"modZzBesserwisser2" this includes the "cooked" fixes, the 'armor dye part' is not included in version (see optional files); most armor mods will be compatible by default (this is basically the noArmorEdits version)
"modZeBesserwisserScripts" this includes the script modifications of Besserwisser. This can be removed for compatibility with EE or GM.
"besserwisser.bundle" (to be place in content/content0/bundles) includes all the LOD and draw distances edits; this reduce the size of besserwisser mod dramatically.
Optional files (you still need the main version; this is additional/optional stuff):
"modZBesserwisserLOD_ForTheLazy" also includes all the LOD changes but is way bigger. Only use this if you are to dumb/lazy to put the the besserwisser.bundle include in the main file in content\content0\bundles .
"modZBesserwisserOldColors_experimental" includes the armor edits of the previous versions. The witcher armors use the pre patch 1.21 textures but are still dyeable.
"modZBesserwisserOldColors_noDyes" is basically just a texture mod, that restores the old textures.
The new mod has modZzBesserwisser2 therefore u need an extra z there to go underneath it in load priority. If you use mod0Scabbards u are basically overwriting Besserwisser's fix for scabbards with the Outdated scabbards fix where if you do the above solution that I mentioned u get best of both worlds. At least that's what I understood when it was explained to me lol
I made an edited Bessserwisser with no armour, swords and scabbard changed (and based on Feregorn's version). This will make completely compatible to all "weapon and armour" category mod.
[EDIT] Updated to remove all Bundle Text to make it less conflicted. So no more "can I merge to HDRP?".
If it's an XML, then you can ask Script Merger to merge. But if you should manual merge by yourself and you don't know how. I suggest to keep them unmerge and set a priority order to HDRP or Besserwisser (whether you want the tucked hair, or the fix version).
brother! Your edited Bessserwisser and edited HDRP, completely saved me, in fact, he made many excellent mods invalid, regardless of order priority, thank you very much, I was stuck for many days, finally solved my problem, thank you again
Priscilla Legs fix for next gen from the mod: modPriscillaLegsFix.7z . Didn't manage to add underwear to it though, still better than having ghost legs.
Going by their excluded list, this fix is omitted in BiA and would be of no use since that BiA is for classic version. The above linked one is edit of the NG priscilla file.
If anyone wants a standalone fix for the swords clipping when on boats, head over to the Nitpicker's Patch comments section. Seems to work on 4.0 after a quick test.
The cut omlete quest integration here is pretty neat. Could someone versed in modding kindly port the activation flow of omelete quest from the mod to the next gen?
Texture changes to the starting gear armor makes you unable to dye it when upgraded (I specify when upgraded because if not, it is't classified as witcher gear, and only witcher gear can be dyed), or when using a mod that labels the entire armor as witcher gear, in which case, all other armor pieces (gloves, pants and boots) can be dyed.
It is exactly the same as this main file" modZzBesserwisser2" but with these 3 differences:
Deleted all geralt boat edits, except the one that fixes the boat-sword clipping
Deleted all witcher armor edits (if you want them either use one of the armor optional files or use dedicated witcher armor mods
Deleted a single w2ent file that broke the behavior of some ghost enemies in HoS (thanks to SorceressJ for pointing it out)
All you have to do is replace that specific mod folder with the file I uploaded. Don't ask for further edits/fixes/whatever, as I don't have the time. Instead, read-up on using wolvenkit from the tutorials here on nexus and do any further changes you desire on your own, the overall process is not that hard.
Thank you! Do we still need original file? I don't mean the scripts, but there is besserwisser.bundle or something in the original mod that goes into CONTENT directory instead of MODS directory in the original mod...
EDIT: Also, does original NITPICKER mod (not Besserwisser's version) also have those problems with your mods and with ghost enemies in HoS?
The file I have uploaded is a direct replacement for 1/3 of the folders inside the main file that are supposed to go in the "mods" folder of the game. So, as I wrote, that original "modZzBesserwisser2" folder has to be deleted completely and my folder to take its place inside the "mods" folder.
Now, about that "bundle" thing. The author mentions that it is a space saving solution, however personally, ~150mb of space is not a problem for me. Therefore, I would take out that bundle/conent folder thing and use instead the optional file named "xxxx_xxxx_lazy" which goes inside the regular "mods" folder alongside the other 2 folders from the main file.
Lastly, about the nitpickers, I have used in the past the no_armors version, never had an issue iirc, but since besserwiser is newer and contains more fixes, it's probably the better option (minus ofc those problematic files I deleted).
LOL I'm sorry man. I'm literally running back an forth to these pages prepping for a 200+ mod play through and I'm losing my mind with all the latest versions and custom files and edited versions to fix other versions.
Right now I'm pulling my hair out because I can't get Keira to spawn without a buzzcut, and I'm trying files from 5 different mods, 1 at a time.
I haven't played since the mod limit fix came out, so it's overwhelming and I CAN'T STOP ADDING MODS. :)
Hahaha, oh well in that case you should bring that overwhelming feeling under control! xD
To solve such issues, my piece of advice would be to have script merger at hand (even if you don't plan to use it for its intended purpose) to see rapidly what specific files conflict directly with each other and then act accordingly. This should save huge amounts of time than just using the basic elimination approach.
Oh yea, absolutely. I don't think I've closed Script Merger in over a week. Very detailed info in there. And every time I see a red colored conflict I race to my mods.settings file, which is over 60 entries now btw. (I read some people say it's easier to forgo that file and just rename folders to set load order - but that was quickly out the window for me with 200+ folders to remember LOL).
There's just so much to learn about how these files work and how to fix issues, I am really glad I can lean on modders like yourself to explain them, which I thank you for, good sir.
Feregorn, by any chance, might you have any experience with the latest PLM and how to prioritize it in terms of other large mods like HDPR and True Fires?
I'm trying to foresee, without much technical knowledge at all, how those w2ent and mesh/buffer files will compete in game and whether or not I'll get what the mod authors intended for each.
Hey, I haven't used latest PLM, but I think I have seen on those mods' own pages, people recommending appropriate priorities so I would suggest to check there first.
What I would probably do, if I was in a similar situation, would be to have HDRP lowest priority as it's the most general improvement mod of the three, middle priority I would give to PLM which is a less general improvement mod for the lighting/weather system and highest priority I would give to the Fires mod as that one is very specific.
Generally speaking, I think that's the most tailored approach to keep in mind when dealing with W3 mods and their priorities, to go from the generic to the specific in an ascending order of priority.
@Stormlight23 I don't use combo blood so I don't how it works, what it changes and where it conflicts with Besserwiser here. For starters, I would suggest you follow the same guidance I provided earlier and use Script Merger to find out what files between those 2 mods actually conflict so you know what's what at least.
Ok, so what you need to do is open this mod, or rather the package I uploaded, with wolvenkit and take out this file you mention. Then you pack up again and all done. Not hard to do and there is documentation on using wolvenkit here on nexus.
Nice to hear! So you tested it and confirmed that this "rune_effect" file from besserwiser caused the issue of messed red blood for insectoids in combo blood?
1856 comments
Version 2.1 Modules
Main File:
Optional files (you still need the main version; this is additional/optional stuff):
mod0Scabbards works.
The new mod has modZzBesserwisser2 therefore u need an extra z there to go underneath it in load priority. If you use mod0Scabbards u are basically overwriting Besserwisser's fix for scabbards with the Outdated scabbards fix where if you do the above solution that I mentioned u get best of both worlds. At least that's what I understood when it was explained to me lol
Besserwisser is now included and incorporated to Brothers In Arms - TW3 Ultimate Bug Fix and Restored Content Collection
Of course you can still use the mod as standalone one. But if you want the best immersive and completionism playthrough, go try BiA.
This will make completely compatible to all "weapon and armour" category mod.
[EDIT] Updated to remove all Bundle Text to make it less conflicted. So no more "can I merge to HDRP?".
i test your mod i have 2 conflicts with HDRP "def_item_hairs.xml" , how resolve it for best result ?
But if you should manual merge by yourself and you don't know how. I suggest to keep them unmerge and set a priority order to HDRP or Besserwisser (whether you want the tucked hair, or the fix version).
Install the edited HDRP by SorceressJ that remove Hair, Armour and Monster changes.
My edited Besserwisser (and only that) is meant for users who use too many XML mods.
While my version remove Bundle Text/XML files.
Thanks in advance.
It is exactly the same as this main file" modZzBesserwisser2" but with these 3 differences:
All you have to do is replace that specific mod folder with the file I uploaded. Don't ask for further edits/fixes/whatever, as I don't have the time. Instead, read-up on using wolvenkit from the tutorials here on nexus and do any further changes you desire on your own, the overall process is not that hard.
EDIT: Also, does original NITPICKER mod (not Besserwisser's version) also have those problems with your mods and with ghost enemies in HoS?
The file I have uploaded is a direct replacement for 1/3 of the folders inside the main file that are supposed to go in the "mods" folder of the game. So, as I wrote, that original "modZzBesserwisser2" folder has to be deleted completely and my folder to take its place inside the "mods" folder.
Now, about that "bundle" thing. The author mentions that it is a space saving solution, however personally, ~150mb of space is not a problem for me. Therefore, I would take out that bundle/conent folder thing and use instead the optional file named "xxxx_xxxx_lazy" which goes inside the regular "mods" folder alongside the other 2 folders from the main file.
Lastly, about the nitpickers, I have used in the past the no_armors version, never had an issue iirc, but since besserwiser is newer and contains more fixes, it's probably the better option (minus ofc those problematic files I deleted).
And it is also mentioned in the description of the mod which is supposed to be read. Hope this isn't news
Right now I'm pulling my hair out because I can't get Keira to spawn without a buzzcut, and I'm trying files from 5 different mods, 1 at a time.
I haven't played since the mod limit fix came out, so it's overwhelming and I CAN'T STOP ADDING MODS. :)
To solve such issues, my piece of advice would be to have script merger at hand (even if you don't plan to use it for its intended purpose) to see rapidly what specific files conflict directly with each other and then act accordingly. This should save huge amounts of time than just using the basic elimination approach.
There's just so much to learn about how these files work and how to fix issues, I am really glad I can lean on modders like yourself to explain them, which I thank you for, good sir.
I'm trying to foresee, without much technical knowledge at all, how those w2ent and mesh/buffer files will compete in game and whether or not I'll get what the mod authors intended for each.
What I would probably do, if I was in a similar situation, would be to have HDRP lowest priority as it's the most general improvement mod of the three, middle priority I would give to PLM which is a less general improvement mod for the lighting/weather system and highest priority I would give to the Fires mod as that one is very specific.
Generally speaking, I think that's the most tailored approach to keep in mind when dealing with W3 mods and their priorities, to go from the generic to the specific in an ascending order of priority.
Thanks again!
Also bumping this up.