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[TW1][mod] Geralt's Companion Wolf

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V

vampz91

Forum regular
#41
Aug 8, 2010
Hehe, I still want the mod! this is like the best mod on this forum! xD It's just that I was modifying the model type and the new model never spawned in the game no matter what i did because the old model was not dissapearing but i figured a way around it so thanks anyway and thanks a lot for this mod, i'm really enjoying my second playthrough with it! ^____^
 
C

Corylea.723

Ex-moderator
#42
Aug 9, 2010
Vampz91 said:
Hehe, I still want the mod!
Click to expand...
Okay. Attached to this post you should find two folders. One has the new script for using the Wolf mod and JSlash's Stuff mods together. All I did was add the lines for the wolf to the beginning of his script for his stuff mod, so full credit to JSlash. The other folder has a new script for using the Wolf mod with JSlash's stuff mod, but the script calls for TWO companions. The second companion has the tag "ck_wolf2," and you can use any utc file you like, as long as the tag is "ck_wolf2." If you decide to use a human companion, I recommend that you copy the utc file for the wolf, rename both the file and the tag to "ck_wolf2," then change whatever you need to in order to make the character you want. If you want to make a human companion, as I gather you do, be aware that humans don't run as fast as wolves and witchers do. Even if you leave the movement speed set to "very fast," a very fast human still won't be as fast as a very fast wolf. So a human won't keep up with Geralt quite as well as the wolf does, but they should get there eventually.I didn't test these two scripts as thoroughly as I did the original, but I did load a saved game from the end of Chapter 1, then played until the beginning of Chapter 2. I used the white wolf for the first companion and the Abigail model (armed with a dagger, and a few of the character's specifications changed from the wolf) for the second companion. Both of them spawned in the saved game, and both of them spawned in the jail with me at the beginning of Chapter 2, so they made the transition fine.To use the wolf and stuff mods together, unzip both mods to your Override folder. Then remove custom_script.nss and custom_script.ncs and replace them with the custom_script files in the attached folder.Or you can go to the page on my website where the wolf companion mod is housed and download a version of the wolf mod that incorporates J_Slash's Stuff mod.Obviously, you can only use ONE of the attached folders, depending on whether you want one or two companions. The folder for two companions doesn't supply a second companion, since you said you were making your own; it only supplies the necessary script for starting two companions.
It's just that I was modifying the model type and the new model never spawned in the game no matter what i did because the old model was not dissapearing
Click to expand...
Oh, well, if you were using the same tag, the original wouldn't disappear because it was still called for. You'd need to change the tag.
thanks a lot for this mod, i'm really enjoying my second playthrough with it! ^____^
Click to expand...
I'm glad you're enjoying it! Most people never bother to thank the creators of mods, so I'm very happy to hear about it when someone is using something I made and enjoying it.
 
V

vampz91

Forum regular
#43
Aug 9, 2010
ooooo, thanks so much corylea! This is perfect! exactly what i needed! =DCorylea for president!!
 
T

tymonthethief

Senior user
#44
Sep 12, 2010
This is a great mod BUT I found out that it is the source of a problem I've been having. With this mod installed, the enhanced edition additional adventures Price of Neutrality and Side Effects DO NOT WORK. It goes from the inn scene straight to the menu as if the game was over in both of them. After a full re-install and carefully picking through the mods I added (Bug fixes mostly) I discovered that this mod is the culprit. I'm guessing the areaload script thing is what is causing the problem?
 
C

Corylea.723

Ex-moderator
#45
Sep 16, 2010
TymonTheThief said:
This is a great mod BUT I found out that it is the source of a problem I've been having. With this mod installed, the enhanced edition additional adventures Price of Neutrality and Side Effects DO NOT WORK. It goes from the inn scene straight to the menu as if the game was over in both of them. After a full re-install and carefully picking through the mods I added (Bug fixes mostly) I discovered that this mod is the culprit. I'm guessing the areaload script thing is what is causing the problem?
Click to expand...
Yes, this mod is only intended for the main game, not for the additional adventures. I could make you a version that would work with the additional adventures that wouldn't work with the main game. But since I've been sick and not checking the forum for the last couple of days, you've probably finished them by now.
 
J

jtjsknight

Forum regular
#46
Sep 28, 2010
Hi guys, I am new to The Witcher and I love the idea of a companion mod. However, when I unzip the file and put it into my override folder, I don't see the mod working in-game. The wolf is nowhere to be found. Help?
 
C

Corylea.723

Ex-moderator
#47
Sep 29, 2010
jtjsknight said:
Hi guys, I am new to The Witcher and I love the idea of a companion mod. However, when I unzip the file and put it into my override folder, I don't see the mod working in-game. The wolf is nowhere to be found. Help?
Click to expand...
Sorry to hear that. Some questions:1. Are you playing the main game? This only works with the main Witcher game, not with the additional modules or with fan-made adventures.2. What other mods do you have? This one conflicts with some others.3. What area are you in? The wolf doesn't spawn in every area; he's almost never willing to go indoors.If you're playing the main game, you have no other mods, and you're outside, please post a screenshot of your Override folder.
 
J

jtjsknight

Forum regular
#48
Sep 29, 2010
1. Yes, I am playing the main game. I currently have no additional adventures downloaded.2. I am using The Dopplers Essence, Hi-Res Characters, the Texturen mod, and the mod that allows the camera to enter First-Person view.3. I am in the Crypts as of now, doing the quest for Mikul. However, the wolf does not appear outside of the crypts either.
 
C

Corylea.723

Ex-moderator
#49
Sep 29, 2010
jtjsknight said:
2. I am using The Dopplers Essence, Hi-Res Characters, the Texturen mod, and the mod that allows the camera to enter First-Person view.
Click to expand...
Unfortunately, this mod and the Doppler's Essence mod conflict with one another. It's possible, in theory, to make them work together, but since Flash doesn't release his uncompiled scripts, I can't make one that puts them both together.
 
J

jtjsknight

Forum regular
#50
Sep 29, 2010
Well that's too bad. Thanks for answering my question! I think I might get into modding...if only I can figure out this dang program. :)
 
C

Corylea.723

Ex-moderator
#51
Sep 30, 2010
jtjsknight said:
Well that's too bad. Thanks for answering my question! I think I might get into modding...if only I can figure out this dang program. :)
Click to expand...
D'jinni was released to the community with essentially no documentation, which made it a bear to use. Thanks to the herculean efforts of the early modders, though, we now have the Djinni Wiki. You still have to be relatively fearless and also be able to think logically :), but if you're smart and persistent, you can make wonderful things. Please do!
 
B

blacklimo

Forum regular
#52
Feb 1, 2011
Sorry for the Necro guys, but I wanted to say a couple of things:First up, awesome mod!!! I totally love it.Secondly, with regards to mod compatability, with some work I think I could make this and the doppler mod work together... apparently there's an "ExecuteScript" method that can call other scripts in the NCS file, so renaming "custom_script" to something else and executing that method to call the script names should work. The Appearance.2da will take a bit of compare/copy/paste to make it work. In theory this method should work for all mods that have these conflicts.That sort of editing is within my capabilities (limited as they are), but what is not, and what I believe would make this a truly legendary mod, is to add a quest item (or inventory item) that can call and dismiss your companion on demand. The reason I suggest this is because there are times when you may not want to initiate combat with an npc immediately (eg the talking Ghoul in act 3), but the pet has no way to determine that, and attacks immediately. Is this possible to add?Thanks
 
C

Corylea.723

Ex-moderator
#53
Feb 2, 2011
blacklimo said:
First up, awesome mod!!! I totally love it.
Click to expand...
Thanks, I'm glad to hear it.
Secondly, with regards to mod compatability, with some work I think I could make this and the doppler mod work together... apparently there's an "ExecuteScript" method that can call other scripts in the NCS file, so renaming "custom_script" to something else and executing that method to call the script names should work.
Click to expand...
Yes, of course. The reason why all these mods conflict is because we have only a compiled version of the def_areaload script, so we can't alter it. If I had access to the uncompiled version, I'd have given each of my mods a different script to add them with; they wouldn't all be called "custom_script." I don't know what else the def_areaload script does besides call custom_script, so I haven't tried to write a new def_areaload script myself.It would be easy to get all the mods to work together; we just need to have custom_script be a series of execute commands, where each of the mods that's using custom_script now renames that to something else. It can even be as boring as custom_script1, custom_script2, custom_script3 and so on. That would require, though, that all of the modders coordinate their work, and most of us have been busy. I've been working on a new adventure for The Witcher, and I know that Flash is working on a large update to his FCR, in addition to his other duties.When I was modding The Sims 2, every new item that modders wanted to add to the game needed its own GUID, and there was an organization that maintained some sort of central authority, which assigned GUID's to modders. This was run by Sims modders, not by the developer or publisher, and it would be nice if we were that organized here in the Witcher world. If there were a central list with all of the mods and a notation as to which one used which custom_script, then it would be very easy for makers of new mods to just use the next number in line.In the short term, before the modders get organized (or maybe in the long term, since it's possible that we never will), nearly all of the mods that use def_areaload and custom_script can be used together if you do it right. Here's how:put ONE of the mods --not the Wolf mod, one of the other ones -- in your Override folder, start the game, and wait until Geralt has been given the item(s). Then save and exit the game and add the second mod to the same folder as the first. The custom_script for the second mod will overwrite the first one in your Override folder, but that's okay, because you already have the item(s) from the first mod, and it's a different script that adds functionality to the items; all custom_script does is give the items to Geralt. Start your game up again, wait a few seconds, and you should get the second item(s) added. Keep doing this until you have everything you want -- J_Slash's "stuff," my stop-the-rain scroll, whatever you want.Once you have everything you want except for the Wolf Companion mod, THEN add the Wolf Companion mod to the same folder; the custom_script for that will overwrite this one, but that's okay, because Geralt already has his stuff. Since the wolf gets "added" frequently, he needs to have the custom_script in the Override folder all the time, whereas most items are only added once, so the custom_script for those items can be dispensed with once Geralt has the yellow scroll, the "stuff" items, and so forth.
what I believe would make this a truly legendary mod, is to add a quest item (or inventory item) that can call and dismiss your companion on demand. The reason I suggest this is because there are times when you may not want to initiate combat with an npc immediately (eg the talking Ghoul in act 3), but the pet has no way to determine that, and attacks immediately. Is this possible to add?
Click to expand...
I've actually thought about adding such things, but I've been so busy with making my new adventure for The Witcher that I haven't sat down and done it. The fact that no one was asking for it made it very back burner, as well. But sure, that should be doable, one of these days. It's also true that I made this mod using Neverwinter Nights scripts, because that's what I knew how to do. I suspect that there's a cleaner and more elegant way to do it by altering the LUA scripts that spawn the player character, and I may investigate that, once "Medical Problems 2: The Witcher Disease" is released.
 
B

blacklimo

Forum regular
#54
Feb 3, 2011
Thanks for the reply.When it comes to modding I can only handle the really basic stuff, including simple scripting.
Corylea said:
It would be easy to get all the mods to work together; we just need to have custom_script be a series of execute commands, where each of the mods that's using custom_script now renames that to something else. It can even be as boring as custom_script1, custom_script2, custom_script3 and so on. That would require, though, that all of the modders coordinate their work, and most of us have been busy.
Click to expand...
I was thinking of handling this myself (at least for my own use) just by renaming all the custom_script files in the mods that I want to use to something easy to follow... perhaps named based on the mod that it applies to? really this is something anybody can do if they have a template nss file and some basic instructions. I just need to find the correct syntax for the ExecuteScript command then make my own custom_script calling all the required scripts.Merging the applicable 2da files will be the real pain... but I've done it before with mods for KotOR and KotOR2
Corylea said:
I've actually thought about adding such things, but I've been so busy with making my new adventure for The Witcher that I haven't sat down and done it. The fact that no one was asking for it made it very back burner, as well. But sure, that should be doable, one of these days. It's also true that I made this mod using Neverwinter Nights scripts, because that's what I knew how to do. I suspect that there's a cleaner and more elegant way to do it by altering the LUA scripts that spawn the player character, and I may investigate that, once "Medical Problems 2: The Witcher Disease" is released.
Click to expand...
No sweat... I've just been manually deactivaing by saving the game before entering a new area, close the game, remove the custom_script file, restart game, load game, continue on... then just put the custom_script back in and restart when I want wolfie around :) I actually tried to do this myself (using J_Slash's nss files as a template) and failed epically... I think I just lack the smarts to work out the proper coding. I might leave the real modding to the real modders ;) Would be nice to have but not a game-breaker.Loved MP... looking forward to the new one :) Keep up the awesome works!
 
fchopin

fchopin

Forum veteran
#55
Feb 3, 2011
Hi Corylea, will you be able to do this mod for TW2 or will there be problems with other companions?
 
C

Corylea.723

Ex-moderator
#56
Feb 3, 2011
fchopin said:
Hi Corylea, will you be able to do this mod for TW2
Click to expand...
Hey, Fchopin. I appreciate knowing that you want it, but this question is pretty much unanswerable, given what we know right now. Consider:1. Nobody outside of CDPR has even seen TW2, so we know very little about the way the game will work.2. TW2 is using a brand-new engine that we don't know anything about; we have almost no information about what's under the hood. (You're British, aren't you? "Under the bonnet," then. :) )3. We don't know what modding tools will be released for TW2.
or will there be problems with other companions?
Click to expand...
There probably wouldn't be problems with other companions in TW1. If you remember the "Force Recon" quest from the main game, you know that you can have a band of several Scoia'tael or Order guys following you around the swamp. And if you played "Medical Problems" and let Vetala live, both Shani and Vetala will follow you for part of the game.But I don't know anything about the Red Engine. I think it will probably be possible to have more than one creature following you around, but whether that will be subject to modification -- and whether I'll be modding TW2 at all, since I intend to start making a stand-alone game when I finish "Medical Problems 2: The Witcher Disease" -- is another question.
fchopin said:
When it comes to modding I can only handle the really basic stuff, including simple scripting.
Click to expand...
Ah, but THIS is how serious modders are born, Blacklimo. One starts out with rudimentary skills and a desire for something about the game to be different and gains skills as one goes along. When I started modding, the thing I knew how to do was ... write dialogue. I had to learn everything else as I went along. You can, too, if you want to.
I just need to find the correct syntax for the ExecuteScript command then make my own custom_script calling all the required scripts.
Click to expand...
That's simple. Here. This is the script for having Geralt learn the recipe for Swallow:void main(){object oPC = GetFirstPC();ExecuteScript ("rec_potion_004", oPC); }Just put the name of whatever script you like in place of "rec_potion_004". And notice that, unlike in English prose, the comma goes outside of the quotation marks, not inside.
I might leave the real modding to the real modders ;)
Click to expand...
*laugh* I'm pretty sure someone like Flash would not see someone like me as a "real" modder. If you're modding the game, then you're a modder, and your skills will get better if you try stuff out. You can open any of the adventure modules in Djinni and look at the scripts they use -- the ones in "The Price of Neutrality" are pretty instructive.
Loved MP... looking forward to the new one :)
Click to expand...
I'm so glad to hear that! MP2 is mostly done except for the cutscenes. Unfortunately, a cutscene that takes less than a minute to run in the game takes me 6 - 10 hours to make. There are a lot of summary cutscenes at the end of the game, that explain the results of the player's choices, and since there needs to be a cutscene for each choice, players will only GET six, but I have to MAKE twelve. So being mostly done except for the cutscenes isn't as done as one might hope. :) But still, soon. By the end of the month, I hope.
 
C

Corylea.723

Ex-moderator
#57
Feb 3, 2011
Okay, Blacklimo, I've implemented the items you asked for. There's a new version of the Wolf Companion Mod at the same place where the other versions are housed. (I can't upload it here to the forum because we're limited to attachments of 128K.) The new version is labeled "Geralt's Companion Wolf WITH Whistles."New in the "Whistles" version: There are now three wolf-management items. These are in the form of whistles, since wolves' domesticated brethren, dogs, are often controlled with whistles. Dog whistles are too high for humans to hear, so of course you won't hear anything when Geralt blows the whistles. :) They're quest items, so that they won't take up space in your regular inventory; remember to use the little arrows on the right and left side of your quest inventory to scroll it if you need to.There are three whistles:1. The GOLD whistle causes the wolf to be created in any area that it isn't already in. If Geralt already has a wolf in that area -- but you can't see it at the moment because it's somewhere else -- then no new wolves will be created. Wait a moment and see if your wolf runs up to you.2. The SILVER whistle causes the wolf to go away. He won't vanish instantly; he'll kind of fade out over a second or two. Since the creature isn't spawned in the normal way, I couldn't have him run off, but at least I can have him fade out. I guess maybe the wolf is partly spectral. :)3. The RED whistle causes a new wolf to be created, even if the gold whistle thought you already had a wolf in the area. You can use the red whistle if your wolf has gotten lost or if you just want two wolves. Hell, you can have six or seven if you want, though that might slow your game down a bit. :) If you have used the red whistle, the silver whistle will get rid of your FIRST wolf in the area. If the wolf that's in front of you is your second wolf, you'll need to blow the silver whistle again to make it go away.If you decide to stop using the Wolf Companion Mod, I recommend that you blow the silver whistle to get rid of your wolf before uninstalling the mod, so that the game doesn't look for a now non-existent character.All of this -- and more -- is explained in the README that's packed with the mod.
 
B

blacklimo

Forum regular
#58
Feb 4, 2011
Corylea said:
Okay, Blacklimo, I've implemented the items you asked for. There's a new version of the Wolf Companion Mod at the same place where the other versions are housed. (I can't upload it here to the forum because we're limited to attachments of 128K.) The new version is labeled "Geralt's Companion Wolf WITH Whistles."New in the "Whistles" version: There are now three wolf-management items. These are in the form of whistles, since wolves' domesticated brethren, dogs, are often controlled with whistles. Dog whistles are too high for humans to hear, so of course you won't hear anything when Geralt blows the whistles. :) They're quest items, so that they won't take up space in your regular inventory; remember to use the little arrows on the right and left side of your quest inventory to scroll it if you need to.There are three whistles:1. The GOLD whistle causes the wolf to be created in any area that it isn't already in. If Geralt already has a wolf in that area -- but you can't see it at the moment because it's somewhere else -- then no new wolves will be created. Wait a moment and see if your wolf runs up to you.2. The SILVER whistle causes the wolf to go away. He won't vanish instantly; he'll kind of fade out over a second or two. Since the creature isn't spawned in the normal way, I couldn't have him run off, but at least I can have him fade out. I guess maybe the wolf is partly spectral. :)3. The RED whistle causes a new wolf to be created, even if the gold whistle thought you already had a wolf in the area. You can use the red whistle if your wolf has gotten lost or if you just want two wolves. Hell, you can have six or seven if you want, though that might slow your game down a bit. :) If you have used the red whistle, the silver whistle will get rid of your FIRST wolf in the area. If the wolf that's in front of you is your second wolf, you'll need to blow the silver whistle again to make it go away.If you decide to stop using the Wolf Companion Mod, I recommend that you blow the silver whistle to get rid of your wolf before uninstalling the mod, so that the game doesn't look for a now non-existent character.All of this -- and more -- is explained in the README that's packed with the mod.
Click to expand...
holy cow!!!! all I can say is you are a total legend Corylea!!! You must have been really busy lately :) Thanks so much for this. :worship:
 
C

Corylea.723

Ex-moderator
#59
Feb 8, 2011
blacklimo said:
holy cow!!!! all I can say is you are a total legend Corylea!!! You must have been really busy lately :) Thanks so much for this. :worship:
Click to expand...
*chuckle* Modders are repaid by the happiness of their users, and you give good payment, blacklimo. I'll stamp your bill "Paid in Full." :)
 
U

username_2092691

Forum regular
#60
Feb 11, 2011
I must be an idiot, but I can't seem to find the download link to the mod...Edit: I am alright. I found your website. Cheers~
 
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