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Saving act 2 as an adventure

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Z

zues

Senior user
#1
Apr 17, 2008
Saving act 2 as an adventure

Is there a easy way to separate and 'extract/compile' parts of Witcher?For example, part 2 of witcher (outskirts) and save it as a adventure file? (.adv).I want to use that as a working base. I want to then try to add/delete/edit the existing quests to form a complete new story.Why?Because I'm guessing that this way it's going to be a lot quicker than building a new adventure from scratch.Thanks
 
V

vaernus

Senior user
#2
Apr 17, 2008
Create a new module. Save it and give a name. Then go to module > import module. Choose the module you wish to import from The Witcher, and then follow each of the windows. First one, you select everything on right and then drag it to left window. Second is properties which you will need to manually copy each set of properties onto it's respective area on left. Then hit ok and it should import everything.
 
Z

zues

Senior user
#3
Apr 17, 2008
Vaernus said:
Create a new module. Save it and give a name. Then go to module > import module. Choose the module you wish to import from The Witcher, and then follow each of the windows. First one, you select everything on right and then drag it to left window. Second is properties which you will need to manually copy each set of properties onto it's respective area on left. Then hit ok and it should import everything.
Click to expand...
Thanks Vaernus. :)I will try following that when I get home.
 
Z

zues

Senior user
#4
Apr 17, 2008
OK, followed the instructions but the result is not as i was expecting. :DI was hoping that 'everything' in act 2 would be imported, so that I could just run it.This is the file that was created (176 KB).new_01.advhttp://tinyurl.com/4xxdtz
 
V

vaernus

Senior user
#5
Apr 18, 2008
Yea, it seems importing modules will only import the areas and everything connected to it. This includes placeables, waypoints, triggers, etc. The only exception I saw was Kaer Morhen, which had 4 NSS files included as well. But it doesn't look like Djinni will allow importing of all assets from the game.Now, that being said, if you unBIF the entire game, you can pull all dialogues, quests, etc. Now, since you already have the outskirts area setup correctly, it will just be a matter of finding all the dialogues and quests pertaining to outskirts, putting them into your module, and then running it. Will take some work, but you should be able to simulate any act in the game by doing this.
 
Z

zues

Senior user
#6
Apr 18, 2008
Vaernus said:
Yea, it seems importing modules will only import the areas and everything connected to it. This includes placeables, waypoints, triggers, etc. The only exception I saw was Kaer Morhen, which had 4 NSS files included as well. But it doesn't look like Djinni will allow importing of all assets from the game.Now, that being said, if you unBIF the entire game, you can pull all dialogues, quests, etc. Now, since you already have the outskirts area setup correctly, it will just be a matter of finding all the dialogues and quests pertaining to outskirts, putting them into your module, and then running it. Will take some work, but you should be able to simulate any act in the game by doing this.
Click to expand...
If I'm not mistaken, It's not just the quests that are missing. All the placeables, waypoints, triggers, etc, properties are not set, or linked to their appropriate files.All are marked as #unknown items. There are thousands of them.I doubt I would attempt this, but out of interest, how would one import the relevant files to the thousands marked as #unknown?Point me to a relevant guide if you get bored with my lack of knowledge. :DThanks
 
Q

Qendivardo

Senior user
#7
Apr 18, 2008
Why don't you take the *.mod module file, copy it to the adventure folder and rename it to *.adv? Apparently they're the same thing, so you can do your changes and copy the modified *.adv file back to the original *.mod path.
 
Z

zues

Senior user
#8
Apr 18, 2008
qendivardo said:
Why don't you take the *.mod module file, copy it to the adventure folder and rename it to *.adv? Apparently they're the same thing, so you can do your changes and copy the modified *.adv file back to the original *.mod path.
Click to expand...
One of the first things I tried, was to 'load' the outskirts module, and not being allowed to browse to it.I then tried to 'open' it, with no results.I thought there must be a good reason for this.Obviously not ... because I've just done as you suggested and it works!Thanks for the tip! ;)
 
V

vaernus

Senior user
#9
Apr 18, 2008
Tested changing file type. It's no different than importing. Loads only the area files, and a "module.ifo" file. Doesn't add up as they are a few MB a piece, so there must be some lock.
 
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