Feradiera Posted September 15, 2015 Share Posted September 15, 2015 Did it work, though? because I'm doing pretty much exactly that, and nothing is happening... Link to comment Share on other sites More sharing options...
Neyjour Posted September 15, 2015 Author Share Posted September 15, 2015 Nope, I see no changes at all. It's still the default dark brown mane/tail. :( I have absolutely no clue what I'm doing wrong. I posted my steps in as much detail as possible, in the hopes that someone might be able to spot an error or see where I'm going wrong. Link to comment Share on other sites More sharing options...
Feradiera Posted September 15, 2015 Share Posted September 15, 2015 :[ damn, whatever it is, I'm doing it too, haha.Hope someone else will see this and post a solution. Link to comment Share on other sites More sharing options...
Neyjour Posted September 15, 2015 Author Share Posted September 15, 2015 Two complete n00bs, stumbling around in the dark. It's like the blind leading the blind. Really sad. :P :D I'm pretty sure I've seen a post... somewhere, talking about how the process is different when you're dealing with fbx and xml files. But I've been doing Google and forum searches and cannot find it. Something about not cooking and packing, or just not cooking, or... Ugh. I dunno. I can't remember. :( Link to comment Share on other sites More sharing options...
rivianbleidd Posted September 15, 2015 Share Posted September 15, 2015 To be honest with you I haven not used the manual batch file method since my first mod, after that all uncoock, export and packing has been done using “ModKitchen – GUI”. @Feradiera as I said haven’t used batch in a while and only for textures (have never packed a fbx manually, because by then I was using the gui), but looking at yours it appears to be fine, the only thing I would do differently (although not sure if it matters), would be the removal of the backslash at the end of the first uncoocked directory path on the call to cook, should look like this “-mod=D:\Witcher3_ModKit\mod\Uncooked”, this could be what’s giving all the errors. @Neyjour the files I mentioned affect only the mane, not sure which does the tail, would have to look, i recommend having maya or blender available and opening the fbx files to make sure of what the mesh is. I attached the the xml I edited that goes with “h_02_hd__simple.fbx”. Uploaded an example of how I did the final packing step. Link to comment Share on other sites More sharing options...
Feradiera Posted September 15, 2015 Share Posted September 15, 2015 Hmm, idk if the backslash would have any effect, though I can try it without it. I've also read that xml's don't need to be imported back to w2mesh, and I tried to cook, pack, generate metadata from that as well (with the fbx files in the same folder), but that didn't work either. Link to comment Share on other sites More sharing options...
rivianbleidd Posted September 15, 2015 Share Posted September 15, 2015 Yea not sure about the backslash but that’s how I did it on my old batch files. You are right about regular xml’s, they can be packed directly, but xml’s that are part of (or go together) an fbx do need to be imported back with the fbx to a w2mesh. This is the mod shown on the past image Link to comment Share on other sites More sharing options...
Neyjour Posted September 15, 2015 Author Share Posted September 15, 2015 I found a horse tail: H:\Witcher3Modding\Uncooked\characters\models\animals\horse\draft\model\ >t_01_hd__hairy.w2mesh Since we can't test them out right now, I don't know if it belongs to Roach, a different horse, or all of them. But anyway, there it is for future reference. There's also another "hairy" w2mesh file in the same folder (+ a similarly named buffer file: b_02_hd__hairy.w2mesh.1.buffer)b_02_hd__hairy.w2mesh But I don't know if it's part of the tail. I keep getting errors when I try to export it. http://i.imgur.com/d2dRIGc.png Link to comment Share on other sites More sharing options...
rivianbleidd Posted September 15, 2015 Share Posted September 15, 2015 (edited) Just checked all the meshes in \characters\models\animals\horse\draft\model\ and yea the one you found looks like the only possible tail, however did some color tests and nothing… so to make sure, I deleted both the mane and the tail (t_01_hd__hairy) and it appears that is not the correct one (or atleast that is not the tail Roach uses). So either the modkit is not uncoocking the mesh or it’s in another folder. b_02_hd__hairy.w2mesh is a hairier horse I believe is used in skellige. In the image below I deleted “h_02_hd__simple” and “t_01_hd__hairy” however only the mane disappeared. Edited September 15, 2015 by rivianbleidd Link to comment Share on other sites More sharing options...
Neyjour Posted September 15, 2015 Author Share Posted September 15, 2015 (edited) Thanks so much for testing that out. :smile: What a great idea, deleting the files! I guess I'll search around some more for the tail. Although, I have a bad feeling about that. It only seems logical to have the mane and tail in the same folder, and if that's not the right one, then... it's either (as you said) not being uncooked, or it's hidden away somewhere else, with some bloody obscure file name, and in a category folder that no one would ever think to associate with the horses. Anyway, if one of us can't find the tail, I'm not going to waste any more of my time on the mane. Modding one without the other is pretty pointless (for me). EDIT:How exactly did you find and delete those files from the game? Edited September 15, 2015 by Neyjour Link to comment Share on other sites More sharing options...
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