This is a really good and welcome idea, but you might want to make it clear in the description that you have to press the interact key to get the animals to talk.
A lot of people think The Witcher 3 has already too much NPC chatter and some people might think that this mod is only going to add to that.
Ps... It would really be cool if geralt need to be under the influence of alcohol to talk to the animals and it probably wouldn't be too hard to implement and just a single if conditional would probably do it. I personally don't know where to put that if but there are a lot of elite modders who could probably tell you in a very short communication.
I'd recommend ElementaryLewis as a start who can connect you to exactly the right person.
Screenshots are clear enough. You can even find a video for it. And no, I'm not planning on making a drunk version. This mod was made for fun. If you think it's easy, try doing it yourself.
Fair enough .... if I had the special knowledge I would do it myself but sadly I do not. I wasn't al all suggesting it was easy ..... it is easy if you have exactly the right knowledge.
I used to mod Skyrim and even doing simple stuff in Redkit can fail without the mod author having the a clue why. I tried to create a simple mod to added a few gwent cards to the thug you play gwent with for a hostages life .... there was just no way the card would show up in the thugs inventory after you kill him.
In truth adding dialogue or Gwent cards is not really difficult you just have to brute force learning so to speak. I had a lot of issues with 'action points' and NPC pathing up until I took a break for 2 months then came back and everything became clear, the same went for adding dialogue and editing cut scenes etc etc. The Creation Kit and Redkit are very similar in certain aspects because modern game engines share a ton of stuff on the front end side of things.
IIRC NPC inventories are based on .xml files, you would likely have had more luck with Wolvenkit for stuff like that. CDPR published the devkit yet basically no middleware (licensing issues aside) so we still lack a lot of the capabilities they had when developing the game. The most difficult parts of modding are usually related to dealing with native code which is why the script extenders for Bethesda games are such a large deal.
27 comments
A lot of people think The Witcher 3 has already too much NPC chatter and some people might think that this mod is only going to add to that.
Ps... It would really be cool if geralt need to be under the influence of alcohol to talk to the animals and it probably wouldn't be too hard to implement and just a single if conditional would probably do it. I personally don't know where to put that if but there are a lot of elite modders who could probably tell you in a very short communication.
I'd recommend ElementaryLewis as a start who can connect you to exactly the right person.
I used to mod Skyrim and even doing simple stuff in Redkit can fail without the mod author having the a clue why. I tried to create a simple mod to added a few gwent cards to the thug you play gwent with for a hostages life .... there was just no way the card would show up in the thugs inventory after you kill him.
IIRC NPC inventories are based on .xml files, you would likely have had more luck with Wolvenkit for stuff like that. CDPR published the devkit yet basically no middleware (licensing issues aside) so we still lack a lot of the capabilities they had when developing the game. The most difficult parts of modding are usually related to dealing with native code which is why the script extenders for Bethesda games are such a large deal.
Mayby when toxicated?