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It seems that armor mods, like the Trailer Armor mod (http://witchernexus.com/downloads/file.php?id=63), that modify the dev_item_armor.xml file break the Hair Styles dlc.

I have a question about the modding process in the Witcher 2 vs other games. It seems like most of the mods we have for The Witcher 2 simply override xml files from the main game resources. My question is, is it possible to mod without overriding the main resources, but patch them. I ask because my experience using mods for the Infinity Engine.

Old Baldur's Gate 2 mods used to simply be files that replaced game resources using the Override folder. However, modern mods use a program called WeiDU. http://weidu.org/main.html#weidu WeiDU allows multiple modders to mod the same file, provided they don't modify the same part of the file, without causing conflict (OK it can still cause conflict, the person installing the mods has to be careful of the installation order).

I have limited understanding of the way it works, I just know how to use it to install dozens of mods without bugs. Would something like that program be useful for Witcher 2 mods? It would certainly be nice, let me tell you that. As it stands you can't use an inventory weight modification mod with a price modification mod, because they alter the same file. However with something like WeiDU, provided you were careful, you could use both mods, because they don't alter the same lines of the file.

Just an idea, like I said, I'm no programmer, I'm just a compulsive modder who has seen something work for a different game and I hope it can work for this one. I don't know if WeiDU will work for Witcher 2, but I HAVE seen it work for games other than infinity engine. So I'm hopeful.
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Sayne: It seems that armor mods, like the Trailer Armor mod (http://witchernexus.com/downloads/file.php?id=63), that modify the dev_item_armor.xml file break the Hair Styles dlc.
The hairstyles are just "patched" into the xml after patch. If a mod author didn't update his XML after 1.2, you don't have the hairstyles entries in the file, thou "breaking" them.

Is enough to cut and paste the lines about hairstyles (they are at the start of the file, easy to find) from a vanilla 1.2 XML file into the modded one.


As for patching in single lines instead of making mods override the full XML, I really don't know. But maybe in the future we'll see some homemade tool to patch lines in, kinda like the coalesced.ini editor for Mass Effect 2 (take a look at it if my explanation isn't clear).
Even if I used WeiDU mods a lot in the past, I don't know if this is the same concept, but the idea is the same.

Unfortunately I lack the programmi skills to do a tool like that, but I still hope we'll see one in the future.


Edit: here the editor I was talking about: http://social.bioware.com/project/1854/
Post edited June 12, 2011 by Kitako
I just took a look at the mod.. downloaded the last version. It is merely a texture replacer, it doesn't modify any xml files. I don't see how the mod would break hairstyles. Besides, the xml files are for stats, not texture mapping.

How are hairstyles broken?
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SystemShock7: I just took a look at the mod.. downloaded the last version. It is merely a texture replacer, it doesn't modify any xml files. I don't see how the mod would break hairstyles. Besides, the xml files are for stats, not texture mapping.

How are hairstyles broken?
Mmm... actually, it's a different file we are talking about, now that I look at it. My "hair broken" experience after patching to 1.2 was due to a old def_item_armor.xml, which lacked the following lines:

[i] <item name="dlc_geralt_hair_01" category="hair" enhancement_slots="0" equip_template="geralt_hair_02" attachment_type="skinning" ability_mode="OnMount">
<tags>NoDrop,NoShow</tags>
<base_abilities>
</base_abilities>
</item>

<item name="dlc_geralt_hair_02" category="hair" enhancement_slots="0" equip_template="geralt_hair_03" attachment_type="skinning" ability_mode="OnMount">
<tags>NoDrop,NoShow</tags>
<base_abilities>
</base_abilities>
</item>

<item name="dlc_geralt_hair_03" category="hair" enhancement_slots="0" equip_template="geralt_hair_04" attachment_type="skinning" ability_mode="OnMount">
<tags>NoDrop,NoShow</tags>
<base_abilities>
</base_abilities>
</item>

<item name="dlc_geralt_hair_04" category="hair" enhancement_slots="0" equip_template="geralt_hair_05" attachment_type="skinning" ability_mode="OnMount">
<tags>NoDrop,NoShow</tags>
<base_abilities>
</base_abilities>
</item>

<item name="dlc_geralt_hair_05" category="hair" enhancement_slots="0" equip_template="geralt_hair_06" attachment_type="skinning" ability_mode="OnMount">
<tags>NoDrop,NoShow</tags>
<base_abilities>
</base_abilities>
</item>
[/i]


Don't really know info beside some pretty simple tweaking of xml files, and surely I don't know how models and texture works on this game.