Version 1.3: Scripts have been further cleaned up and commented on. Added 2 new formulas allowing Geralt to make the normal and greater yellow mutagens out of lesser and normal ones respectively. Formulas will be automatically added in the classic version and available in same shops for the standard version. I also updated the string ID space to not conflict with WLC. All included localizations have been updated but external ones may need an update. Enjoy!
Version 1.2: A few under the hood changes here to eliminate all xml conflicts and eliminate a script in order to improve compatibility. Mod should now be compatible with Ghost Mode with no xml conflicts! I still don't know about compatibility with any other overhauls. In addition, descriptions for all yellow mutagen items should now be working. Some people have pointed out that there is an issue in the alchemy panel where the color of yellow mutagen recipes don't match those of the vanilla mutagens. After some investigation, this is unfortunately a bug in how the vanilla game handles mutagen recipes(all mutagens in the game are missing item quality tags) which I won't address in this particular mod. Lastly, I want to thank gotaimin and grandmastermadman for providing Japanese and German localization.
Tinnaib has also graciously decided to create another version of the add-on file that features the stamina icon instead of the generic stats icon. You can now choose which version you choose to install!
Also make sure the patch (60fps/yellow banner) got the highest priority, maybe make it even 1. I had troubleshooted for hours just to find out if I prioritize the patch further, it starts to work again, but I'm not sure which other mod caused the issues.
For my own knowledge, can someone explain how this stat works. When you add the yellow mutagen to the mutagen slot and get the 40% bonus. Is that bonus for the regen rate? or overall stamina pool? Just trying to understand how it works, so if I decided to pair this off with another stamina based combat mod.
hi, changing values of synergy bonus in xmls won't get the desired results in the game. e.g. succubus stamina regen. probably you are aware of this but a fix would be appreciated
Seems like version 1.31 fecked something up and names aren't displayed anymore, had to revert to previous version. 60fps-patch with altered background for stats seems to work for em too. Please do test first before uploading new version, this has cost me 2 hours to figure out, creating a complicated merge multiple times again.
After even more testing I can confirm the 1.3 version works with 60fps - changed background for stats - and even the balance mod.
But like madsurgery I had to manually edit and import the old localization strings. The localization strings weren't even working for english, so I'm out of ideas as to how this can be overlooked.
NP - I'm not mad anymore, seems to work and I'm satisfied. Especially with the additional abilities this could be a good chunk for new gameplay mechanics. Maybe one more question, since I must have misunderstood something: I went to a herbalist with the Standard version installed, but there were no schematics. I then installed the Classic version to test. Do you have to buy from specific NPC?
Ehm ... we got another problem with the standard version now - the schemes aren't purchasable at Gremist and so on. I made sure to load a savefile without the unlocked schemes for yellow mutagens. Also I don't know for which version of this mod this mod https://www.nexusmods.com/witcher3/mods/6882?tab=posts was working. Aaaand additionally it seems there are still problems with displaying the names, since the 1.32 classic version also didn't displayed the names anymore, but I'm not entirely sure if I fecked up something - so take this as a note.
So all in all there are 4 problems with this mod and I will just stick with 1.30 now ... I already tested dozens of times:
missing names on Alchemy tab
missing schemes at Alchemists
incompatibility with Balanced mod? in like every version (the mod works - it balances - but the schemes are missing then too)
I'm starting to feel very stupid ... I can't get the 60fps patch to work with any of the standard versions > so it will change background and icon too. It seems the patch has to be a separate folder under /mods, but even with prioritizing the patch it does not work, but the language got fixed ... I mean - what the heck? Seems like I have to dive deeper ...
Maybe if you find time, try to rebundle the mod, and if possible integrate a menu to tweak aspects like count of needed ingredients, stats (25% ...) and if schemes have to be purchased or will get added automatically. It should be possible to just check for each scheme, you probably already got the logic behind this and updating the stats should also be possible I believe. I have seen stats to be applied live for Wolf companion mod.
I know it is quite some work and if I would have time and a free week, I could try it on my own ... but not much time left these days.
Hi there. I went ahead an uploaded another version of the Standard Version(still labeled 1.32) that uses the strings from the older version. That should fix the names and labels. Your issue with the diagrams not appearing in shop is likely being caused by the balance mod that you're using. If I recall correctly the author of that mod did not include support for the Standard version. I'll see if I can get him to note that on his mod page or possibly make an update for supporting the standard version. The duplicate schemes are on purpose. Both the normal and greater yellow mutagens have alternative recipes per people's request. Yes, the optional panel file needs to be installed as a separate mod and needs to win all conflicts in order to work. Make sure all your scripts are merged correctly if you are having issues with it working. As for a menu, I'm not sure if that's something I can do right now. I'm currently not doing any new modding until the next gen version releases. If I were to do such a feature then it would include control over more gameplay stats than just the yellow mutagens. Really sorry that you've been having issues with this mod. The latest update was just meant to include some translation people have done over the last few months and I guess something broke the English strings in the process.
Hey there, thanks for your reply, and np, it just drove me nuts, I weren't able to fastly figure out what I was doing wrong or fix it on my own. It is legitimate and understandable to wait for the next version for mod updates. I wasn't aware the balance mod does not support the standard version, but descriptions on the frontpage aren't very descriptive these days, also I didn't bought both recipes, but you are right.
I will try the new version now and report back if I'm encountering any issues, thank you.
Just to report back: 1.30 & 1.32 Standard (1.31 untested) are working fine with the patch for 60fps and yellow. I have to admit some mistakes were made on my side, the priority of the patch wasn't high enough and some other unknown mod overwrote the same file. Also I will stick with your balancing now.
Hello there. Fantastic mod and i appreciate your work on restoring this cut content.
I've an idea on it. Would be great if you can provide an alternate with the old style (pre-patch 1.08) of the game mutagen icons/textures. if its possible.
here is a reference to the old mutagens: https://external-preview.redd.it/SFrY0T7otHfvKtM0kncSumL3t_24SU4HJ5Vvdr0n8Tc.jpg?auto=webp&s=1a0737ffdf040d2c001e85ed8a524f77a2050baa
I'll see what i can do about the old mutagen icons. Btw can you please provide a e3 hud compatibility patch for yellow banner 60fps add-on version B ? or perhaps teach me? bulkane#3884 on dc. so i can send the panel_character.swf of e3hud via dm if you want.
Tinnaib had a look in the preload version of the game and he only found the normal mutagen version of the old icon(including the yellow one). Would need to look into a later patch.
As for the yellow banner I can tell you that a "Yellow" case needs to be added to Sprite 505 which currently only contains None,Red,Blue, and Green cases. That's about as far as I got before Tinnaib actually finished that portion of the mod. I'm not sure how much of that will be useful for e3 hud. I would consider reaching out to Tinnaib for additional guidance. I use ffdec to edit redswf files but I am sure he can recommend something better.
What conflicts might arise? Just add a couple of lines to def_loot_monsters.xml. The principle is the same as with adding to the store. Upload an optional file and everyone can enjoy your wonderful work.
That's a really high traffic file that all the overhaul mods as well as any mod that edit monster loot change. This is something that I might look into doing for the next gen version if I can figure out a way to do it without causing compatibility issue.
The latest classic version .... english strings did not work (on alchemy tab mutagens had no name). replaced the strings with the older version and it worked.
Is it possible to create a patch for the add-on+60fps+slotsslotslots ? please
Problem got fixed, I had the same error and tried to figure it out, in between you wrote this comment and I didn't refreshed the page. Could have spared me an hour.
No. I completely unknowingly included it until Mersey pointed it out to me. I fix was made according to the guide presented on this page https://www.nexusmods.com/witcher3/mods/2352
145 comments
Version 1.2: A few under the hood changes here to eliminate all xml conflicts and eliminate a script in order to improve compatibility. Mod should now be compatible with Ghost Mode with no xml conflicts! I still don't know about compatibility with any other overhauls. In addition, descriptions for all yellow mutagen items should now be working. Some people have pointed out that there is an issue in the alchemy panel where the color of yellow mutagen recipes don't match those of the vanilla mutagens. After some investigation, this is unfortunately a bug in how the vanilla game handles mutagen recipes(all mutagens in the game are missing item quality tags) which I won't address in this particular mod.
Lastly, I want to thank gotaimin and grandmastermadman for providing Japanese and German localization.
Tinnaib has also graciously decided to create another version of the add-on file that features the stamina icon instead of the generic stats icon. You can now choose which version you choose to install!
Thanks,
glassfish
This field should be yellow.
And it should not be a sword, but something related to energy.
But like madsurgery I had to manually edit and import the old localization strings. The localization strings weren't even working for english, so I'm out of ideas as to how this can be overlooked.
So all in all there are 4 problems with this mod and I will just stick with 1.30 now ... I already tested dozens of times:
Maybe if you find time, try to rebundle the mod, and if possible integrate a menu to tweak aspects like count of needed ingredients, stats (25% ...) and if schemes have to be purchased or will get added automatically. It should be possible to just check for each scheme, you probably already got the logic behind this and updating the stats should also be possible I believe. I have seen stats to be applied live for Wolf companion mod.
I know it is quite some work and if I would have time and a free week, I could try it on my own ... but not much time left these days.
I will try the new version now and report back if I'm encountering any issues, thank you.
I've an idea on it. Would be great if you can provide an alternate with the old style (pre-patch 1.08) of the game mutagen icons/textures. if its possible.
here is a reference to the old mutagens:
https://external-preview.redd.it/SFrY0T7otHfvKtM0kncSumL3t_24SU4HJ5Vvdr0n8Tc.jpg?auto=webp&s=1a0737ffdf040d2c001e85ed8a524f77a2050baa
Btw can you please provide a e3 hud compatibility patch for yellow banner 60fps add-on version B ? or perhaps teach me?
bulkane#3884 on dc. so i can send the panel_character.swf of e3hud via dm if you want.
As for the yellow banner I can tell you that a "Yellow" case needs to be added to Sprite 505 which currently only contains None,Red,Blue, and Green cases. That's about as far as I got before Tinnaib actually finished that portion of the mod. I'm not sure how much of that will be useful for e3 hud. I would consider reaching out to Tinnaib for additional guidance. I use ffdec to edit redswf files but I am sure he can recommend something better.
I just uploaded a mod that restores the old mutagen icons. Fully compatible with this mod as well.
Thanks for the suggestion.
Is it possible to create a patch for the add-on+60fps+slotsslotslots ? please
Patches for the add-on panel are up to Tinnaib to decide if he wants to make them.
https://www.nexusmods.com/witcher3/mods/2352