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.2da help

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M

mjolnirviking

Senior user
#1
May 27, 2010
.2da help

in the d'jinni under quest conversations when creating conversation it tells me to save conversation globaldlgflags under data .2da file but can not locate .2da file folder tried to save in dialogues it said file already existed then did a search but said it didn't exist
 
C

Corylea.723

Ex-moderator
#2
May 28, 2010
mjolnirviking said:
in the d'jinni under quest conversations when creating conversation it tells me to save conversation globaldlgflags under data .2da file but can not locate .2da file folder tried to save in dialogues it said file already existed then did a search but said it didn't exist
Click to expand...
There's a globaldlgflags.2da already, but it's part of the 2da00.bif file. If you're using global dialogue flags in an adventure you're making, you'll need to unbiff the 2da00.bif, add globaldlgflags.2da to your adventure, then edit that file in Djinni.
 
M

mjolnirviking

Senior user
#3
May 28, 2010
hey corylea liked your adventure and thanks for the help. this is my first experience with modding one more question if you don't mind if i unbiff the globaldlgflag file to a folder outside of the witcher data folder will it affect the one for the main witcher game and will i have to rename it so there aren't two files with the same name
 
K

Karasu

Forum veteran
#4
May 29, 2010
mjolnirviking said:
hey corylea liked your adventure and thanks for the help. this is my first experience with modding one more question if you don't mind if i unbiff the globaldlgflag file to a folder outside of the witcher data folder will it affect the one for the main witcher game and will i have to rename it so there aren't two files with the same name
Click to expand...
If you make your own adventure, I'd create a new globalflags.2da just to the module you work on. (just save to the module)Especially since the original adventure contains hundreds of entries, and you prolly lose overview then.
 
C

Corylea.723

Ex-moderator
#5
Jun 8, 2010
mjolnirviking said:
hey corylea liked your adventure
Click to expand...
Thanks, I'm very glad to hear that!
this is my first experience with modding one more question if you don't mind if i unbiff the globaldlgflag file to a folder outside of the witcher data folder will it affect the one for the main witcher game and will i have to rename it so there aren't two files with the same name
Click to expand...
I unbiff all the stuff into a different folder because Djinni reads everything in the Data folder every time you start it up, and it slows way down if it has to read all the unbiffed things. Then I copy whatever I want to add to my module to the Data folder in a separate subfolder, one named something like RemoveMeBeforePlaying. To add something to your module, right-click on it in the Resources viewer, and you'll get the option "Add to module."The globaldlgflag file MUST have the same name, or your module won't know to use it. But once you've added it to your module, it's there, and you can delete the copy you put in your Data folder, so it won't affect the main game.Clear as mud? :)
 
M

mjolnirviking

Senior user
#6
Jun 9, 2010
hey thanks for the help unkreative got a small little test adventure working
 
M

mjolnirviking

Senior user
#7
Jun 9, 2010
thank you also corylea i got a little adventure working. i saved the global file like unkreative said to the module and it worked. what are the advantages of unbiffing the 2da file then moving it to your module other than i guess that way you know what files are available and knowing the correct file to use doesn't hurt either.which brings me to another question if you unbiff the.2da file to use globaldlgflags to you need to repack what you unbiffed when your done
 
K

Karasu

Forum veteran
#8
Jun 11, 2010
mjolnirviking said:
thank you also corylea i got a little adventure working. i saved the global file like unkreative said to the module and it worked. what are the advantages of unbiffing the 2da file then moving it to your module other than i guess that way you know what files are available and knowing the correct file to use doesn't hurt either.which brings me to another question if you unbiff the.2da file to use globaldlgflags to you need to repack what you unbiffed when your done
Click to expand...
Good to hear you was successful! ^-^You just can shove all unbiffed files into a folder outside the TW Data folder, which you could name - "original files" - or what ever you like. It's sometimes just useful to keep them, as you'll possibly need different other *2da documents (like alchemy_ingre.2da, appearance (in case you do retextures, you can change this here!), talentstable .etc)- depending on what you like to change for your adventure, of course.For YOUR adventure files it's useful to create an "Override" folder in the Datafolder. You can store all the files for your adventure you possibly want to load/or which you have changed in there. In case you don't need some unpacked files, there is no need to repack, you just can delete those, as you easily can unbiff them again from the keyfiles.
 
M

mjolnirviking

Senior user
#9
Jun 12, 2010
hey unkreative can you tell me how to extract animations from the original witcher red box first edition iknow there where some animations there that i didn't see in the e.e. or couldn't find in the djinni
 
K

Karasu

Forum veteran
#10
Jun 13, 2010
mjolnirviking said:
hey unkreative can you tell me how to extract animations from the original witcher red box first edition iknow there where some animations there that i didn't see in the e.e. or couldn't find in the djinni
Click to expand...
I wonder, actually there should be more animations coming with the EE... But allright, what do you want to do with the animations?1.) Do you want to use additional anim. in cinematics? (not all show up, which are actually in the game!)If you want to load animations to a cinematic, which now do not appear when you create a new cinematic file, you must create an "animation sets" folder first inside your "Cutscenes" folder. If you do not have the folder, Djinni will crash, if you try to load animation sets.With this done, you must shove all *mda files into that animation sets folder. *mda are all the animation files.You'll find those with the meshes (which are *mdb - what's kinda compiled *mdl fornat). Watch out - the ending of the animationfiles there is *mba ! (like lofty_w1.mba, cr_wraith.mba)I've just copied all *mba files from there to my animation sets folder and renamed them to *mda.When you're done, you can make use of these files in a cinematic.2.) Do you want to add anim. to a character, when the character actually doesn't have this kind of animation?First of all, make a copy of the file you want to change. That can be any cr_*mba file like:
binarycompositemodel cr_bitch1 cm_bitch1 animationset face animationset arm_correction_w animationset dialog_w_over animationset dialog_eye_over animationset gest animationset gest_w animationset dialog_w animationset lofty_w1 animationset effect animationset c_dggf animationset id_wb animationset work animationset work_wdonecompositemodeleventsoverride 1H_FIN_6_reactevent 0.38000 sgrp_damageevent 1.86000 sgrp_deathevent 4.12000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride 1h_fin_10_Reactevent 1.32500 sgrp_deathevent 1.99500 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride 1h_fin_7_reactevent 1.49500 sgrp_deathevent 1.73500 snd_footstepevent 5.16000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride diebckevent 0.00000 sgrp_deathevent 1.13500 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride 1h_fin_4_Reactevent 1.34599 sgrp_deathevent 2.68000 ply_enm_bodyfalls1 127.000000 22.000000 0.000000eventsoverride 1h_fin_9_Reactevent 0.87615 sgrp_damageevent 1.51500 snd_footstepevent 1.91500 snd_footstepevent 2.39000 snd_footstepevent 4.48965 sgrp_deathevent 5.04000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000eventsoverride w_h_sleep1event 1.32000 ply_wrk_snore6in1:2 127.000000 22.000000 0.000000event 2.48500 ply_wrk_snore6out1:2 127.000000 22.000000 0.000000event 3.58000 ply_wrk_snore6in1:2 127.000000 22.000000 0.000000event 4.59000 ply_wrk_snore6out1:2 127.000000 22.000000 0.000000eventsoverride w_h_sleep2event 0.28500 ply_wrk_snore6in1:2 127.000000 22.000000 0.110000event 1.52000 ply_wrk_snore6out1:2 127.000000 22.000000 0.100000eventsoverride fsv_fin_1_Reactevent 0.56000 sgrp_damageevent 0.71000 snd_footstepevent 1.49500 sgrp_deathevent 1.64500 snd_footstepevent 1.87000 snd_footstepevent 2.56000 ply_enm_bodyfalls1:3 127.000000 22.000000 0.000000donebinarycompositemodel
Click to expand...
The first thing you see are the animations. Theoretically you could open now some other model (normally all bipeds should carry the same skeleton), which has an animation you'd like to see on this model, and "copy" the animations from the other file. Men of course got typical male animations and women, well female behaviour. But you could try to add a different fighting style. ^-^
binarycompositemodel cr_order1 cm_m_ph animationset face animationset dialog_m_over animationset dialog_eye_over animationset gest animationset gest_m animationset dialog_m animationset effect animationset c_dggf animationset c_fsc animationset c_1hsh animationset c_bowf animationset c_pss animationset id_m animationset work animationset work_mdonecompositemodeleventsoverride 1h_fin_10_Reactevent 1.32500 sgrp_deathevent 1.99500 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride diebckevent 0.18500 sgrp_deathevent 1.16000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1h_fin_9_Reactevent 0.87615 sgrp_damageevent 1.51500 snd_footstepevent 1.91500 snd_footstepevent 2.39000 snd_footstepevent 4.48965 sgrp_deathevent 5.09000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1h_fin_7_reactevent 1.49500 sgrp_deathevent 1.73500 snd_footstepevent 5.15500 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1H_FIN_6_reactevent 0.38000 sgrp_damageevent 1.86000 sgrp_deathevent 4.10000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride 1h_fin_4_Reactevent 1.34599 sgrp_deathevent 2.63500 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000eventsoverride w_h_sleep1event 0.00000 ply_wrk_snoreout1:2 127.000000 22.000000 0.000000event 1.37757 ply_wrk_snorein1:2 127.000000 22.000000 0.000000event 2.53271 ply_wrk_snoreout1:2 127.000000 22.000000 0.000000event 3.92463 ply_wrk_snorein1:2 127.000000 22.000000 0.000000eventsoverride w_h_sleep2event 0.22959 ply_wrk_snore3in1:2 127.000000 22.000000 0.000000event 1.63586 ply_wrk_snore3out1:2 127.000000 22.000000 0.000000eventsoverride fsv_fin_1_Reactevent 0.56000 sgrp_damageevent 0.71000 snd_footstepevent 1.49500 sgrp_deathevent 1.64500 snd_footstepevent 1.87000 snd_footstepevent 2.56000 ply_enm_bodyfalls4:7 127.000000 22.000000 0.000000donebinarycompositemodel
Click to expand...
 
M

mjolnirviking

Senior user
#11
Jun 16, 2010
unkreativ,thanks for taking the time to help me out .now that i know where to look maybe i'll find the animation file i'm looking for you may know the one from the red box first edition during a conversation cinematic with geralt it seemed to be in most conversations he would always scratch his head like he was either confused or bored
 
K

Karasu

Forum veteran
#12
Jun 16, 2010
mjolnirviking said:
unkreativ,thanks for taking the time to help me out .now that i know where to look maybe i'll find the animation file i'm looking for you may know the one from the red box first edition during a conversation cinematic with geralt it seemed to be in most conversations he would always scratch his head like he was either confused or bored
Click to expand...
This one actually should not be out - I mean I've seen him randomly scratch in EE. XD
 
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