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[TW1] [mod] More Plentiful Herbs

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C

Corylea.723

Ex-moderator
#1
Jul 3, 2009
[TW1] [mod] More Plentiful Herbs

Delightful McCoy asked if I would make a mod to make the herbs a little more generous with their ingredients, and since she's delightful, I'm glad to oblige her.

The scripts in the attachment below will make your White Myrtle and Celendine add 5 herbs every day, while your Hellebore will add 4.
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#2
Jul 3, 2009
Corylea said:
Delightful McCoy asked if I would make a mod to make the herbs a little more generous with their ingredients, and since she's delightful, I'm glad to oblige her.
Click to expand...
Aww, that is so nice of you, I'm blushing! Fast as the wind and with an injured back, too! Thank you so much.
I don't think that I'll do either Beggartick or F [How do you spell that? Goes to the invaluable Witcher Wiki to look it up] Feainnewedd, since the game makes a big deal out of the fact that both of them are scarce.
Click to expand...
I concur.I get to choose what I want next? Yay! How about the order of appearance in the game? I just finished 4th run and will probably start again with new witcher version, new difficulty and new ideas next week, so there's no hurry right now to have all the herbs done. But... about the making it myself, er... I've only ever dabbled in those mini-mods, I guess for the ncs files you need to work with the D'jinni, right? Because I cannot open them with notepad, like the 2ds files. And I don't know the first thing about D'jinni. I opened it once and felt so lost... :-[ So... would you mind making more, pretty please? But no hurry at all. Get well first. :wave:
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#3
Jul 8, 2009
Since I got no reply, maybe someone else can tell me how I can edit ncs files. I found some in my unbiffed key folder, but I can't open them with Djinni and notepad gives me Gibberish.
 
C

Corylea.723

Ex-moderator
#4
Jul 8, 2009
DelightfulMcCoy said:
Since I got no reply, maybe someone else can tell me how I can edit ncs files. I found some in my unbiffed key folder, but I can't open them with Djinni and notepad gives me Gibberish.
Click to expand...
Sorry, I hadn't realized that was a question; I thought it was just a general expression of feeling overwhelmed when opening Djinni.You can't open ncs files. NCS files are compiled Neverwinter Nights script files, and you can only edit uncompiled scripts. There exists something that calls itself a Neverwinter Nights decompiler (not part of Djinni), but it's useless for editing scripts, since it doesn't completely decompile a script, only partway.A few of the uncompiled scripts are given on another site, but they're never any of the ones I actually want! They've been promising more uncompiled scripts since February, maybe they'll update one of these days.
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#5
Jul 8, 2009
Um... now I am confused...The other day you said it was child's play to make those scripts and today you say I can't open the files - how did you do it, then?Because today is the big day when I want to start a new game with new patch and new FCR and all. :)
 
C

Corylea.723

Ex-moderator
#6
Jul 8, 2009
There's no contradiction. You can't open the existing scripts, but you can override them with new scripts. It was the new scripts I was talking about when I said things were easy. I've given you the complete text of the new script I used, so you can just change the item number, then save the script with the right name (the one that the object calls in its daily scripts box).Obviously, I wrote the new script myself, since I have no way of seeing what CDPR put in their script. But as long as it works, I figure it doesn't matter.
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#7
Jul 8, 2009
Ah, okay. I think I got it now. But since I've never written any scripts at all, I still have one question: since they are not compiled, do I just paste the text (with the procedure you explained and I actually understood) and save them with notepad as *.ncs, right? Just correct me if I'm wrong, if it's right, nevermind. I already looked at the names of the herbs in the Polish version to find out the names that are very different from the English ones and I think this really should be an easy task. Uh... if I get them to work, should I share the ones you didn't do here, in case somebody else wants them?
 
C

Corylea.723

Ex-moderator
#8
Jul 8, 2009
DelightfulMcCoy said:
But since I've never written any scripts at all, I still have one question: since they are not compiled, do I just paste the text (with the procedure you explained and I actually understood) and save them with notepad as *.ncs, right?
Click to expand...
No, no, no; Notepad is useless for the purpose; you must use Djinni. I'm sorry, I should have given better directions. Let me start again.1. Open Djinni.2. At the top of the screen you'll see a bunch of menus: File Module Edit View Game Audio Tools Window Help3. Open the File menu.4. The first option on the list is New, and that's what we want.5. Follow the arrow across from New, and you'll be given a list of a lot of new things you could make. Scroll down until Neverwinter Script (.nss) is highlighted, and click it.6. This will open a window with new neverwinternights script at the top of the page and a few words and symbols filled in on lines 1, 2, and 4.7. If you're making a new script from scratch, you'd start entering stuff into line 3, but you're not making your own new script, you're using mine.8. So delete lines 1 - 4. You'll be left with a blank line 1 with a blinking cursor next to it.9. Copy the script I gave you in a previous post. You don't need to copy the comment (the lines that begin and end with //), but do copy all the rest.10. One line says CreateItemOnObject("it_ingr_051", OBJECT_SELF, 5);11. it_ingr_051 is the item number of the herb that this script will put into the container that is the bush or plant. You can look up all of the item numbers for all of the herbs on the Djinni Wiki, here: http://djinni.wikia.com/wiki/Item_codes12. Let's say you want to make a script for Verbena. We'd look that up in the wiki and find that the item number for its herb is 065.13. So, you'd replace it_ingr_051 with it_ingr_065.14. The 5 that comes after OBJECT_SELF, is how many we're telling the plant to add. Verbena is much rarer than the ubiquitous White Myrtle, so let's change that number from 5 to 3.15. Now, you need to know what to save the file as. If the herb you're doing is one of the few that are in the C:\Program Files\The Witcher Enhanced Edition\Data\Templates\Placeables\Containers folder, then it's easy -- just open things that are called "bush" until you find the right one.16. If the herb you're doing isn't in that list, then you'll need to go to the Templates folder that you Unbiffed. You won't be able to see it unless Djinni can, so you'll need to have it somewhere in your C:\Program Files\The Witcher Enhanced Edition\Data folder.17. The herbs are all called "ob_bush#," so you can just copy all of the things that are called "ob_bush" to your Data folder.18. Djinni can only see things that were in the Data folder when it was started, so if the necessary file was elsewhere, you'll need to exit Djinni and restart it.19. Okay, so you look through the ob_bushes, and you find that Verbena is ob_bush07.20. Double check the item number -- yep, under "Inventory" and "Has Items," it says that it has #065.21. Go down to the Scripts section, find the Daily Scripts line. Click on the box on the far right of that line, and you'll get a pop-up box with some numbers, then a word in brackets. The word in brackets is the name of the script that this bush uses to refill itself daily. Some of those names are Polish, and some have been translated into English; in the case of Verbena, the script is named "verbena01."22. So, you'll want to save that script you made as "verbena01." Make sure the script you wrote is highlighted (the name bar at the top should be in color, not grey.) Go to the File menu, and choose Save as. A box will pop up for you to input the name. Type in "verbena01" and hit return.23. Now look at the Aurora Log, which should be a long, skinny box that was at the bottom of Djinni when you opened it. If you did everything correctly, there will be a message there that says, "NWNScript Compiler: C:\Program Files\The Witcher Enhanced Edition\Data\verbena01 compiled successfully. The raw script -- the one you copied into the script editor -- does nothing by itself; the game listens to the compiled scripts.24. If everything worked out properly, you should have three new files in your Data folder: verbena01.nss, which is the raw script, verbena01.ncs, which is the compiled script, and verbena01.ndb, which is used for debugging.25. Put the .nss and .ncs scripts in your Override folder, and you should now have more plentiful Verbena. You can just delete the .ndb version.
I already looked at the names of the herbs in the Polish version to find out the names that are very different from the English ones and I think this really should be an easy task.
Click to expand...
Some of them are in Polish and some are in English; as long as you copy whatever is in the Daily Script pop-up box, it'll be fine.
Uh... if I get them to work, should I share the ones you didn't do here, in case somebody else wants them?
Click to expand...
I think sharing them is an excellent idea, but I'd start my own thread if I were you, since most people don't reread threads they've already seen once. I have a few more scripts that I'll upload to this thread, though, so you can check back here for a few that you won't have to do yourself.Also, I tried to make things as clear as I could, but if there's anything you don't understand, feel free to ask!
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#9
Jul 9, 2009
Wow, thanks for your effort to explain that to me.. I thought something wasn't right. Especially as it didn't work. ;) Alas, I still get stuck. 15. I find one item in the container thingy, do I proceed with 22.?16. "the Templates folder that you Unbiffed" Which would that be? I think I have the wrong one (the 2da00.bif). I unbiffed that one a long time ago and I remember that the tool threw the files all over the place and I had a hard time sorting the mess out. Since that time I never did that again. :-\That's why I better ask, before I do it, is it the templates00.bif?22. It wants to save *.utp (I am testing with one of the container files because I stumbled upon balisse). What do I do with that?Which scripts are you uploading, so I don't do them?If I succeed in making a few scripts, I have no problem uploading them with yours, because the credit is all yours anyway.
 
T

TheSilver

Forum veteran
#10
Jul 9, 2009
Corylea said:
...and since she's delightful...
Click to expand...
Ooh, Lord.You do have a way with wordsThanks for this, Corylea, I'll use it on my next playthrough!
 
C

Corylea.723

Ex-moderator
#11
Jul 9, 2009
DelightfulMcCoy said:
Wow, thanks for your effort to explain that to me.
Click to expand...
You're welcome. It's all part of my dastardly plot to seduce as many people as possible into modding The Witcher. ;D
15. I find one item in the container thingy, do I proceed with 22.?
Click to expand...
I think you've misunderstood what you're doing with the file from "the container thingy." We're looking at the file for the Verbena OBJECT as a reference work, to see what the name is for the script it uses to refill itself. We are not altering ANYTHING about that object; the file you need to save is the SCRIPT you made. DO NOT save any files except for the script you just made, because all the other files are already the way they're supposed to be.
"the Templates folder that you Unbiffed" Which would that be? I think I have the wrong one (the 2da00.bif).
Click to expand...
Ah. You told me that you'd unbiffed the relevant folders, so I thought you understood which ones you needed. We're making a brand-new script, which will work with an existing item and an existing object. We're using the object file solely for reference, and we don't need access to the item file at all. To look at the object files for all of the herbs, you'll need the ob_bush1.utp through ob_bush17.utp files from the Templates folder. So yes, what you unbiff is Templates00. You don't need the .2DA files for this particular chore.
I unbiffed that one a long time ago and I remember that the tool threw the files all over the place and I had a hard time sorting the mess out. Since that time I never did that again. :-\
Click to expand...
Really? That's odd. Which unbiff tool are you using? The one I used asked me where I wanted it to put the folders it was doing, and I had it put them in My Documents, so the game wouldn't get confused by having two copies of everything in the C:\Program Files\The Witcher Enhanced Edition\Data folder. It didn't scatter anything anywhere or make any other sort of mess. I used the tool at this page; if you have a different one, you might try this one instead: http://csimbi.googlepages.com/.
22. It wants to save *.utp (I am testing with one of the container files because I stumbled upon balisse). What do I do with that?
Click to expand...
We aren't saving or otherwise altering the herb files; the only thing you need to save is the script file.
Which scripts are you uploading, so I don't do them?
Click to expand...
Crow's Eye, Sewant Mushrooms, and Verbena.
If I succeed in making a few scripts, I have no problem uploading them with yours, because the credit is all yours anyway.
Click to expand...
Um, I'm not quite sure how to put this, but I'd actually prefer that you have your own thread.
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#12
Jul 9, 2009
Thanks again. Your scheme might actually work - but not today. I'll be going at this tomorrow with a fresh mind (any donors?) and for today I'll finally patch my game, install the new FCR and play the Witcher Prologue, yay!
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#13
Jul 10, 2009
Hm, so after a while in Act I, it worked again for white myrtle and hellebore, a while later for celandine, too. Strange. But I still couldn't figure out what to do about those key and bif files. ???
 
C

Corylea.723

Ex-moderator
#14
Jul 10, 2009
DelightfulMcCoy said:
Hm, so after a while in Act I, it worked again for white myrtle and hellebore, a while later for celandine, too. Strange.
Click to expand...
The new scripts tell the bush how many herbs to fill itself with when it replenishes itself. The bushes call their particular script once a day, so the new number is only present after the script has been called for the first time.
But I still couldn't figure out what to do about those key and bif files. ???
Click to expand...
The Unbiff program I directed you to has a README that tells you how to use it. It says:UnBIF 1.0BIF Unpacker with Witcher support.Installation============Unpack to any directory and create a shortcut for yourself for easy access.Usage=====1. Start program.2. Click "Select...".3. Select the directory containing the .KEY files by selecting at least one KEY file and click OK.4. You will be shown the list of all KEY files in the directory - check all KEY files in the list you want to use. NOTE: You can quickly select all/none of the KEY files using the buttons above the list.5. When at least one KEY file is selected, click "Read".6. You will be shown the list of all BIF files indexed by the KEY files you selected previously - check all BIF files in the list you want to extract. NOTE: You can quickly select all/none of the BIF files using the buttons above the list.7. Click the "Extract" and select the directory where you want to unpack the selected BIF files. NOTE: each BIF file will be extracted in its own directory.8. You can press the "Reset" to start over, or "Exit" to exit.So, you select the C:\Program Files\The Witcher Enhanced Edition\Data directory for Step 3. In Step 4, have it read all of them. In Step 6, check Templates. I'm not sure how you're having trouble with this; it's very straightforward.
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#15
Jul 10, 2009
Whoa okay, that was embarassing. :-[I had to wrap my mind around some totally unfamiliar ways to do something, but once I did that, it was really easy. Thanks for your patience with me (yes, I saw you cringe there).I did all herbs except the ones you already did post and announce. What I couldn't do was han, because for some reason I already have a han.ncs in my override folder, so either you do that one, or there won't be one. I personally don't need it that badly, I've always found enough rebis in Act IV. I'll test the scripts tomorrow and then post them.
 
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