Nexus deleted 2 of my mods hence I decided to switch to [Blocked URL: Known disreputable website] for now: https://rpghq.org/forums/memberlist.php?mode=viewprofile&u=2915
I will publish all 'controversial' mods on there from now on.
My man, thx for your guide. Seems like i did everything right and now im playing with Vladimir UI without this dumb promt. For anyone who are completely dont understand anything this is what i did beyond this mod instruction: I created a new project in Wolven Kit, added all files from modVladimirUI (RMB - mark all). And after importing the .gfx file i packed my mod and paste these packed files into modVladimirUI folder. I just didnt figured it out what animations are you talking about in FFDec. I just pressed on DefineSprite (144: SkipIndicator) and then Transorm.
Good to know my instructions helped a few users. I would have made compatibility patches myself yet I would be unable to publish them on nexus due to permission issues. The transform option should work just fine from what you said yet I never tested it. I hit a cognitive failure around the time I was making the mod and s#*! hit the fan so to speak.
Yeah. I would however need permission from the authors of Vladimir UI in order to publish any edits to that mod on nexus. In other words there are no plans to make different versions of this mod as of now. I did however post somewhat detailed instructions on how I created this mod in the description hence anyone can make it by themselves. The process should be the same for any HUD mods with the exception you use the .redswf from the mod instead of a vanilla one.
Thanks a bunch for porting my mod on the latest version of the game. I'd love to port each of my mods myself but unfortunately, due to real life issues I cannot play, let alone mod this game anymore! Big kudos friend!
Yeah I understand. I was about 90% done with a texture mod then Payday 3 came out and once I was done playing other things popped up. Thanks for the original mod btw.
I tried to do this myself actually in January but unfortunately I got stuck too. I know the exact file you're talking about, I am not really a modder though so I had no idea how to go about changing any of the values and while I have a hex editor program I don't fully understand how it works. But anyway thanks for the mod the original mod creator never responded to update it sadly. I tried asking another modder who was making mods removing other hud elements as a request to do this but the modder didn''t take requests. And also thanks for explaining how you modded it even if it's not the optimal method I always like learning how things like this are done so that I can use that knowledge in the future.
Hex editing is not needed for mods as simple as this one. The method I used to export and import the files can be used for any .swf hence yeah, that part of the description can be useful. On a side note I do not think there is a more optimal method to remove the dialogue skip prompt. I wanted to see whether I could achieve something with scripts yet editing the animations directly was far, far easier and had no side effects caused by a lack of overall knowledge regarding scripting and flash files. Modding the Witcher games is not nearly as popular as modding, say, bethesda games hence the few with enough knowledge to create advanced modifications usually end up creating semi-private communities which tend to gate keep info from others. New modders usually have to ask around in order to learn how the game handles file formats because the modding documentation is either outdated or has missing info. Sometimes both of those things lol. The fact that Witcher 3 is almost a decade old and uses many outdated technologies does not help either.
They have access to far more manpower and tools than I do. Making the skip prompt an optional toggle in the games settings menu is possible (and not difficult for such a company) yet they are simply not interested. Thanks for the kind words!
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I will publish all 'controversial' mods on there from now on.
For anyone who are completely dont understand anything this is what i did beyond this mod instruction:
I created a new project in Wolven Kit, added all files from modVladimirUI (RMB - mark all). And after importing the .gfx file i packed my mod and paste these packed files into modVladimirUI folder.
I just didnt figured it out what animations are you talking about in FFDec. I just pressed on DefineSprite (144: SkipIndicator) and then Transorm.
Zrobiłem pare zmian osobiście więc u ciebie będzie to pewnie wyglądać trochę inaczej.