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Skyrim / Witcher 3 mods


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#1 djh269

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Posted 28 September 2017 - 09:09 PM

When it comes to K1 + K2 I've tried to collect as many mods as I can throughout the years on various different websites. I've always considered myself more of a collector than someone who actually uses the mods he's downloaded, as I've downloaded 

mods I know in the back of my mind I'll never use, cause I'm that weird!

 

I guess my biggest question surrounding these games is am I late to the party in downloading mods? And, is there any hard to find websites to locate "Rare" mods for these games? I know about Nexus having Witcher 3 and Skyrim mods but I haven't tried looking for the hard to find websites yet as my new PC doesn't arrive for 2 weeks.

 

(Don't worry guys I'll post a blog / topic about my new PC as I've stated I will do before). 



#2 DeadMan

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Posted 29 September 2017 - 05:07 AM

You know about Nexus - it's usually enough. Everything worth looking at is released there for these games, IMHO.

If you are curious, you may also want to check Steam Workshop for Skyrim mods (it's possible that some authors release their work only there).

Witcher 3 Mod section on CD Project RED forums may have links to some rare small mods/tweaks.


The greatest programming project of all time took six days; on the seventh day the programmer rested. We've been trying to debug that f@#$%ng thing ever since.
Moral: design before you implement.

I'm no pessimist. I'm informed optimist.


#3 Malkior

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Posted 29 September 2017 - 05:15 AM

It wouldn't hurt to keep an archive of some mods, as modding is in a dire state with Bethesda rolling out more Creation Club content for Skyrim, and I wouldn't put it past them to eventually attack the Nexus.
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#4 djh269

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Posted 29 September 2017 - 06:30 AM


You know about Nexus - it's usually enough. Everything worth looking at is released there for these games, IMHO.

If you are curious, you may also want to check Steam Workshop for Skyrim mods (it's possible that some authors release their work only there).

Witcher 3 Mod section on CD Project RED forums may have links to some rare small mods/tweaks.

 

Thanks for the advice DeadMan, some really good posts about tools but I doubt I'll delve into actually modding it until my Kotor projects are completed lol. 

 

It wouldn't hurt to keep an archive of some mods, as modding is in a dire state with Bethesda rolling out more Creation Club content for Skyrim, and I wouldn't put it past them to eventually attack the Nexus.

 

I'll quickly scoop up all the mods I can find then. 

 

I did have Skyrim on PS4 and they didn't allow mods that went past modifying existing data or something like that. Whereas Xbox allowed all mods which was strange. 

 

Are incompatibilities an issue with either games? 



#5 Kexikus

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Posted 29 September 2017 - 08:36 AM

Are incompatibilities an issue with either games? 

 

Mod incompabilities?

 

Then yeah, of course there are. Skyrim has thousands of mods and they certainly won't run all at once due to conflicts, but in my memory it was easier to just pile Skyrim mods on top of each other with the Nexus Mod Manager and they would still run just fine.

 

For Witcher 3 it's a little more tricky when it comes to mods that modify scripts (i.e. pretty much everything that's not just textures). As there's no patcher to install these mods, you'll run into troubles as soon as two mods edit the same script. However, there's a tool called Witcher 3 Script Merger that will allow you to merge these mods into one. It works automatically most of the time but sometimes you need to manually select the script parts it should merge.

And then there's also a random artificial limit on how many mods you can install at once but there seems to be a mod merger for texture mods that allows you to pack those into a single mod and thus avoid this limit. I have not tested that one yet as it wasn't around when I last moded my Witcher 3 game.



#6 DeadMan

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Posted 29 September 2017 - 11:27 AM

Thanks for the advice DeadMan, some really good posts about tools but I doubt I'll delve into actually modding it until my Kotor projects are completed lol. 

Basic understanding of the TW3 modding and tools will really help you when you'll try to install several mods which modify same files or when you'll hit mod limit Kexikus mentioned. Mod Merger and Script Merger tools will be helpfull, but they're not a panacea.

 

I had to manually merge a lot of mods I'm using. Sometimes official ModKit just can't properly uncook a mod, so I had to extract *.bundle content with QuickBMS, unpack texture.cache with LUA script, re-export textures to proper format, merge everything with other uncooked mods and repack the whole thing.


The greatest programming project of all time took six days; on the seventh day the programmer rested. We've been trying to debug that f@#$%ng thing ever since.
Moral: design before you implement.

I'm no pessimist. I'm informed optimist.


#7 djh269

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Posted 29 September 2017 - 11:52 AM

Many thanks to both of your advice. 

 

I'll download all the tools available and work out how to make the mods run smoothly!

@Deadman: That last paragraph hurt my head trying to get around it haha! You had me until Modkit lol. 

 

I'm still not completely understanding the Creation Club thing for Skyrim. Looks like a commercialised version of modding. 



#8 DeadMan

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Posted 29 September 2017 - 01:23 PM

@Deadman: That last paragraph hurt my head trying to get around it haha! You had me until Modkit lol. 

Don't worry, my head hurt too when I was figuring out how to do that stuff :-)

In reality, it is far easier than it sounds. Just tedious and time consuming.


The greatest programming project of all time took six days; on the seventh day the programmer rested. We've been trying to debug that f@#$%ng thing ever since.
Moral: design before you implement.

I'm no pessimist. I'm informed optimist.





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