fallout 4. However, it is the Entertainment Software Industry, stupider things have happened, like people still buying EAs p*** a** excuse for an American Football game. So you never know. Take care,
  3. You need to learn to use the Search function... http://www.nexusmods.com/fallout4/mods/829/? Take care,
  4. This is probably going to require the GECK before we can even access the required fields needed. I have been digging through the fields using FO4Edit for the last few days and have not been able to find anything that indicates it has control over the clipping or snapping effects in game; though there is quite a lot of info to go through and I am not the most patient person. If I have any success at all, I will upload a mod, or post about it in Mod Talk however. Take care,
  5. Yeah CD seems to be pretty upfront with their products and intouch with the fanbase. I hope I'm just being cyincal and they help us out even before the Kits release. Regardless though, you have already done some awesome work for the community at large Monty, props to you. So has BicameralAnt for that matter, it's guys like you two that make modding what it is and makes me want to mod just to give back. Take care,
  6. I don't want to sound negative, but I don't think CD Projekt is going to give out any info regarding mods until they make the Kit avaiable for use. Not that it hurts or doesn't help asking though, but I've just had a lot of expeience with Development Companies. With that expeience, DCs in the past have been very tight lipped regarding anything to do with, or related to a piece of software they are planning on releasing. Again sorry and not hating or anything like that, I'm all for asking...I've just been through it and have gotten a bitter taste I guess. Hopfully I am wrong in this case though. Take care,
  7. As BicameralAnt stated, the files are for sure bundled, but if say the texture.cache file could be remade after editing/replacing a texture, the DLC folder could surely be used as a mod install location...yes? Heck, even the script oreiented mods that have been already released could be installed this way as well. Maybe? I don't know, just trying to get around issues until we get the Kit to work with I guess. I'll keep brainstorming and see if something else emerges. :-) Take care and good morning,
  8. So I was in bed trying to go to sleep then started thinking about this whole override folder issue. It occurred to me, when I was poking around some of the settings files I may have seen something about the DLCs. So I got up, opened up the user.settings file located in the /Documents/The Witcher 3/ folder and sure enough, there is a section named [DLC] with code as such...DlcEnabled_dlc_004_001=1. I am assuming everything to the left of the equal sign sets which DLC is to be active, where as the number to the right of the equal sign sets whether or not the corresponding DLC is actually active. So, assuming this DLC folder and it's contents sort of already acts as an override folder per se, my though is this and granted, it's a complete and utter hacky/crowbar way to do things, but what if a modder simply added to the DLC folder (located in The Witcher 3 Wild Hunt folder in the install drive) and say made a folder called DLC999 (or whatever really), then plopped all the required files and folders into this new DLC folder. From there someone would need to create a script to add the line DlcEnabled_dlc_00999_001=1 (it may take some trial and error to find out exactly how to configure this line) to the user.settings file (without changing anything else in that file) for part of the install. Again, I was in bed going to sleep when I thought of this...don't hate on me to much if it's a dumb and useless idea. Of course, if it works...I expect praise and cheers from you all, as well as hefty credit. lol :-P I can think of one issue that could occur, if CD Projekt Red has already planned X number of DLCs for the game and hard coded that in. Thoughts? Take care and good night,
  9. Not a fix or workaround, but this may come in handy for some. http://witcher3map.com/v/#4/72.65/-20.21 Take care,
  10. I noticed that many of the .png files you may be looking for are amongst the extracted files I posted. However, the extraction script has converted them into .dds files. They can still be opened if you have a package that can deal with dds files. They might be of interest. Ok, cool. I'll give em a look see...great work on this Monty, nice job. Take care,
  11. @Monty - That's what I've noticed as well...it almost feels as if they do not want us messing around inside these files...of course, that's part of the fun of it all. :-) Thanks. Take care,
  12. @Monty - Have you seen any png files in this texture.cache file? I'm trying to find where all these icon images are for inventory, menu overlays and what not, but I really have little knowledge of unpacking files as it seems you do. Take care,
  13. Really depends on what you are looking for, but there are XBM files in many folders inside the blob.bundle files. Take care,
  14. Been digging around more and seems dds files are also used here and there, though I still have yet to find any overlay images and the like...might be that I do not possess the proper software to unpack all of the files. If anyone has a suggestion on software or location, that would be awesome. Take care,
  15. How many times have you been mauled by a bear and only your pants were shredded and not your shirt? Or when was the last time you went tumbling, rolling and leaping around the battlefield with only your weapon in hand getting scratched/nicked up and not the one strapped to your back? :-P Just saying, everyones take on "realism" is different and not that I think this games durability system doesn't have issues, it does, but it is not beyond "realism" to think being in a hard hitting near mortal battle wouldn't damage everything a person is carrying. Take care,
  16. Hey all, So I've been poking around inside some of the bundle packages and have found plenty of good stuff...but I have yet to be able to find where images are located. It seems most are in png format as per paths listed in many xml files. Example - "icons/inventory/weapons/axe_02_64x128.png" I have a number of things I'm looking to tweak if I can find where these damned image files are...anyone have any ideas, or of course even better, know where they are? :-) Take care,
  17. Hey all, So I've worked with Skyrim quite a bit, uploaded a few mods but mostly made personal tweaks for my own use...I'm fairly skilled with the Creation Kit and know a bit of coding here and there. But I honestly have no clue what is needed/required to mod The Witcher 3 and am looking for any guidance, links, tuts, vids or pretty much any help, as I feel there are a number of issues with the game that need fixing. If anyone could point me in the direction to software needed/used for modding, I would appreciate it. Take care, PS - Typing to fast and put Witch, not Witcher in title...grrr.
  18. One more bump to see if anyone has any advice, Take care,
  19. Still looking for help with this. It seems this wouldn't be that difficult to accomplish, I really just want/need certain factions to be automatically hostile toward the player. A la, if they see the player, they agro and attack. No more wondering around a town or city, all the while being a known bandit and the guards not giving a damn. This doesn't need to be through factions either, setting a permanent bounty on the player for all the holds would probably do the trick just as well. Of course, i'm not sure how to accomplish that either. :-) Anyway, any help is always appreciated. Take care,
  20. Thanks for the reply DrN. However, this does not seem to do the trick...I'll explain. What I have done is created a new faction, added all of the guard factions to it and made them all Enemies of it. I then added the Player to this faction and added this faction to the player. Doing this seems to be the same thing as editing the original PlayerFaction (at least it seems like it's essentially the same), I then loaded up Skyrim, started a new game and all I get is the same "Wait, don't I know you". dialogue from the guards. Non are Hostile and only become hostile if I attack them, steal or any other normal game mechanic means. Also, not every faction is listed under PlayerFaction, though it is possible some or all are attached to other factions that are listed there. If any of this is wrong, please let me know and advise me. :-) Take care,
  21. Just a bump in case someone can help. Take care,
  22. Might be an operating system compatibility issue. Does Win 8 (refuse to use it myself, so wouldn't know) have the ability to run programs in compatibility mode? Just a thought. Take care,
  23. Any high texture mods? Weapons, Armors, Body Skins and so forth... Are you using any mods that add NPCs to world spaces? Populated Cities, WARZONES, Extra Guards, OBIS, Interesting NPCs and so on... Any of these can and will kill frame rate, and if you have multiple of any of these...learn to live with the lag. :-D How many mods are you running? Running a bunch of mods (100+) can beat a system down. Take care,
  24. I am working out an idea for a mod that would force the player to live off the land, ally with bandits, giants and other monster/neutral types. Now, as I am only in the planning phase, I'm playing around with other mods that have similar concepts as my idea...one of these mods is Alternate Start - Live Another Life. ASLaL allows you to start a new game as a bandit, or rather a member of the Bandit Faction, which is the aspect of the mod I am interested in actually. But what I have noticed, even though the player is added to the Bandit Faction, this doesn't seem to effect any of the non-hostile/friendly NPCs in the game. The only thing I've noticed different is, guards respond with "Wait, I know you." dialogue, after I attempt to interact with them. What I want/need to do is force all "friendly" NPCs to be hostile toward the player by default. I'm sure this can be done by creating a new faction, or editing existing ones, but I honestly am new to Factions and not sure where to start. I thought adding the player to the Bandit Faction might accomplish this, but as stated above, that does not seem to be the case. And adding the player to one of the Monster Factions, would probably get the results I'm looking for, but it really wouldn't achieve what I want. If someone could direct me to a mod that accomplishes this, I could always dig through it and figure out what I need to do. Or better yet. :-) If someone could give me a heads up on what needs to be added/edited in a Faction to accomplish this, I'll go that route. Or heck, if there is another way to do this, I'll do that. Any information would be helpful regardless. Take care,
×
×
  • Create New...