Some questions on moddability
I would like to know whether people who have been modding the game for years now can share some of their wisdom about the following::1) I'd really like to introduce at least another sword material ("medium", meteorite iron is what I have in mind actually), if not more to the game. After glancing at the Lua scripts, am I right in guessing that it will basically require just cloning most of the corresponding sword style section of witcher_att.lua, changing the "medium" and weapon type entries and creating/changing some swords to a "placeholder" type instead of Witcher...Sword? And a silver dagger, for example, would have to have just the dagger section and dagger parry section copied, changed to accommodate a new medium and weapon type, and have a new item of corresponding placeholder type to go with it? And I'd need to add relevant vulnerabilities/resistances to creature ability scripts, of course. One way I can see the above not working is if "medium"s are actually predefined and not changeable on the fly via scripting. 2) Does anyone have or at least know how to approximate the effects of the Ingredient Extraction talent on monsters? After some script reading, I think it may have something to do with either ingr_add.ncs or ingr_gather.ncs, neither of which seems to have a readily available source. As an aside, I have modified Corylea's herb script to provide higher yields, scaled to character level and the presence of the IE talent. If anyone is still interested and Corylea does not object, I can upload my modifications along with sources so anyone with the compulsive herb gathering syndrome can tweak the plants to their liking. 3) Is there a way to speed up the level 4 special attacks and spell powerups? Is it hardcoded, tied to animation speed or something else?Thanks in advance.Edit: No replies? This forum does not seem to be that dead. In the meantime, Flash has even managed to post in the FCR topic above mine and promised improvements. Am I asking completely unreasonable questions here? I'm kinda loath to commit to doing anything extensive before I know if its at least theoretically feasible. And I take it that no-one is interested increased (or at least more varied) herb spawns? I won't bother with it any more then. Edit 2: Are the descriptions of the rune swords actually accurate? In the unpackable weapon_abil.lua, the bonuses are quite different from what the game tells you. I've read e.g. that people prefer the two moon one earth sword, and its description is quite good. Yet the above script looks like the bonuses are actually, if I recall correctly, 15% damage, 40% sensitivity increase and 25% KD chance increase, which is generally inferior to the three moon sword's 60% sensitivity increase. And is the fact that Witcher swords do not apply critical effects increases if the selected style does not feature them based on that the corresponding entries in witcher_att.lua do not have a line that reads something like AlawaysApplyCriticalEffects (do not have a reference at hand at the moment, could be a little different).
I would like to know whether people who have been modding the game for years now can share some of their wisdom about the following::1) I'd really like to introduce at least another sword material ("medium", meteorite iron is what I have in mind actually), if not more to the game. After glancing at the Lua scripts, am I right in guessing that it will basically require just cloning most of the corresponding sword style section of witcher_att.lua, changing the "medium" and weapon type entries and creating/changing some swords to a "placeholder" type instead of Witcher...Sword? And a silver dagger, for example, would have to have just the dagger section and dagger parry section copied, changed to accommodate a new medium and weapon type, and have a new item of corresponding placeholder type to go with it? And I'd need to add relevant vulnerabilities/resistances to creature ability scripts, of course. One way I can see the above not working is if "medium"s are actually predefined and not changeable on the fly via scripting. 2) Does anyone have or at least know how to approximate the effects of the Ingredient Extraction talent on monsters? After some script reading, I think it may have something to do with either ingr_add.ncs or ingr_gather.ncs, neither of which seems to have a readily available source. As an aside, I have modified Corylea's herb script to provide higher yields, scaled to character level and the presence of the IE talent. If anyone is still interested and Corylea does not object, I can upload my modifications along with sources so anyone with the compulsive herb gathering syndrome can tweak the plants to their liking. 3) Is there a way to speed up the level 4 special attacks and spell powerups? Is it hardcoded, tied to animation speed or something else?Thanks in advance.Edit: No replies? This forum does not seem to be that dead. In the meantime, Flash has even managed to post in the FCR topic above mine and promised improvements. Am I asking completely unreasonable questions here? I'm kinda loath to commit to doing anything extensive before I know if its at least theoretically feasible. And I take it that no-one is interested increased (or at least more varied) herb spawns? I won't bother with it any more then. Edit 2: Are the descriptions of the rune swords actually accurate? In the unpackable weapon_abil.lua, the bonuses are quite different from what the game tells you. I've read e.g. that people prefer the two moon one earth sword, and its description is quite good. Yet the above script looks like the bonuses are actually, if I recall correctly, 15% damage, 40% sensitivity increase and 25% KD chance increase, which is generally inferior to the three moon sword's 60% sensitivity increase. And is the fact that Witcher swords do not apply critical effects increases if the selected style does not feature them based on that the corresponding entries in witcher_att.lua do not have a line that reads something like AlawaysApplyCriticalEffects (do not have a reference at hand at the moment, could be a little different).


