The Witcher 3

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Lunayah

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Lunayah

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212 comments

  1. Lunayah
    Lunayah
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    Hey guys im no longer modding this game.
    some answers:

    Performance: may affect performance while casting since you have more than triple the particles on your screen.
    Doesnt work: may not compile or work on pirated copies of the game. if it doesnt work for you but works for everyone else
    the problem is on your end. sorry i cant help.
    Dirstortion: sorry Im no longer modding this game though I cannot do personal request. theres too many and i dont have time. sorry.
    Single signs: if you wish to have only ard then you can just delete everything except the ard file in the spells folder.
  2. Lunayah
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    Manual install only:

    copy the modImprovedSignEffects to your mod folder
    make sure that a folder name content is inside the modImprovedSignEffects folder
    Enjoy =)


    Updated version out now

    Decided to do a quick fix. I hope you guys can enjoy, Leave feedback and report bugs.
    1. kilyan
      kilyan
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      Hi, can you make that sign reacts with environment like it was for e3 trailer? example aard cast on river moves its water or such?
    2. TechnicalBandit
      TechnicalBandit
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      Hey, the mod doesn't seem to work on current version of NextGen. The error I get is similar as what others have said below:
      Error [content0]game\projectile\advancedprojectile.ws(269): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here.
      Error [content0]game\projectile\advancedprojectile.ws(661): Cannot access
      protected property 'signEntity' in class 'W3SignProjectile' here.
      Error [content0]game\projectile\advancedprojectile.ws(835): Cannot access
      protected property 'signEntity' in class 'W3SignProjectile' here.
      Error [content0]game\gameplay\items\spells\signentity.ws(624): Could not find function 'GetBurnEffectPlayed'
      Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
      Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
      Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.


      Is there any plans to make this mod compatible with NextGen
      anytime soon? I'd love to have this  mod in my fresh playthrough (been 3 years)
  3. szbozso07
    szbozso07
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    If you add rotation to an armor then the 360 Igni effect is not working.
    1. szbozso07
      szbozso07
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      Sorry, another mod was at fault.
    2. RavenNayem
      RavenNayem
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      thanks a lot bro. it works
  4. empt1ness
    empt1ness
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    This mod is currently not working. Installing it will not launch the game.
    1. freeroamer696
      freeroamer696
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      Someone has taken up the mantle, with permission no less...nex gen ver here www.nexusmods.com/witcher3/mods/7369
    2. Jettblk
      Jettblk
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      not all heros wear capes, thank you.
  5. DCFPSC
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    Every time I install it says 
    Error [content0]game\projectile\advancedprojectile.ws(269): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here.
    Error [content0]game\projectile\advancedprojectile.ws(661): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here.
    Error [content0]game\projectile\advancedprojectile.ws(835): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here.
    Error [content0]game\gameplay\items\spells\signentity.ws(624): Could not find function 'GetBurnEffectPlayed'
    Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
    1. Jettblk
      Jettblk
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      because its old and cant be used anymore for anyone on nextgen
  6. LordOfErebus
    LordOfErebus
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    not working on 1.04
  7. wghost81
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    Unification patch updated mod version: modImprovedSignEffects. Don't forget do download and endorse the original file.

    PS I've simply converted the mod to the new script base without changing anything, but I have to say there are several very strange parts of the code that do nothing except wasting game resources.
    1. happynutts
      happynutts
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      is this for 1.31?

      tried it out. it is. thanks a lot been wanting to get this for awhile now for 1.31. appreciate it.
    2. Buskovic
      Buskovic
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      THANKS!!!
    3. cortex69
      cortex69
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      would you be able to specify what is wasting resources?

      I am trying to play the game at 4k and is running beautifully smooth but it drops performance when Igni is used ;( I wish I knew what to alter.
    4. deleted4610270
      deleted4610270
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      There's a file missing in the updated version - burningEffect.ws . Has it been integrated into some other file as part of "new script base" ?
    5. davegl1234
      davegl1234
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      FYI - I compared burningEffect.ws in the original mod with that in 1.31, and there are no differences, other than a load of comments, so there is no point in it. I guess the original author made changes to this file in the past (or planned to in the future), but wghost81 realised there was no need for it in its current state.
    6. waduk
      waduk
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      Thank you !
    7. Kulturellt
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      Thanks so much!
    8. Banzai07
      Banzai07
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      It works like a charm, thank you so much
    9. youngjdef
      youngjdef
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      THANK YOU wghost81 !
    10. ven9eanceLOL
      ven9eanceLOL
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      Ghost Mode is the first and only mod I have installed. Then tried to install this modImprovedSignEffects but it gets a bunch of conflicts with the igniSigneffects. Not sure how to resolve the conflicts in script merger
    11. Zowbaid
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      Here's a Compatible version for Ghost Mode. 

      https://mega.nz/file/u8NixTAQ#bAGQB8X2gb7mDldSdHd8v0SBf6L3klnzLHBan3cwvJ8

      Just select C for all conflicts.
    12. zerogon
      zerogon
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      Thank you a lot!
    13. 200kgkos
      200kgkos
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      BIG THANKS. but its not helped me. i cant merge signprojectiles.ws 
      oh god, it works
    14. Hotpuree
      Hotpuree
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      hey I tried merging the mod with ghost mode but there are 4 unresolved conflicts with ignientity
    15. Lobuno
      Lobuno
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      Thank you very much for the v1.31 compatible version!!!
  8. HitchensRIP
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    Just wanna report that this mod has stopped working with the newest "Next-Gen" update.

    Had to disable/remove it from mods folder, or game would not boot.

    EDIT: Here's the full error I was getting, maybe, it somehow will help

    Error [content0]game\projectile\advancedprojectile.ws(269): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here.
    Error [content0]game\projectile\advancedprojectile.ws(661): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here.
    Error [content0]game\projectile\advancedprojectile.ws(835): Cannot access protected property 'signEntity' in class 'W3SignProjectile' here.
    Error [content0]game\gameplay\items\spells\signentity.ws(624): Could not find function 'GetBurnEffectPlayed'
    Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
    1. PSF2KRATOS
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      how to disable it man
  9. abrancruz
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    Endorsed
  10. Phil77777777
    Phil77777777
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    Please do a update, please.
    I know you sayed you stoped modding this Game, but please. The Original Effects dont do justice.

    Or is some other Modder whilling to update this beauty?

    EDIT: Ok i see lacmac made an update. :D
  11. ZainDin
    ZainDin
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    will this mod get a next gen compatible update
  12. StrictlyGrumps
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    Having trouble getting this to run with "FCR3". There were A LOT of conflicts. Did my best with the script merger, never really sure what line to choose (B or C) when doing the merge, so I always chose the line that was FCR3.

    After I finished merging all conflicts, I got this error message when trying to run the game:
    Error [mod0000_mergedfiles]game\gameplay\projectile\signs\signprojectiles.ws(135): I dont know any 'instaKill'

    Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.

    After uninstalling "Improved Sign Effects" the game runs fine. But I would love to have "Improved Sign Effects" It is supposed to be purely a visual mod so I'm surprised I'm getting so many errors
    1. inzanity99
      inzanity99
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      Not sure if you see this, but i successfully manually merged this mod together with FCR3 ( i wasnt able to test the signs ingame yet as im still in Kaer Morhen tutorial, but the compiling, etc. worked without problems.)
      I could tell you how i did it, if you still care.
    2. StrictlyGrumps
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      Yes please!
    3. WilliamKam
      WilliamKam
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      would love to hear it too :)
    4. Joenikorn
      Joenikorn
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      Please let us hear it!
    5. StrictlyGrumps
      StrictlyGrumps
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      So he replied to me in a direct message. I have not tried it myself yet but here is his manual workaround:

      So the files that have conflicts between FCR3 and ImprovedSignEffects are:

      ...\content\content0\scripts\game\gameplay\items\spells\igniEntity.ws
      ...\content\content0\scripts\game\gameplay\projectile\signs\signProjectile.ws
      ...\content\content0\scripts\game\gameplay\projectile\signs\signProjectiles.ws

      When you merge the files with Script Merger, do the following:

      In [igniEntity.ws] :
      You generally want to take FCR3 lines here, except for the lines of code that (I believe) handle the intensity of the effects:
      Starting at...
      - PlayEffect( effects[fireMode].upgradedThrowEffect );
      ... ImprovedSignEffects mod adds new lines. (Any line that starts with "PlayEffect"). You take those lines from the Sign mod and add them together with your FCR3 mod.
      A bit further down...
      - collisionFxTemplate = (CEntityTemplate)LoadResource("gameplay\sign\igni_channeling_collision_fx");
      and
      - rangeFxTemplate = (CEntityTemplate)LoadResource("gameplay\sign\igni_channeling_range_fx");
      ... take these lines from the Sign Mod as well.

      Anything else (99% comments) you do not have to merge from the Sign Mod. There is one small change to a timer when particles will disappear, that he also made, but its not necessary.
      ( Its the AddTimer('RangeFXTimedOutDestroy', 0.15, , , , true); - line, if you want the Sign Mod value, FCR3 has 0.10, Sign Mod has 0.15)

      in [signProjectile.ws] :
      Take nothing from ImprovedSignEffects mod. Choose FCR3 lines in all cases.

      in [signProjectiles.ws] :
      This is the file that will cause issues if you auto-merge, or even manually merge without knowing what you are doing. ImprovedSignEffects mod makes some gamplay changes here that interfere with FCR3 changes, doubling up on some mechanics or worse preventing FCR3 code from working properly.
      So in short - aside from a FEW lines, you only want to take FCR3 lines here again.
      The exceptions are :
      Additional Lines starting with : action.SetHitEffect, such as "action.SetHitEffect('', false, true);" - you take from the Signs Mod.
      There is a total of 6 of these lines. Take those, but nothing else, no comments, no other code change.
      ----
      After that you should have no problems compiling and you will see igni improved in-game (from what i could tell, not 100% sure on aard, i think its also improved but I never saw the vanilla version).
      The signs work as expected as well mechanically (not tested the alternate versions), so no worries there.
    6. abrancruz
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      Can confirm that the fixes StrictlyGrumps provided (from inzanity99, I believe) have merged correctly with my FCR3 (Nitpicker's version, with BiA Compatibility Patch installed), tho I counted 7 lines with "action.SetHitEffect" while merging [signProjectiles.ws] in Kdiff. Endorsed the original mod, too!
    7. Alpha5497
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      Can you explain it briefly? No matter what I do, I still get an error.
      I really like this mod but FCR3 limits this mod
      thanks

      # I found an easier solution