Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    THE WITCHER ADVENTURE GAME
  • STORY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 THE WITCHER TALES
  • GAMEPLAY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 MODS (THE WITCHER) MODS (THE WITCHER 2) MODS (THE WITCHER 3)
  • TECHNICAL
    THE WITCHER THE WITCHER 2 (PC) THE WITCHER 2 (XBOX) THE WITCHER 3 (PC) THE WITCHER 3 (PLAYSTATION) THE WITCHER 3 (XBOX) THE WITCHER 3 (SWITCH)
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
THE WITCHER
THE WITCHER 2
THE WITCHER 3
MODS (THE WITCHER)
MODS (THE WITCHER 2)
MODS (THE WITCHER 3)
Menu

Register

[Announce] HARDCORE Graphics Options Menu MOD

+
Prev
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
Next
First Prev 3 of 6

Go to page

Next Last
M

marvelmaster

Forum veteran
#41
Sep 22, 2015
CAPA14 said:
So it CAN be any name! (unless I misunderstood)

Btw, about the "True/False" values... if you didn't figure out yet.

Have you tried using - displayType="TOOGLE"

Here is an example custom var that I use in my HUD Killer mod which alters the hud.xml.

<Var id="InteractionsModule" displayName="Interactions" displayType="TOGGLE" tags="customNames;customDisplayName"/>

InteractionsModule is a bool, and works as intended.
Click to expand...
jeah xml like this example V.V







i will look into toggle values thx for that...

And here HARDCORE low Tex edit via MOD for low spec PCs

 

Guest 2364765

Guest
#42
Sep 22, 2015
marvelmaster said:
i will look into toggle values thx for that...
Click to expand...
Toggle values work just fine, as long as you're editing variable within proper group (like Rendering, Visuals, etc).
If you wish to edit toggle from different group, then i think there's no way to use toggle with those, you have to use options type and just have 0 as false and 1 as true (booleans use true/false instead of 0 and 1).

---------- Updated at 12:16 AM ----------

marvelmaster said:
i will look into toggle values thx for that...
Click to expand...
Toggle values work just fine, as long as you're editing variable within proper group (like Rendering, Visuals, etc).
If you wish to edit toggle from different group, then i think there's no way to use toggle with those, you have to use options type and just have 0 as false and 1 as true (booleans use true/false instead of 0 and 1).
 
C

CAPA14

Senior user
#43
Sep 23, 2015
skacikpl said:
Toggle values work just fine, as long as you're editing variable within proper group (like Rendering, Visuals, etc).
If you wish to edit toggle from different group, then i think there's no way to use toggle with those, you have to use options type and just have 0 as false and 1 as true (booleans use true/false instead of 0 and 1).
Click to expand...
You're right skacikpl.

It won't work with a custom Group Id.
 
P

Phinnway

Rookie
#44
Sep 23, 2015
marvelmaster said:
Jeah its just for tweakers and modder to look what ingamesettings actually do and compare them without restarting the game :eek:
So for lowspecPC gamers they can reduce the quality further..(look pic above no grass or trees^^)
and the highspecPC gamers can tweak the graphics to the max for best experience...
Unfortunately only user.settings and input.settings can be edited by this...
would be epic if there was a way to edit other values :|
Click to expand...
It's an awesome mod nonetheless! Thank you for making it!
 
M

marvelmaster

Forum veteran
#45
Sep 24, 2015
VERY BIG THX to @KNGRSM for the PANEL_ hint :D

now its PERFECT^^
 
Last edited: Sep 24, 2015
  • RED Point
Reactions: Holgar82, web-head91 and Mezziaz

Guest 2364765

Guest
#46
Sep 24, 2015
marvelmaster said:
VERY BIG THX to @KNGRSM for the PANEL_ hint :D

now its PERFECT^^
Click to expand...
Wait what, how exactly?

I wonder whether this would also work on removing localization keys from option names, so i could use anything i want as display name without having # in front of it.
 
M

marvelmaster

Forum veteran
#47
Sep 24, 2015
skacikpl said:
Wait what, how exactly?

I wonder whether this would also work on removing localization keys from option names, so i could use anything i want as display name without having # in front of it.
Click to expand...
hu? ## is already long time solved^^ as i said now its perfect havent you seen recent pics?^^
 
Last edited: Sep 24, 2015
C

CAPA14

Senior user
#48
Sep 24, 2015
marvelmaster said:
hu? ## is already long time solved^^ as i said now its perfect havent you seen recent pics?^^
Click to expand...
Thats perfect man!

Now... The how?! :D

BTW... About the "#" thing, setting that value to false in the localization.ini, found a side effect when you "softlock" a Foglet, for example, it shows above its head sometimes "NO_STRING........something"

Don't know if that only happens with the Foglets but it's there...
 
M

marvelmaster

Forum veteran
#49
Sep 24, 2015
CAPA14 said:
Thats perfect man!

Now... The how?! :D

BTW... About the "#" thing, setting that value to false in the localization.ini, found a side effect when you "softlock" a Foglet, for example, it shows above its head sometimes "NO_STRING........something"

Don't know if that only happens with the Foglets but it's there...
Click to expand...
Yes this happens with other monsters too but i think i found a solution in script :D
 
  • RED Point
Reactions: Mezziaz
C

CAPA14

Senior user
#50
Sep 24, 2015
marvelmaster said:
Yes this happens with other monsters too but i think i found a solution in script :D
Click to expand...
Ahhhh!

Then it's really perfect :D

Congrats!
 
K

KNGRSM

Rookie
#51
Sep 25, 2015
Don't know if this has been done so far or not, but I too, did some experimenting with all of this and here is the result:




Conclusion:

You can not only edit existing config variables but also have some nice control over your own script(s) variables!

The best thing is, you can create a custom XML and it will work (thanks for the examples MarvelMaster), so that's great... for compatibility issues with other mods who might wanna do this (I'm pretty sure everyone will do this eventually for their mods)


@skacikpl: I think this would be a great way of selecting and applying custom appearances!
 
  • RED Point
Reactions: Sken, sakisadr, DJ_Kovrik and 9 others
D

DimitrisM

Senior user
#52
Sep 25, 2015
SWEET!!
 
C

CAPA14

Senior user
#53
Sep 25, 2015
KNGRSM said:
You can not only edit existing config variables but also have some nice control over your own script(s) variables!
Click to expand...
THIS Is Awesome!

But... How?!
 
M

marvelmaster

Forum veteran
#54
Sep 25, 2015
CAPA14 said:
THIS Is Awesome!

But... How?!
Click to expand...
I never would have thought how powerful script + xml could be^^
 
V

verdwhisper

Senior user
#55
Sep 25, 2015
Wait, does increase npc limit reduce npc pop in somehow?
 

Guest 2364765

Guest
#56
Sep 25, 2015
Though how exactly do you access .ws from menu .xml file?
 
M

marvelmaster

Forum veteran
#57
Sep 25, 2015
verdwhisper said:
Wait, does increase npc limit reduce npc pop in somehow?
Click to expand...
There will be a switch " reduce npc popin" :)

skacikpl said:
Though how exactly do you access .ws from menu .xml file?
Click to expand...
Ask @KNGRSM he is the script0r...as far as i know script can read xml varibles :) igmOptions.ws
 
Last edited: Sep 25, 2015
  • RED Point
Reactions: web-head91 and Mezziaz
K

KNGRSM

Rookie
#58
Sep 25, 2015
skacikpl said:
Though how exactly do you access .ws from menu .xml file?
Click to expand...

CInGameConfigWrapper



just define as:

var ingameConfigWrapper : CInGameConfigWrapper;
Click to expand...
then I created an array in the script, containing all the environment definitions like so:

environmentDefinitions.PushBack("environment\definitions\cutscenes_definition\cutscen_definition_global.env");
environmentDefinitions.PushBack("environment\definitions\env_skellige\env_pbr_skellige_v7_tm_fog_sky_b_tm_exp.env");
Click to expand...
then I get the Value from the XML (KNGMenu) from Group EnvironmentDefinition



selectEnvironmentId = StringToInt (inGameConfigWrapper.GetVarValue('KNGMenu', 'EnvironmentDefinition'));
Click to expand...
then I declare the selected environment from the array:
environment = ( CEnvironmentDefinition )LoadResource( environmentDefinitions[selectEnvironmentId], true );
Click to expand...
So if you choose CSLM it's value is 0 which is the first array entry, which is:

environmentDefinitions.PushBack("environment\definitions\cutscenes_definition\cutscen_definition_global.env");



Also, currently I "reload" settings from the Options Menu by pressing F3 or any other key that you rebind in user.input.

Although I'm pretty sure you might be able to just reload settings once you leave the mainmenu, maybe checking for condition: theGame.IsPaused() ? I don't know.

I pretty much choose the simplest solution last night to test the menu, which was just binding a key to read selected values from the menu in the script and then applying them by pressing F3.
 

Attachments

  • nhfIJgM.png
    nhfIJgM.png
    13.3 KB Views: 44
  • lgjZWDt.png
    lgjZWDt.png
    76.1 KB Views: 33
Last edited: Sep 25, 2015
  • RED Point
Reactions: CAPA14 and Nuggit
C

CAPA14

Senior user
#59
Sep 25, 2015
@KNGRSM Genius!

The best thing is that no custom menu will conflict codes with each other! No merge will be needed.
 
Last edited: Sep 25, 2015

Guest 2364765

Guest
#60
Sep 25, 2015
CAPA14 said:
@KNGRSM Genius!

The best thing is that no custom menu will conflict codes with each other! No merge will be needed.
Click to expand...
That's not entirely true, it just depends on how complex your mod is.
Doing anything more complex still requires you to use existing classes in order to access stuff like timers.

This just simplifies end-user access for mods that have lots of configurable variables.
 
Prev
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
Next
First Prev 3 of 6

Go to page

Next Last
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.