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TW2 EE mods


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18.04.2012 @ 03:07 #1

so since its just been a day since the game was released, was wondering whether any mod has been yet created. I tried some of the mods in tommy's stickied thread and they still work, but regardless of that, lets have some more mods guys! health, money, etc. and all that

Importantly is there a mod for changing Triss's hair? if no then for the love of god I hope someone makes one
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18.04.2012 @ 03:14 #2

Gibbed's red tools lets you extract pack0 in cooked pc. In it are xml files that determine most of the parameters of the game. There is one in particular in the abilities folder named geralt_basic that governs things from carry weight to damage to vitality, quite a bit of things.

EDIT: I'd recommend Notepad++ if you're going to be doing any basic xml editing. After you're done place the file in a folder in your cookedpc directory with the same structure it extracted it extracted to. Ex abilities\geralt_basic.xml goes into cookedpc\abilities\
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18.04.2012 @ 03:30 #3

Follow the instructions here to make mods of your very own:
http://witcher.wikia...Witcher_2_files
Want to be IN a computer game? I'm making one, and I want a picture of you! See here for details.

I've made three new adventures for TW1; you can get them at corylea.com/.

I've also made a bunch of mods that fix bugs, kill annoyances or tweak gameplay; you can get those at the Witcher Nexus.


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18.04.2012 @ 05:27 #4

Give us time to play the game through first. :)
I'll be checking my own mods to see if they still work, and if the "fixing" mods are still necessary, but I must admit that I'm being selfish and playing through the game first before I look at them.
If anyone IS trying them, it would be useful if you could post a "yes it works/no it doesn't" at the Nexus to speed things up.


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18.04.2012 @ 06:55 #5

dragonbird said:

If anyone IS trying them, it would be useful if you could post a "yes it works/no it doesn't" at the Nexus to speed things up. ›››

Actually, I think it's better if mod authors compare the new file to the one they modified and see if there are any changes, rather than asking users to simply try them out. In modding other games, I've found that sometimes there are subtle changes in a post-patch file that aren't obvious at first but that cause problems later on.
Want to be IN a computer game? I'm making one, and I want a picture of you! See here for details.

I've made three new adventures for TW1; you can get them at corylea.com/.

I've also made a bunch of mods that fix bugs, kill annoyances or tweak gameplay; you can get those at the Witcher Nexus.

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18.04.2012 @ 07:41 #6

Guys, is it possible for anyone to fix this mod
http://www.gog.com/e..._static_edition
specifically the 25% transparency version.
I have a plasma tv and I get terrible image retention when having the hud on screen all the time and disabling it isn't practical also. I had asked antihero to make me a hud transparency mod and he kindly delivered, but now with the EE version the game crashes. The file edited is HUD.swf and he had edited in machine language, so now I don't know what to do to make it run again and I really can't play the game like this. Thanks in advance.
n/a
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18.04.2012 @ 10:01 #7

I'm using the geralt basic xml file and working so far
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18.04.2012 @ 12:03 #8

My Disable Finishers mod appears to be OK from a file comparison (no change in the EE version), but I won't be able to give an absolute confirmation until I play the game. Checking the others now.

----

There are definitely some changes that will be needed. For my own mods, the armour retextures are OK, but others are not.

In general, any mod that affects the schematics/crafting diagrams and any mod that affects the silver swords should NOT be used. There'll probably be others too, but I only checked the ones I'm working with.

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18.04.2012 @ 13:47 #9

Guess this leaves my HUD mod request on hold...why couldn't CDP include a transparency slider like Skyrim, among all other features I doubt this one would have required too much resources.
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18.04.2012 @ 14:55 #10

artox said:

Guess this leaves my HUD mod request on hold...why couldn't CDP include a transparency slider like Skyrim, among all other features I doubt this one would have required too much resources. ›››


You'll really need to find the original author if you need a mod updated, I'm afraid. Give the author time - we like to play the game too :)

For info: All of my mods are now OK except for DM Effects Removal (want to play first to see if CDPR changed anything) and Santa Witcher (low priority :) )


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19.04.2012 @ 05:23 #11

Notepad++ has a nice compare file plugin that makes it easy as well.
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19.04.2012 @ 05:33 #12

Ocean112 said:

Notepad++ has a nice compare file plugin that makes it easy as well. ›››


I used ExamDiff - very fast and it works on the binary files too.

Anyway, mine are now all done except santawitcher, which is totally NOT a priority. Luckily, they were all fairly fast as none of the binaries were affected.


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19.04.2012 @ 07:41 #13

I just put together a simple "mod" package a few minutes ago.
What it does.
geralt_basic -increases carryweight to 750
geralt_skills -gives a mutation to every skill in the tree
def_shops -gives everything that was supposed to appear at the vendor 100% chance of showing up
def_weights -reduces the weight of items under 1 to .1 and all others to 10% of original value
def_stats_potion & oils -increased the duration of most potions and oils by 50% (I tend to game a little slower being disabled)
globals folder -changed the loot tables to where you have 100% chance to get all items mobs drop

Just place the three folders in the cookedpc folder to activate them all or pick and choose what you want.

I might do something later to change the quick menu to where you don't actually have to click on the item you want to select it but I'll have to edit the script inside the swf for that. Also might remove the need to "fill" the training skill tree and reduce the cooldown time of the medallion a little.

Won't let me upload here so I'll add it to the nexus.
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20.04.2012 @ 01:56 #14

Both Panel Tweaks and Hud Tweaks have been set to hidden at the Nexus.  So I expect these to be in the process of being updated.
Long time TES modder. When the tools are released, hopefully, a TW2 modder.
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20.04.2012 @ 02:30 #15

Zanderat said:

Both Panel Tweaks and Hud Tweaks have set to hidden at the Nexus. So I expect these to be in the process of being updated. ›››


Oh, I hope so. I'm really missing those two.


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20.04.2012 @ 04:47 #16

any mod for orens please? :)
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20.04.2012 @ 23:14 #17

I'm working on a "TV friendly" Mod.
I'm playing the game myself on a plasma in 1080p and all the text is incredibly small, the pure white text on dark background doesn't help much either.

It's still WiP, I've started with the Journal.

Original: http://i.imgur.com/J99ZJ.jpg
TV friendly: http://i.imgur.com/JdOHg.jpg
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artox 

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21.04.2012 @ 12:22 #18

Here is a link for a plasma TV friendly transparency mod on a shader level. For more info -
https://s3.amazonaws...itara_artox.rar
Just extract everything in the bin folder.
I've also included a readme on how to edit transparency for the various elements (text, ui), it's in the shaderoverride folder.
For more info on the Helix tool - http://forums.nvidia...pic=222386&st=0
I still would prefer to get the antihero_ mod working, but still no answer form him. With my solution if you make the text in the hud transparent you also get transparent text everywhere, which is not good for the dialogs and the inventory.

@Presskohle - if you know how to edit specific text transparency, like only in the hud (current objective) it would be really great.
n/a
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21.04.2012 @ 19:24 #19

Ocean112 said:

I just put together a simple "mod" package a few minutes ago. ›››

artox said:

Here is a link for a plasma TV friendly transparency mod on a shader level. ›››

Ocean and Artox, I encourage both of you to start new threads announcing your mod, so people can find them more easily.

The convention is to put the game in brackets and the type in brackets, followed by a title that describes what your mod does, so your threads would have titles that start with

[TW2] [Mod]
Want to be IN a computer game? I'm making one, and I want a picture of you! See here for details.

I've made three new adventures for TW1; you can get them at corylea.com/.

I've also made a bunch of mods that fix bugs, kill annoyances or tweak gameplay; you can get those at the Witcher Nexus.


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21.04.2012 @ 21:13 #20

artox said:

Here is a link for a plasma TV friendly transparency mod on a shader level. For more info -
https://s3.amazonaws...itara_artox.rar
Just extract everything in the bin folder.
I've also included a readme on how to edit transparency for the various elements (text, ui), it's in the shaderoverride folder.


First, thanks for the links and info!
Interesting approach, I don't use (or try to) transparencies at all, instead, I'm customizing the whole UI individually (softer colors, bigger font-sizes where necessary etc.). Do you have by any chance a download-link to antihero's old mod? Every dl-location seems to be down/deactivated. I would like to see, what exactly he did; for example, I found the tooltips scroll speed variable, but changing it messes with the [item_name] -- maybe it's a problem with the EE, or I'm just doing something wrong, I would like to double-check that.

Quote

@Presskohle - if you know how to edit specific text transparency, like only in the hud (current objective) it would be really great.


Like I said, right now, I just know how to edit the size & color of specific text. A different font is possible too (but only for all the text UI stuff, not individually).
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