While attempting to fill this request I've just now discovered an even deeper level of .redcloth than I thought existed. I'll do some experimenting, see if I can figure anything out, but no promises. Right now feathers look to be a special case. For the time being you'll have to stick with the peacock feathers if you're looking for variety.
On a side note, I can tell you a quick way to to make feathers turn off with your hat/helm when you use the helmet/cape toggle. If you're interested.
No problem! Sorry I can't give you anything definitive just yet. I did catch a glimpse of some feather-related files while prancing around my uncooked folder yesterday. Not sure if they'll lead me anywhere but it's worth a look-see.
Edit: Just found 'em in the bob_knight folder. Thought they were a belt because of the mesh. Weird. I've got the textures too so it's only a matter of time now.
thanks a lot for trying, really appreciated. Cause light red is quite weird for a witcher with such badass looking I'd prefer black or dark blue instead. Any help that I may afford you?
hi, I'm trying to retexture the knight armor set, that I want to change the black fabric part into chain armor. But I'd had some problems with exporting xbm files into tga. Is there any private contactable way to you that I may ask some modding questions? tks!
Chainmail, huh? That's awfully brave from what I've heard, but hey, go big or do what the romans do or whatever. Best way I know to get your hands on the .targa files is to uncook the full game in one session. Took me a little while (especially when I realized I still had to uncook the DLC folder afterwards) but it did the trick.
Are you using ModKitchen to uncook? Don't. Use this: http://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/7004360-w3-oven-an-alternative-gui-to-modkit-1-3
I never went back to the kitchen after I bought the oven. If you've got any more questions, qualms or queries I 'spose you can start a discussion in the forums tab and just keep building on it.
Actually I did used the Modkitchen to uncook, guess that's why I had stuck on it. If I uncooked the full game and dlc folder, do I need to uncook them together into the same folder or it's fine that I uncook into two different one?
Btw, still looking forward on your work! Thanks for replying and just can't wait what u would achieve.
Doesn't much matter if you uncook them separately since they're only there for resources. If you've got- hold on my incense holder shaped like a creepy tree is staring at me from across the room...
That's better. Anyways, if you've got them in different folders it'll probably just take you more time to navigate around to find materials. But that's the only issue really, since you're not actually referencing your uncooked folder anywhere, just using it to copy spare parts and look at file paths. You should be just fine.
hello, I got another question. I'm trying to change the color of knight's feather as u said, but I found out that when I changed the color, it'll changed npc's too. I'm wondering did u have any similar problems as I did?
Sorry for bothering you, but I got some serious problems. My computer was being attacked so I reboted it, but I can't get xml files to export tga again. Is it possible for you to send me the knight's feathers tga files of the bob folder that I may recolor it again, or for you that u may recolored it on the amm? tks for replying
.xml files aren't image files. You want to try exporting .xbm files. Although in this case you need to export the mesh file to get the diffuse map (visible texture).
Here's a copy of mine: https://drive.google.com/file/d/0B3ebWjm7gGuRYlRqRHYzaGFZWE0/view?usp=sharing
That's a spooky looking error. Never seen that before.
Tried any general troubleshooting? Checking to see if you've got the most up-to-date modkit, deleting your uncooked folder and re-uncooking the game fresh, sacrificing a virgin to a volcano, restarting ModKitchen, etc. Usually the simple solutions work wonders.
yah......I've tried all options but it doesn't worked
By the way, may I ask how do I make my repainted tga file into the amm accessory options?
I tired to uncooked your knight hips mod, but it just said there's an error: ERROR --- The specified 'Mod Directory' does not contain a "Modded" folder
Hi I've had the same problem as the user @Sklyr presiously mentioned.. W3 Mod Merger spams me with this: . QIODevice::read (QFile, "D:\INSERT PATH HERE\mods\modHipArmor\content\modKnightHips\content\blob0.bundle"): device not open QFileDevice::seek: IODevice is not open . I've merged a lot of mods before including your other mod The Big Red, this is the only time I encountered this issue decided to pass on this mod
Hey i got a question airshipcircus i saw your post talking about adding models for amm, is there a way that i can change a helmet so it turns into one of the vanilla kettle hats?
Sorry to ask here as it's not really within the scope of your mod, but I can't seem to find an answer in the AMM comments. My Knight Arms 1 fabric texture is MY-EYES-OH-GOD-WHY red, much like the Witcher Sets are unless you get the texture mod. How'd you get yours to work?
S'okay, I'm happy to help. Thing is, the arms you're using are taken from the npc assets. Normally this wouldn't be an issue, but since almost every knight in Toussaint has to use them, the cloth has to be one color they can easily change the value of (in this case eye-blinding red) when chugging out random NPCs. So basically you're getting the armor before the game has a chance to paint it something nice. It's the same for all the NPC Knight armor in AMM.
The armor in the mod images is Geralt's "Errant Knight 1" armor (located in the torso section of common armors) from the DLC, so it's made for him and therefore has its own texture.
I'm working on a mod to fix all the AMM knight armors right now, but I'd be happy to throw something small together for you tonight. Do you have any specific arms, legs, and/or torso you wanted? Particular color?
Hey did this mod ever happen? Trying to make Geralt into a knight yet I am sick of being florescent pink since as im sure you know almost all of the knight armor has pink cloth/leather.
Hey just wondering if youre still working on a mod to fix all the toussaint armour? Ive been trying to get armour that looks like the 2 from the fist mission before you go to tousaaint (milton and paulmerin or something like that) but its always just flat grey steel with blinding red cloth. Thanks! Also im not sure if youd even know this but when using AMM when i try to put a knight head armour on or just head pieces in general, all that happens is that Geralt gets a buzzcut and no helmet appears. Ive looked all over and cant find a fix anywhere...
Hi, I use 'The enhancment system' mod which unfortunately is incompatible with AMM, can i still somehow weear these armours u show? especially with the hip-guards?
Just to note is there a way of doing this through a similar process to the 'cosmetic armor replacer' mods for example? I want to make my grandmaster bear chest and arms armor appear as your screen shots.
I believe there is a way to use the enhancement system with AMM, but I don't know the details. And yes i'm sure one could rig up a replacement mesh specifically to replace the bear armor but that'd require, well, rigging up a mesh to replace the bear armor. It's certainly possible.
All I know is what I could glean from a cursory check around the mod page. It's got some AMM compatibility stuff listed there so that's the place I'd look.
Hi AirshipCircus! I wanted to merge your mod thru Mod Merger but it shows this result:
QIODevice::read (QFile, "E:\SteamLibrary\steamapps\common\The Witcher 3\mods\modHipArmor\content\modKnightHips\content\blob0.bundle"): device not open QFileDevice::seek: IODevice is not open
This is the first time I encountered this in Mod Merger. Do you advise against merging your mod thru Mod Merger. Hope I would be able to use your sexy hip armors. Thanks!
Have you tried re-installing with a fresh version of the mod? Weird. I'll try to see if anything's the matter on my end. In the meantime you may just want to merge it in with ModOven.
They're in the accessories tabs. About halfway through you should hit the knight equipment (pauldrons, elbow guards, that sort of thing). If you see the belts you've probably gone too far.
49 comments
On a side note, I can tell you a quick way to to make feathers turn off with your hat/helm when you use the helmet/cape toggle. If you're interested.
Edit:
Just found 'em in the bob_knight folder. Thought they were a belt because of the mesh. Weird. I've got the textures too so it's only a matter of time now.
Are you using ModKitchen to uncook? Don't. Use this: http://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/7004360-w3-oven-an-alternative-gui-to-modkit-1-3
I never went back to the kitchen after I bought the oven. If you've got any more questions, qualms or queries I 'spose you can start a discussion in the forums tab and just keep building on it.
Btw, still looking forward on your work! Thanks for replying and just can't wait what u would achieve.
That's better. Anyways, if you've got them in different folders it'll probably just take you more time to navigate around to find materials. But that's the only issue really, since you're not actually referencing your uncooked folder anywhere, just using it to copy spare parts and look at file paths. You should be just fine.
Here's a copy of mine:
https://drive.google.com/file/d/0B3ebWjm7gGuRYlRqRHYzaGFZWE0/view?usp=sharing
[2017.05.19 04:41:06][Info][WCC] Starting commandlet 'export'
[2017.05.19 04:41:06][Info][WCC] ---------------------------------------------------------------
[2017.05.19 04:41:06][Info][WCC] Attaching depot at 'C:\uncooked\'
[2017.05.19 04:41:07][Error][Core] Deserialization failure in file 'dlc\bob\data\characters\models\crowd_npc\bob_knight\items\model\i_01_mb__bob_knights.w2mesh'
[2017.05.19 04:41:07][Error][Core] !!! LOADING FAILED !!!
[2017.05.19 04:41:07][Error][Core] Unable to load 'dlc\bob\data\characters\models\crowd_npc\bob_knight\items\model\i_01_mb__bob_knights.w2mesh'
[2017.05.19 04:41:07][Error][WCC] Unable to load file 'dlc\bob\data\characters\models\crowd_npc\bob_knight\items\model\i_01_mb__bob_knights.w2mesh' from depot
[2017.05.19 04:41:07][Info][WCC] ---------------------------------------------------------------
[2017.05.19 04:41:07][Error][WCC] Wcc operation failed
can't figure it out what's happening
if I couldn't export the folder, is it possible to put it back in the game?
Tried any general troubleshooting? Checking to see if you've got the most up-to-date modkit, deleting your uncooked folder and re-uncooking the game fresh, sacrificing a virgin to a volcano, restarting ModKitchen, etc. Usually the simple solutions work wonders.
By the way, may I ask how do I make my repainted tga file into the amm accessory options?
I tired to uncooked your knight hips mod, but it just said there's an error:
ERROR --- The specified 'Mod Directory' does not contain a "Modded" folder
do I need to create one?
.
QIODevice::read (QFile, "D:\INSERT PATH HERE\mods\modHipArmor\content\modKnightHips\content\blob0.bundle"): device not open
QFileDevice::seek: IODevice is not open
.
I've merged a lot of mods before including your other mod The Big Red, this is the only time I encountered this issue
decided to pass on this mod
Screenshot for reference:
http://puu.sh/vL2e5/c44f6b0646.jpg
The armor in the mod images is Geralt's "Errant Knight 1" armor (located in the torso section of common armors) from the DLC, so it's made for him and therefore has its own texture.
I'm working on a mod to fix all the AMM knight armors right now, but I'd be happy to throw something small together for you tonight. Do you have any specific arms, legs, and/or torso you wanted? Particular color?
http://www.nexusmods.com/witcher3/mods/2448/?tab=4&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fcomments%2F%3Fthread_id%3D5653002%26mod_id%3D2448
I use 'The enhancment system' mod which unfortunately is incompatible with AMM, can i still somehow weear these armours u show? especially with the hip-guards?
Just to note is there a way of doing this through a similar process to the 'cosmetic armor replacer' mods for example? I want to make my grandmaster bear chest and arms armor appear as your screen shots.
QIODevice::read (QFile, "E:\SteamLibrary\steamapps\common\The Witcher 3\mods\modHipArmor\content\modKnightHips\content\blob0.bundle"): device not open
QFileDevice::seek: IODevice is not open
This is the first time I encountered this in Mod Merger. Do you advise against merging your mod thru Mod Merger. Hope I would be able to use your sexy hip armors. Thanks!
"E:\SteamLibrary\steamapps\common\The Witcher 3\mods\modHipArmor\content\blob0.bundle" ?