Mod updated, i have noticed that Lady of the Night still went back to Temple Quarter Sexworker model after the fight. The fault was in q3053_despawn.ncs script that still called the wrong model ID. Alas i haven't managed to get decompiling tools working so i fully reverse engineered that script from scratch. Consider it experimental then. I managed to complete quest with my script so i guess it's working, but winmerge between two compiled scripts shows that vanilla one is slightly longer than mine. Thankfully it's at the very end of the quest so risk of gamebreaking bugs is minimal.
If anyone has any experience with script decompilation, please, do contact me. I'm eager to make this script as perfect as possible.
Update: Patch no longer experimental. Instead of decompiling vanilla script or reverse engineering it, i wrote a new script that 1. executes old vanilla script 2. applies model fix 0.0001 second later
Brother... homie... my guy... how the heck am I supposed to install this fix? Like, seriously, what’s going on here? Could you maybe, I don’t know, include some instructions? Help me out here—throw me a bone!
It would be nice to have a proper installation guide for this, as in do we put this in the Override folder or just drop it in the Data folder without running into any problems
Everything works "fine". During the quest, after killing the knights, the vampires took on human form. And after a while I decided to visit them again. They are in this form, he came up and talked ... It turned out unusual and even interesting :)
Entire z_card and mcs3_07 are related to Lady. Both cs1's are the two variants (proAbigail and antiAbigail) of lynch scene with Haren and Odo :)
Vanilla often codes stuff by chapter or by area. If you see stuff starting with 1, 2, 3, 4, 5 and such, there's good chance these are chapter numbers. Same rule is applied to quests which almost always (yeah, there are exceptions...) start with q1 for Chapter I, q2 for Chapter 2 etc.
You need to open relevant module first. To do this you have to get files of vanilla modules and put them where you have custom adventures. Then you change their extension to adv and open them in D'jinni before you open Cut file.
Nice mod, I have made similiar changes to these cutscenes. They're not quite the same, since I am not using RotWW as such but my own upgraded looks for characters.
I did it a while ago, but that require editing appearances.2da, so it's bit hard on compatibility. I want to make sure there isn't any "cleaner" way of doing this. I also took care of Mervin having Radovid's face btw. So for example it wouldn't be compatible with my extra-armors mod without a compatch.
I'm planning to release tiny addon for RotWW, i might feature-creep it in there tho.
I have made several mods that add new looks to characters that I have never uploaded because it requires editing of appearance.2DA. That's why many of my uploaded mods are just standalone upgrades. I think it would only make sense for a huge mod to require a changed appearance.2DA.
Also, I already made a fix for Merwin. It has been integrated into Hiuuz's Witcher 3 Radovid Face:
The fix also works standalone. I have just never uploaded it by itself.
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If anyone has any experience with script decompilation, please, do contact me. I'm eager to make this script as perfect as possible.
If I only want the Odo / Harenn fix, which files should I delete??
Vanilla often codes stuff by chapter or by area. If you see stuff starting with 1, 2, 3, 4, 5 and such, there's good chance these are chapter numbers. Same rule is applied to quests which almost always (yeah, there are exceptions...) start with q1 for Chapter I, q2 for Chapter 2 etc.
Discover the secret! How do you manage to edit files cut in djinni.I can not open...
https://ibb.co/dbGyy2W
I'm planning to release tiny addon for RotWW, i might feature-creep it in there tho.
Also, I already made a fix for Merwin. It has been integrated into Hiuuz's Witcher 3 Radovid Face:
The fix also works standalone. I have just never uploaded it by itself.