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

[MODS] A small collection of personal mods

+
Prev
  • 1
  • …

    Go to page

  • 5
  • 6
  • 7
  • 8
  • 9
  • …

    Go to page

  • 14
Next
First Prev 7 of 14

Go to page

Next Last
W

whiteJ92

Rookie
#121
Nov 25, 2015
I've tested modLodAndFX with steam version with save files 1.03 1.06 1.07 1.08 1.10 1.11
also I've installed clean GOG version 1.06 then updated to 1.08
I got Face bug for all tests.
 
K

kingosek

Rookie
#122
Nov 25, 2015
Hello, first..thx a lot for your great work!! (..i can now enjoy this superb game even more! all mods from your list are must have ones) ... but with latest "modLoDandFX" I got Facebug too...just reporting...GoG v1.11

Keep it up!
 
Last edited: Nov 25, 2015
A

Asmodean778

Rookie
#123
Nov 30, 2015
I've updated my lod / vfx mod again earlier. Includes more vfx improvements, and also a lot of lod additions. Such as: geralt's armor, scabbards, monsters with hair / fur, animals, etc. Not sure If something similar is already done with that batch lod mod on nexus, though. So may not be compatible, if people are using that.

Also, I've finally been hit with that main char face lod bug that people have been reporting (I couldn't reproduce until now).

It's definitely a game related glitch, because it only happened to me after a certain point in the game (just before starting "The Last Wish" quest. It then cached the bugged lod faces, and it's now bugged also in saves before that, of which were working perfectly until that point.

Seeing as I can reproduce it now, I can work around it. I've had to change up how I do the lod for the main char faces (Geralt is still fine). They don't quite have the cutscene faces in-game anymore, but it's still higher quality than vanilla. But, they work fine, no disturbing, droopy face glitching.

I suspect the Triss lod mod on Nexus doesn't cause the glitch, because it was created before 1.10. It's doing it a bit of a hacky way, in removing things, instead of increasing the range. But I tried doing it that way with current version as a test, and it didn't help.

This has gotten pretty substantial in scope over time. As of the current version, I've hand-done over 600 model lod & VFX files, thus far.

If anyone wants the latest, here it is;
modLodAndFX_1.52 <- Lod, and VFX changes
modVisualFX_1.52 <- VFX changes only
 
Last edited: Dec 1, 2015
  • RED Point
Reactions: RasAlgethi24, Septerra_Core, web-head91 and 1 other person
R

RasAlgethi24

Rookie
#124
Nov 30, 2015
^Can you also release a fx version only as well like you did before? Just in case we have conflicts with the big lod mod on nexus.

Or, actually how much lod does your mod cover? Is it worth using over the big lod mod on nexus?
 
W

whiteJ92

Rookie
#125
Nov 30, 2015
Thank you! it looks like hard work I appreciate it. for LOD mod i've try some quests Yennefer just a little bit better but Triss got new bug with her tongue, and ciri as you see.
 
A

Asmodean778

Rookie
#126
Nov 30, 2015
I'll check that out tomorrow, thanks for reporting. I'm pretty sure I know what's causing it. Once that bug crops up, the altered lod values for faces, and facial hair become ridiculously precarious.

I'm actually getting bloody disturbed looking at these gnarly glitches so much lol.

I'll upload a VFX only version once I've sorted some of the lod stuff.
 
H

Holgar82

Forum veteran
#127
Nov 30, 2015
Asmodean778 said:
It's definitely a game related glitch, because it only happened to me after a certain point in the game (just before starting "The Last Wish" quest. It then cached the bugged lod faces, and it's now bugged also in saves before that, of which were working perfectly until that point.
Click to expand...
You tried it with a new save or an old one? Because with the files i've edited the faces are working fine before and after that quest ( an old save patch 1.07)
 
A

Asmodean778

Rookie
#128
Nov 30, 2015
Holgar82 said:
You tried it with a new save or an old one? Because with the files i've edited the faces are working fine before and after that quest ( an old save patch 1.07)
Click to expand...
It only seems to happen once you reach a certain point in the MQ after 1.10. Loading save files past that point that are before 1.10, may not show it. But you could try loading that file, then saving it in another slot, to see if it's present.

The problem seems to be related to the rigging / skeleton. I can't fathom wtf causes it the freak out though. I really can't see any reason for rigging changes once you pass a point in the game.

---------- Updated at 09:20 PM ----------

Updated the links from the quoted post. All faces should be sorted now. I made them the highest quality I could, without triggering that annoying ( terrifying lol ) glitch. I swapped out aspects / features for hq eyes, skin, hair, body etc, but I couldn't extend the range of the lod 0 (cutscene) faces, or it would just go berzerk. Still looks nicer than default, though.

I upped the VFX only version as well.

Asmodean778 said:
I've updated my lod / vfx mod again earlier. Includes more vfx improvements, and also a lot of lod additions. Such as: geralt's armor, scabbards, monsters with hair / fur, animals, etc. Not sure If something similar is already done with that batch lod mod on nexus, though. So may not be compatible, if people are using that.

Also, I've finally been hit with that main char face lod bug that people have been reporting (I couldn't reproduce until now).

It's definitely a game related glitch, because it only happened to me after a certain point in the game (just before starting "The Last Wish" quest. It then cached the bugged lod faces, and it's now bugged also in saves before that, of which were working perfectly until that point.

Seeing as I can reproduce it now, I can work around it. I've had to change up how I do the lod for the main char faces (Geralt is still fine). They don't quite have the cutscene faces in-game anymore, but it's still higher quality than vanilla. But, they work fine, no disturbing, droopy face glitching.

I suspect the Triss lod mod on Nexus doesn't cause the glitch, because it was created before 1.10. It's doing it a bit of a hacky way, in removing things, instead of increasing the range. But I tried doing it that way with current version as a test, and it didn't help.

This has gotten pretty substantial in scope over time. As of the current version, I've hand-done over 600 model lod & VFX files, thus far.

If anyone wants the latest, here it is;
modLodAndFX_1.52 <- Lod, and VFX changes
modVisualFX_1.52 <- VFX changes only
Click to expand...
 
Last edited: Dec 1, 2015
  • RED Point
Reactions: sakisadr, whiteJ92 and Olddddd
R

RasAlgethi24

Rookie
#129
Nov 30, 2015
Asmodean, what lods does your mod cover? I want to know if I should use it with different mods. The large increased Lod mod also comes in individual packs: characters, environment, architecture. Holgar96 also just released a lod mod for all characters in the game.
 
A

Asmodean778

Rookie
#130
Dec 1, 2015
Well, the faces aren't fixed. I double checked them all before uploading, but now it's after happening again. >.> After progressing further on Yen's got that bug again. I'll have to relook yet again.

#Edit: Now I know why I didn't notice it. Whatever I did, the bug only appears from a distance now, whenever you get closer to them, it switches to normal. I might be on to something.

@RasAlgethi24 if you extract the mod using quickbms you can see all of the files I am modifying.
 
Last edited: Dec 1, 2015
H

Holgar82

Forum veteran
#131
Dec 1, 2015
RasAlgethi24 said:
Asmodean, what lods does your mod cover? I want to know if I should use it with different mods. The large increased Lod mod also comes in individual packs: characters, environment, architecture. Holgar96 also just released a lod mod for all characters in the game.
Click to expand...
You could use all of them, like i do, and set their priority as you wish.
 
A

Asmodean778

Rookie
#132
Dec 1, 2015
Right, found out how to finally prevent that issue. It seems you're ok to change mostly everything except the renderLODs, and the glitch doesn't occur. At first I thought it was only lod values with a default of 0, but then the bug occured when you were further away from the characters.

So, for anyone wondering - you can edit the material calls (the hq mats used, instead of the lq lod ones) but you can't try altering the renderLOD ranges at all. That's definitely what's causing all of these problems.

I'll have a fix up in a bit.

---------- Updated at 03:05 AM ----------

Updated the link in this post.

Man, it has become quite the chore to mod this game.
 
Last edited: Dec 1, 2015
  • RED Point
Reactions: sakisadr and RasAlgethi24
R

RasAlgethi24

Rookie
#133
Dec 1, 2015
Just tried your latest lodandfx version and I can confirm I am no longer getting the face bug! Great work. So much better than vanilla.

I have like 400+conflicts though between your mod and increased lod but I guess it should be ok as long as I set their alphabetical priorities correctly.
 
Last edited: Dec 1, 2015
  • RED Point
Reactions: whiteJ92 and Asmodean778
A

Asmodean778

Rookie
#134
Dec 1, 2015
RasAlgethi24 said:
Just tried your latest lodandfx version and I can confirm I am no longer getting the face bug! Great work. So much better than vanilla.

I have like 400+conflicts though between your mod and increased lod but I guess it should be ok as long as I set their alphabetical priorities correctly.
Click to expand...
Ta for the confirmation. Yeah, typically speaking asset conflicts (as in, not script ones) are fine, as long as you've got them loading in the order you want them to. Just load to big batch lod mod first, then load mine after it.
 
R

RasAlgethi24

Rookie
#135
Dec 1, 2015
Asmodean778 said:
Ta for the confirmation. Yeah, typically speaking asset conflicts (as in, not script ones) are fine, as long as you've got them loading in the order you want them to. Just load to big batch lod mod first, then load mine after it.
Click to expand...
To confirm I have your mod named as "modYlodandfx" and the large lod mod as "modzzzlodall". Your mod should take priority over that one right?
 
A

Asmodean778

Rookie
#136
Dec 1, 2015
RasAlgethi24 said:
To confirm I have your mod named as "modYlodandfx" and the large lod mod as "modzzzlodall". Your mod should take priority over that one right?
Click to expand...
Yeah. Apparently it's ascending load order, so A has a higher priority than B for example, and so on. I haven't really looked in-depth into the load order stuff though, because I've got no conflicting stuff. As I've done most of it myself lol.

If the name-based load order actually works as intended, then you should be able to clearly see what order the mods are loading, if you view the contents of the mods folder by: details, and sort them by name. The mod folders will be sorted in the same order they should load.
 
K

Kad_Venku

Senior user
#137
Dec 1, 2015
Sounds great Asmodean. Going to test the update once I'm home.

For the load order: There are basically two ways of doing it:
Either you abuse the alphanumerical load order scheme as stated above, or you are using the mods.settings file:

For those who are interested, it works like this:
The mods.settings is an optional file responsible for simple mod settings (on/off, mod priorities). Should be placed in:
C:\Users\[user_name]\Documents\The Witcher 3\mods.settings

For each mod you need an entry which is structured like this:

[modName1] ← name of the mod in square brackets
Enabled=1 ← 0 or 1, 1 means the mod is enabled and 0 turns it off
Priority=100 ← from 0 to 9999, lower number means higher priority, eg.: 5 before 8

[modName2] ← the same for all mods installed
Enabled=1
Priority=100
Click to expand...
Mods which do not appear in the mods.settings file are enabled by default and are loaded in alphanumerical ascending descending order.
Or simpler: the higher the file in the list, the more will you see of it.

Personally I am using a mods.settings file, as it gives me full control over what mods - even parts - are loaded.
For those of you who are form the TES/Fallout community - think of it as an ordinary (but optional) load order.
This file can easily be used for a mod managing tool - which I am currently working on for my launcher by the way - to ensure you are gettign the files you want.

Simple example: You are using a LOD mod for characters, modLODCharacters for example and a texture replacer for Triss, modAwesomeTriss for example. The retexturing mod also edits the LOD files, so there are no inconsistencies when moving further away from Triss in game. but right now the mods would be loaded like this:

  1. modAwesomeTriss
  2. modLODCharacters

But in this case the LOD mod would overwrite the files provided by the retexture mod. This would result in having the retextured Triss close up, but vanilla Triss from further away.

Now we use the mods.settings file:

[modAwesomeTriss]
Enabled=1
Priority=1


[modLODCharacters]
Enabled=1
Priority=100
Click to expand...

Now we just told the game to use the Triss mod with highest priority, which means it's loaded LAST (not to be confused here, the lower the number, the higher the priority, the later the file gets loaded. The result? We have awesome character LOD for all characters, but still can use Triss' retexture and actually see it in game. Remembering this and using Script Merger can basically make any mod compatible - logic conflicts of course excluded.
 
Last edited: Dec 1, 2015
  • RED Point
Reactions: Asmodean778
R

RasAlgethi24

Rookie
#138
Dec 1, 2015
^Regarding the alphanumerical priority, lower means higher priority or lower priority? If I have two files:

modzzzlod
modlodandfx

Which takes priority? I thought zzzlod gets lowest priority.

2nd questions, if I make a mod.settings file do I have to include every mod in my mod folder or can I just include the mods I want to set priority for?
 
P

PeLLeT_RSD

Senior user
#139
Dec 1, 2015
In this case modzzzlod has a lowest priority. I know because I did some tests with other textures mods and the one with "lower" alphabet letter was the one who worked.

I do not use mod.settings but I believe you only need to include conflicting mods.
 
K

Kad_Venku

Senior user
#140
Dec 1, 2015
@RasAlgethi24:
@PeLLeT_RSD is right. The mods get loaded in ascending alphabetical order.
You don't have to include all mods in the mods.settings file. Only the ones you want to load in an explicit order.
Quoting myself here:
Kad_Venku said:
Mods which do not appear in the mods.settings file are enabled by default and are loaded in alphanumerical descending order.
Click to expand...
 
Last edited: Dec 1, 2015
Prev
  • 1
  • …

    Go to page

  • 5
  • 6
  • 7
  • 8
  • 9
  • …

    Go to page

  • 14
Next
First Prev 7 of 14

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.