The Witcher 3
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Trial 1 - Installation (32 comments)

  1. rmemr
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    Trial 1 - Installation

    The first trial will focus on getting all the required tools setup and a quick test if this worked.

    Your task is to:

    • install the LATEST radish modding tools (encoders and ALL ingame mods, each will be used in one of the following trials)
    • reencode the posted example project (in debug mode),
    • IMPORTANT: use a fresh savegame (either new game or a savegame prior installation of *ANY* (downloaded or generated!) hubtest example)
    • use radishQuestUi mod to visualize the debug infos
    • hide the foliage with maximized radui
    • post a screenshots/short video snippet playing the quest with visualisations still active (radui minimized)
    • ask questions if something is not clear and provide feedback if important information to accomplish the tasks is missing
    • help your fellow apprentices

    >> article with background information and tips for trial 1 <<
  2. GeneralD00
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    Hi rmemr,

    I have followed Trial 1 and managed to get radui working and rebuild the example project in debug mode. After rebuilding, the game starts and I can use radui. I see two layers which are also present in the quest editor, right after the Quest-Start Block.
    But how do I play this quest now? I started a new game and have no idea how/where to find it. Also cant find how to "use radishQuestUi mod to visualize the debug infos ".
    Thanks in advance and thanks for this amazing work.
    1. GeneralD00
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      Ok, I managed to find the quest, this video by rmemr: https://www.youtube.com/watch?v=2aUKIbG69mc shows where to find it. Only thing missing is how to access the debug infos. Where do I find them?
      Edit: I think I confused myself. Correct me if im wrong, but the debug infos are the layers and their information which are visible in radui right? There is no debug log or anything like that :D
    2. rmemr
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      debug infos are encoded into the binary layers used by the game. if you see (encoded!) layers in radui it means the mod was build in debug mode and some visualization for layer entities can be made visible during "normal" gameplay (minimize radui, see hotkey help).

      P.s: sorry for the late answers. You have a higher chance to get answers faster if you join the radish tools discord server because there are more people that can answer questions directly. Just ask for the radish trials permission roles to get access to dedicated channels with discussions by other trial participants.
  3. wilku05356
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    Hello there!
    I've rebuilt the modhubtest and that's how it looks for me:
    https://imgur.com/a/yEVs7vv
    There is no item descriptions (the ones added by mod), but I can easily enter the new hub.
    Is it a bug or is it rather something on my end?
    1. rmemr
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      The strings for the description are missing because the project only provides/generates the English strings. If you turn on English as language it should be all visible.

      In general it is much easier to work with one language (in this case it's English) and provide localization after all is finished.
  4. RejemMjude
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    Hi rmemr and thanks for this work,

    I can't get around this problem, happened during a full.rebuild

    --------------------------------------------------------------------------
    -- WCC_LITE: GENERATE NAVDATA
    --------------------------------------------------------------------------

    >> DBG: wcc_lite.exe pathlib -rootSearchDir dlc\dlchubtest\levels\ *.w2w
    [2020.02.01 21:27:21][Warning][Core] Unable to load scripts from file 'x64.release.redscripts' because they do not match current platform. Reason: The scripts directory has changed since scripts were compiled
    [2020.02.01 21:27:43][Error][WCC] WCC command couldn't find and worlds to play with
    [2020.02.01 21:27:43][Error][WCC] Wcc operation failed

    Can you point me to the right thing to do?
    1. rmemr
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      Difficult to say. Is this the first error in the log you encounter? There should be a complete wcc.log in the root of the project dir (if you used the latest project template).

      Navdata generation is the first time in the build pipeline that wcc is used (if custom models are not imported as in the example project). So it is possible the links are not setup correctly and wcc cannot find the uncooked files embedded in the r4depot from the modkit.

      If you won't find the problem (or if you want to) I'd suggest to join the discord server. It's probably faster to get help there (faster to ask for more specific details to find the root cause).
  5. perry92
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    Hey Rmemr,

    As i have said in the other thread im trying out your tools and have had success withe creating dialogues, however i a now looking at trying a small quest but in the installation trial i have received the following error when trying to do a full rebuild:

    it looks like some of the scripts are an issue but do you have any ideas as to what might sort it?


    [2020.01.05 14:01:25][Warning][Core] Unable to load scripts from file 'x64.release.redscripts' because they do not match current platform. Reason: The scripts directory has changed since scripts were compiled
    [2020.01.05 14:01:35][Error][Core] [Script]: Error game\gameplay\ability\abilitymanagertypes.ws[17]: Structure 'SBlockedAbility' already defined.
    [2020.01.05 14:01:35][Error][Core] [Script]: Error game\behavior_tree\aicombatstorage.ws[2]: Cannot find class 'CAIStorageHandler' to import
    [2020.01.05 14:01:35][Error][Core] [Script]: Error game\behavior_tree\aistorage.ws[1]: Base class mismatch. Class 'CHorseRiderSharedParams' specifies 'CObject' as a base but native code uses 'IScriptable'
    [2020.01.05 14:01:35][Error][Core] [Script]: Error game\behavior_tree\aistorage.ws[29]: Base class mismatch. Class 'CAIStorageAnimalData' specifies 'CObject' as a base but native code uses 'IScriptable'
    [2020.01.05 14:01:35][Error][Core] [Script]: Error game\behavior_tree\aistorage.ws[37]: Base class mismatch. Class 'CAIStorageHorseData' specifies 'CObject' as a base but native code uses 'IScriptable'
    [2020.01.05 14:01:35][Error][Core] [Script]: Error game\behavior_tree\aistorage.ws[45]: Base class mismatch. Class 'CAIStorageRiderData' specifies 'CObject' as a base but native code uses 'IScriptable'
    [2020.01.05 14:01:35][Error][Engine] Fail reason: Scripts
    [2020.01.05 14:01:35][Error][WCC] Failed to initialize the engine!


    ERROR! Something went WRONG! one or more seed files were NOT GENERATED!


    ERROR! Something went WRONG! Please check above output.
    1. rmemr
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      This is odd. From the errors it looks like the scripts are not compatible with the version. Is this the log from wcc or the game?

      In any case: are you using the latest game version and the latest (patched) modkit?

      Did you copy scripts from the game into the modkits repo ? (don't do that!)
    2. perry92
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      Okay not to worry i am sorted.

      i have set up a quest with a scene and the characters use the voicefiles nicely, i didnt bother tuning the lipsync as i think the default actually looks just fine. I can also link scenes and quest phases to ws files.

      so now im trying to add some layers and make a small community. only issue im having and im sure its something to do with my setup is that when placing static actor entities with the quest ui mod, the vanilla options seem limited where do they work out which assets can be used? finally when placing an interactive object like a ladder, the player cant seem to use it, the 'use' helper pops up but geralt wont climb, is there some extra setup we need to perform on interactive objects to make them usable?

      Feel free to pm me if you prefer.

      thanks for all your help!
    3. rmemr
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      I honestly do not understand your first question. Actors are never static, do you mean assigning actionpoints with the standin actors?

      About interactive objects.. That is a good question. I have never tried such a thing so cannot really provide an answer. But I would suggest to take a look with modkit/wolvenkit at a working ladder in vanilla and check what makes them special.

      If you are working on a bigger project it might be easier to join the radish discord server to get your answers faster as there are a couple of other modders who may help, too.

    4. perry92
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      Hey Rmemr,

      Sorry its my unreal lingo slipping in, i suppose i meant static entities e.g i could find all the pallisades and walls for the dlc but there dont seem to be many vanilla assets.

      its hard to give this a lot of time but having got my head round everything i want to crack on with something haha. ill join the discord server and go from there.

      Thanks a lot for your help.
  6. ardwall
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    For anyone suddenly having problems with encoded layers not showing up in RadishQuestUi make sure you don't forget the radish.tools.unpack.into.r4data if you ever reinstall modkit.
  7. donutman0610
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    Ok thanks
  8. donutman0610
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    So I got the quest to work, but for some reason my RadishQuestUi isn't working. modRadishQuestUi is in the mods folder and dlcRadishQuestUi is in the dlc folder. I checked my input settings doc and all of the input settings are there. But when I press F9 in game nothing happens. Any reason why this might be?
    1. rmemr
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      For the hotkey to work you have to add radishquest UI to the bootstrap auto startup (the registry). I'll add the information to the trial 1 article.
  9. donutman0610
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    Oh wow it worked thanks for all your help.
  10. donutman0610
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    What do I need the new template for? I changed the DIR_W3 line to what you gave me but it still gives me
     
    C:\modding\questprojects\w3.modHubTest>full.rebuild
    ---------------------------------------------------------------------------
    -- CLEANUP OF UNCOOKED, COOKED, DLC TARGET FOLDERS pm: "0"
    ---------------------------------------------------------------------------
    >> deleting: C:\modding\questprojects\w3.modHubTest\\uncooked
    >> deleting: C:\modding\questprojects\w3.modHubTest\\resources\\dlchubtest\files
    \Steam\steamapps\common\The was unexpected at this time.
    C:\modding\questprojects\w3.modHubTest>
    1. rmemr
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      Copy the files from the new template into the example project and overwrite all the batch files. Also make sure you actually set the ^ in DIR_W3 in the _settings_.bat of the example project as in the post below.

      P.s. if you reply directly to a post your reply will be below the last post of the thread which makes reading it in the correct order more easy.
  11. donutman0610
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    Ok I'll try that thanks for your help