Hello! Tell me please, does it make any difference what version of the game or what chapter? I have 1.32 GOTY and I almost finished the game, I check your mod on old saves and get some texture cuts, for example:
I placed your mod at the very top of the loading bar, BIA, Old-Gen Fixes, above all, but nothing has changed. Can you help?
Oh that is great. How to set priority manually? Sorry for such a stupid question. I didn't find a good explanation on google and I don't want to mess up my game. What should I rename your mod to give it priority over Filterless Toussaint?
No, you don't have to rename the mod. The easy way to go is to simply run the ScriptMerger and look for any conflicting lines (left column). In your specific case, there will be a single conflict found (search for the line dlc/bob/data/levels/bob/bob.w2w). By right clicking on the different mods under that line, you can select the ''set mod priority'' option in the menu. Then, you make sure my mod has priority over filterless Toussaint. Lower the number = higher the priority!
Oh thank you for making such a great effort to explain in detail. I have installed it and set the priority as 1 and Filterless has been set as 2. Now I just can't wait to see the palace in all its glory. Thank you so much my man.
I explored the palace at the first opportunity I got and I must say, you have made an old witcher fan very happy. I still couldn't find Fringilla's secret room. It was nostalgic for me as if I was the one who had been there before. Amazing work. Please keep making such amazing mods which bring the things from the book in the game.
Impressive work. I think if we join forces with the author of the mod "Wine and Dinner", we might get a new interesting story about Geralt's adventures.
Thank you! Unfortunately, mods made with the Redkit tend to not behave very well, under v. 1.31 or v. 1.32.
This is especially true with mods like this one, where both the scripts, the quests, the meshes and other sensitive variables are all at once affected.
Tell me, if it does still deploys under the classic version, please!
Working within already built exteriors is indeed a bit tidious. Since the original buildings designers never intended the interiors to be completed, they have built the buildings without any regards of artefacts left on the interior sides. Also, Beauclair Palace as a somehow dynamic structure (The entities used can be replaced over time, depending on the player's decisions. Some layers will be hidden and other will be spawned. As an example, if Anna dies, some new flags and poles will show up on the palace walls, poking into the interiors. So quite a few entities and meshes need to be replaced, just in case).
But mostly, you have to constantly be careful, as a lot of the new interior mesh structures will poke out of the original building, forcing you to either edit their shape to exactly match the exteriors or create new ones, for the same reasons. At other time, you will have to ''pierce'' walls or other meshes (example, the palace's doors are not only locked, but they only lead to solid walls that have collision). Aslo, keep in mind that none of the palace's windows are opened on the interior side (solid wall, invisible or not), you will have to peirce once more and rework the occlusion system to be able to see though them, from the interior. To give you some numbers, out of the thousands new elements added to the area, I had to either modify or create over 400 meshes. Quite a tidious job!
Also, you obviously need to create new precises volume mesh and create new proprer areas and set them out so the game understands the player is inside (so it can occludes exterior sounds, lets the modder create interior sound environments, prevents raining inside the building, prevents light sources to bleed in or out of the building, etc).
Thank you for such a meticulous reponse, its so interesting to know how complex the process was. We thank you for the great gift that you gave the community here. You're awesome, this is awesome!
105 comments
I placed your mod at the very top of the loading bar, BIA, Old-Gen Fixes, above all, but nothing has changed. Can you help?
In any case, thanks for the help.
No, you don't have to rename the mod. The easy way to go is to simply run the ScriptMerger and look for any conflicting lines (left column). In your specific case, there will be a single conflict found (search for the line dlc/bob/data/levels/bob/bob.w2w). By right clicking on the different mods under that line, you can select the ''set mod priority'' option in the menu. Then, you make sure my mod has priority over filterless Toussaint. Lower the number = higher the priority!
It will look just like that :
hebergeur d image gratuit sans inscription
I think if we join forces with the author of the mod "Wine and Dinner", we might get a new interesting story about Geralt's adventures.
Mod Wine and Dine
What is it, the good ol' laptop is coughing a bit?
This is especially true with mods like this one, where both the scripts, the quests, the meshes and other sensitive variables are all at once affected.
Tell me, if it does still deploys under the classic version, please!
can you make a small Version of this Mod vor 1.31/32,
many Players use the old Generation
Either way, this is one of the greatest mods for this game yet! <3
Working within already built exteriors is indeed a bit tidious. Since the original buildings designers never intended the interiors to be completed, they have built the buildings without any regards of artefacts left on the interior sides. Also, Beauclair Palace as a somehow dynamic structure (The entities used can be replaced over time, depending on the player's decisions. Some layers will be hidden and other will be spawned. As an example, if Anna dies, some new flags and poles will show up on the palace walls, poking into the interiors. So quite a few entities and meshes need to be replaced, just in case).
But mostly, you have to constantly be careful, as a lot of the new interior mesh structures will poke out of the original building, forcing you to either edit their shape to exactly match the exteriors or create new ones, for the same reasons. At other time, you will have to ''pierce'' walls or other meshes (example, the palace's doors are not only locked, but they only lead to solid walls that have collision). Aslo, keep in mind that none of the palace's windows are opened on the interior side (solid wall, invisible or not), you will have to peirce once more and rework the occlusion system to be able to see though them, from the interior. To give you some numbers, out of the thousands new elements added to the area, I had to either modify or create over 400 meshes. Quite a tidious job!
Also, you obviously need to create new precises volume mesh and create new proprer areas and set them out so the game understands the player is inside (so it can occludes exterior sounds, lets the modder create interior sound environments, prevents raining inside the building, prevents light sources to bleed in or out of the building, etc).