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Posted

Is there any easy way to ensure a bonfire or lamp is always burning? My little module uses the caves area as an underground town, hence tons and tons of lamps and fires for lighting purposes. And, uh, they all go out after a certain amount of time and I cannot for the life of me work out how to stop them doing that. The main game seems to have tons of fires in taverns etc and I've not noticed any fancy scripting in other modules I've checked through to keep them constantly "on", but I can't find anything that's different between those object files and the ones I'm using...

Posted

Did you know that you can open the modules for the main game in Djinni? I don't know what language you're playing in, but if you're playing in English, the modules all have a .mod suffix. Copy the module you're interested in to the place where new adventures go, change the .mod to .adv, and you can look at the module in Djinni. That enables you to do things like look at the fireplaces in the inns and see what settings CDPR is using for the fire object.

 

You also have total permission to open my own adventures ("Medical Problems 1: The Village Mystery" and "Medical Problems 2: The Witcher Disease") in Djinni and look at how I've done everything.

 

If I remember correctly, you need to see the fire object's Open State to "activated," but this is the kind of thing that's very easy to look up by opening up a CDPR module and seeing what they did.

Posted

Tried changing ice_plains.mod to ice_plains.adv, and Djinni doesn't recognize it with the other normal .adv files (same with the other .mod files to .adv I changed). Do you have to use a special program? Running Windows 10

Posted

You have to put them where new adventures go, not in the Djinni files. New adventures go in C:\Users\Public\Documents\The Witcher.

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