Orochi82 wrote: I'm looking for the file inside pack0 that makes lootable objects always glow with no medallion. Help me.
Hi Orochi82,
From my post spoiler.
5.4 (Non) empty containers now always glow, no need to use medallion Files edited and locations?
scripts\game\gameplay\container_class.ws
I think that base_scripts file is the one your looking for.
I've pasted my container_class.ws file here https://pastebin.com/V1e9ymVe with added comments where the mod differs from the stock code. Note - my file is from the Gog W2 EE version, so the steam file may differ but you should still be able to use a program like ExamDiff Pro or other diff program to "compare to" your file (tip - always make a backup copy before editing anything).
I'm late to playing Witcher 2 EE in 2018, but here is my main question.
I would like to know what file edits (locations) which will be needed, so "each" of the parts of the mod can be chosen to be used or not.
Gripe - For example, comments could have used to mark edits (very helpful to have these)
In .ws files
//Enhancement Pack by Demoniko v1.3 - changed or added something here description
In .xml files
<!-- Enhancement Pack by Demoniko v1.3 - changed or added something here description -->
I wish edits would have showed where the modded files were modded, so it would be easy to see which edited files do what.
Spoiler:
Show
Changes Note to others - The files and locations I have added to each mod change below, are only what I've found to be edits that "seem" to be "part" of each numbered mod change. That is why we need to know all Files edited and locations modded?
Item changes
1.1 Weight of all recipes, quest items, schematics, books, junk, and ingredients removed.
Files edited and locations?
pack0\items\def_item_ingredients.xml
pack0\items\def_item_schematics.xml
pack0\items\def_weights.xml
1.2 Slightly increased weight of all other items
Files edited and locations?
pack0\items\def_weights.xml
1.3 Removed Minor and Major mutagens
Files edited and locations?
scripts\game\arena\arena.ws
scripts\game\gui\guialchemy.ws
pack0\globals\loot tables\witcher_default.csv
1.4 Reduced all bonuses to max weight by roughly twice or more
Files edited and locations?
1.5 Act 3 dark swords now have +1 to adrenaline on hit
Files edited and locations?
pack0\items\def_stats_item_swordsilver.xml
pack0\items\def_stats_item_swordsteel.xml
1.6 All Dark silver swords now have 1 rune slot
Files edited and locations?
pack0\items\def_item_swordsilver.xml
pack0\items\def_item_swordsteel.xml
1.7 Mahakam rune sihil (imported from W1) now have higher damage
Files edited and locations?
pack0\items\def_stats_item_swordsteel.xml
1.8 Melitele's Heart now has better stats
Files edited and locations?
pack0\items\def_item_misc.xml
1.9 Vitality steal from dark swords now only works when you complete a set
Files edited and locations?
scripts\game\player\player.ws
1.10 Changed stats of some mutagens
Files edited and locations?
pack0\globals\loot tables\witcher_default.csv
pack0\abilities\geralt_skills.xml
Stat changes
2.1 Replaced talent Impregnation instead of increasing mutagen effects it now gives vitality regeneration while intoxicated
Files edited and locations?
2.2 Added new stat vitality regeneration while intoxicated (similar to vigor regeneration while intoxicated)
Files edited and locations?
2.3 Reduced maximum weight Geralt can carry to 100
Files edited and locations?
pack0\abilities\geralt_basic.xml
Shop changes
3.1 DLC items moved to Act 1 Mysterious Merchant (no longer available at the start of the game)
Files edited and locations?
pack0\items\def_shops.xml
scripts\game\hudinstance.ws
Are the added lines in scripts\game\hudinstance.ws the code that removes the merchant at the start of the game?
3.3 Other quest items can now be placed in player storage
Files edited and locations?
scripts\game\gui\guishop.ws
scripts\game\gameplay\gameplay.ws
scripts\game\gui\guiutils.ws
scripts\game\player\player.ws
What does "other quest items" mean? Do you mean the quest items that have already been used to complete a quest maybe?
3.4 Most quest related ingredients are no longer tagged as quest and can spawn in some shops
Files edited and locations?
scripts\game\gui\guishop.ws
scripts\game\gui\guiutils.ws
3.5 Price ratio now changes based on item quality instead of a static 50x difference between merchant price and player price.
Files edited and locations?
scripts\game\gui\guiutils.ws
UI Changes
4.1 Improved character stats screen
Files edited and locations?
pack0\globals\gui\ui_character.swf
pack0\globals\gui\ui_meditation.swf
4.2 Added ability to localize user content package names and descriptions (in config.ini use some generic strings like "my_mod_name", "my_mod_description" and localize them in XX_user.w2strings files)
Files edited and locations?
Visual changes
5.1 Built-in Extreme Quality Flora mod by EatChildren - Would be installed as separate updated mod Extreme Quality Flora-653-1-0
Files edited and locations?
Personally, I'm not going to use.
5.2 Built-in Return of the White Wolf mod by Wednesday17 - To be installed as separate updated mod Return of the White Wolf - revamped-2-1-2
Files edited and locations?
pack0\characters\player\model\head\geralt__c1.xbm
pack0\characters\player\model\head\geralt__c7.xbm
pack0\characters\player\model\head\geralt__h1.xbm
pack0\characters\player\model\head\default.jpg
pack0\characters\player\model\head\readme.txt
5.3 Increased delay before dead bodies disappear to 5 minutes
Files edited and locations?
scripts\game\npc\states\dead.ws
5.4 (Non) empty containers now always glow, no need to use medallion
Files edited and locations?
scripts\game\gameplay\container_class.ws
5.5 Full screen dark effect is only shown when you do not have a full set (the one that changes colors). If you have a full set only screen border effect and background sound effect is played
Files edited and locations?
scripts\game\player\player.ws
Game play changes
6.1 Medallion cool down reduced to 2 seconds from 10
Files edited and locations?
scripts\game\player\player.ws
6.2 Combat mode wears off after 2 seconds instead of 10
Files edited and locations?
scripts\game\player\player.ws
6.3 (Non) quest items with zero weight (ingredients and junk) are now auto looted from corpses (no longer needed to loot manually). You still need to loot other items manually. Auto loot only works in close range to prevent getting loot from monsters killed by other monsters somewhere on the map
Files edited and locations?
scripts\game\gameplay\container_class.ws
pack0\items\def_item_herbs.xml - removed quest from Green mold tags
pack0\items\def_item_keys.xml - added ,NoShow to tags
I'd like to have similar to the auto loot W3 mod - config radius, recipes, schematics, books, ingredients, armor - etc. - but not quest items (passing-over junk items) to be auto looted, what edits to which files are needed to add that feature to this mod?
Thinking aloud about it, maybe only junk and quest items should have weight, so they are not auto looted.
6.4 Quen no longer completely removes vigor regeneration. Vigor is regenerated while Quen is active at a slower rate (10 times slower in combat and 2 times slower out of combat)
Files edited and locations?
pack0\abilities\geralt_basic.xml
pack0\abilities\geralt_skills.xml
7. Mod fixes some Russian tool tips that were poorly translated (hence larger ru_user.w2strings file)
Files edited and locations?
CookedPC\en_user.w2strings
CookedPC\ru_user.w2strings
8. Fixed a bug with game talent reset mutagens were not removed properly (talents are reset when loading a game saved without mod or in act 3 quest)
Files edited and locations?
Extra questions
9q. What is this new file?
pack0\globals\attribute_definition.csv
Files in the mod, which call the file's content to work.
scripts\game\gui\guicharacter.ws
10q. What changed to the file that changes its file size?
pack0\items\traps\trap_base.w2ent
Mod's 22.7 KB vs Stock 22.6 KB
What part of the mod calls its content to work?
Thanks in advance for any help, I know this is an old game but some of us are just finding it and adding mods.
Hi I am new to witcher 2 modding. I have modded in skyrim using nexus mod manager. I made the mistake of assuming that I could do the same for this mod in the witcher 2. I used nexsus mod manager and I noticed the installation of this mod was stuck at 75% for a couple of hours. I cancelled the installation and removed the mod. Now when I start the witcher 2 and load a saved game I get blue patches on some of the textures but the patches are more prominent on clothes or armor worn by Geralt and NPC's. I have tested and checked that the problem is not with my save files. I started a new game and the same problem occurs. I have come to the conclusion that the nexus mod manager corrupted some of the files but I don't know which one. I'm using steam version and when I verify integrity of game cache it does not download any corrupt files. I am reluctant to download the whole game again because that would take weeks with my slow internet connection. Would please advice how to fix this issue. Also would you tell me what are the possible files that have been affected by this mod so I can perhaps try getting these files.
I know this is a necro, but I empathize with you. I hope you got it all sorted out. I know what it's like having slow internet and downloading large games. T^T
I know this is late to the game but maybe this will help someone else out:
A lot of times, if a mod's installation is 'stuck' at a certain percentage, look for a secondary window asking about replacing a file. So far, with Witcher, half the mods I've added stop at 75% because they're asking about replacing a file that one of the first mods have already changed.
I'm in Act 1 and Geralt has 125 weight. The mod notes states he should only have 100. Do I have something increasing the weight capacity? Or did I install the mod incorrectly?
I have a question, Im using version 3.3.3.1, since your mod changes scripts would I need to start a new game for this to work or can I just load up an old save from which this particular mod was not initially installed ?
Are you sure you followed the installation/uninstallation guide? Mod itself doesn't affect game files in any way. The only thing I can think of - try to see if game created folder rip_scripts in the drive root (C:/ for example) and if it did - remove it. I don't know the purpose of that folder, but game unpacks scripts.dzip there everytime you start game with mods.
It is compensated by the fact that you can carry unlimited amount of ingredients. In the original W2 EE they took almost all inventory space and made me run to the stash way too often to store them. Right now the only thing that have real impact on weight are wearable items - armor, weapons, trophies. I think it's reasonable to reduce carry limit, because I also increased sell cost for these items. Just don't pick up everything - only things that you can sell for a reasonable amount or that are better than your items, everything else will be auto-looted in most cases. With original weight limit and no increase to weight of items I could pick up every single item in the game and still have remaining space in the inventory, which in my view is a cheat.
Also does this mod make any changes to combat? Because Drowners are 2 hitting me on normal difficulty and this is the only mod I have installed at the moment. It's nigh impossible to face more than 2 or 3 enemies at a given time especially if they are monsters.
No changes to the combat outside of what is descibed in the changelog. I'll test just in case, but a bit later, I'm busy with W3 tools. What should change: 1. I added new stat - Vitality regeneration while intoxicated 2. I changed stats on some gear, but mostly increased Nothing really noticable.
I get a HUGE error message when trying to start the game, after I put the part in the config file under my own documents folder. Could you please explain how to correctly install the mod as if I'm 5 years old?
The content
I use the latest edition of TW2:Enhanced Edition of course.
What I did: Put the folder into CrookedPC folder within the game installation path, the ini changes in the "own documents"/Witcher 2/Config/config.ini
Is that the correct way? (I guess not, but every other way I tried didn't work)
Did you read the installation guide? It says UserContent folder, not CookedPC. What you just did is you completely broken your game basically, because you replaced all game resources by my mod. The only way to fix this for you now is to repair game by using either GOG Galaxy or Steam. Remove my mod files from CookedPC folder (pack0.dzip, scripts.dzip, config.ini, ru_user.w2strings, en_user.w2strings) and use Check integrity (Steam) or Repair (GOG Galaxy). I think I need to put a HUGE warning not to do what you did. How to install my mod properly (for 3.4.0): 1. Open Witcher 2 folder in "%USERPROFILE%/Documents" folder 2. If you have UserContent folder - go to step 3, otherwise create UserContent folder 3. Copy mod to UserContent folder (entire folder, not just files, so you will have w2_enhanced folder under "%USERPROFILE%/Documents/Witcher 2/UserContent" folder) 4. Now open "%USERPROFILE%/Witcher 2/Config" folder 5. If you have UserContent.ini file - go to step 7, otherwise create UserContent.ini file 6. In UserContent.ini add Packages section: [Packages] 7. Under Packages section add a line Mount=w2_enhanced: [Packages] Mount=w2_enhanced
For 3.4.1 guide is the same, but you can use a different UserContent folder and specify the path in UserContent.ini, for example: [Configuration] mods_directory="C:\Games\The Witcher 2\UserContent"
[Packages] Mount=w2_enhanced_test
You installed it like DLC, most mods use that method, because it was used before game started to support usercontent packages. New method might be a bit harder, but after that it's easier to update or disable/enable mods by editing UserContent.ini instead of playing with game files, which can easily lead to corruption of game files.
In a few days I will post a new version, here's what I updated: 1. Now mysterious merchant in A1&A2 and Cori in A3 sell Potion of Clearance. Unlike Witcher 3 it's consumed as soon as you buy it. The reason for it is that it's pretty hard to implement usable potions in W2. There are 2 ways that do not involve changing things on Scaleform side - either make it usable from Quick Slot or from Meditation. I didn't like either. Instead when you buy it you will get warning, that it will reset your skill points as soon as you buy it and if you confirm that - it will be consumed instantly and your money will be given to merchant. I still do not know how much it'll cost. Right now it costs ~1000 orens. This one I already implemented.
2. Less flashy container glow effect - it's based on default medalion effect, but doesn't have particle effects. Still can't make it work, but have some progress here.
3. Separate mod from Extreme Quality Flora (I will still include it as a separate file, because I removed some non-essential files from it, which made it incompatible with some mods)
I will also try to make some things configurable (like auto-loot range and ability to enable/disable auto-loot, ability to enable/disable containers glow and so on) if it's possible.
45 comments
Hi Orochi82,
From my post spoiler.
5.4 (Non) empty containers now always glow, no need to use medallion
Files edited and locations?
scripts\game\gameplay\container_class.ws
I think that base_scripts file is the one your looking for.
I've pasted my container_class.ws file here https://pastebin.com/V1e9ymVe with added comments where the mod differs from the stock code. Note - my file is from the Gog W2 EE version, so the steam file may differ but you should still be able to use a program like ExamDiff Pro or other diff program to "compare to" your file (tip - always make a backup copy before editing anything).
Good luck
I'm late to playing Witcher 2 EE in 2018, but here is my main question.
I would like to know what file edits (locations) which will be needed, so "each" of the parts of the mod can be chosen to be used or not.
Gripe - For example, comments could have used to mark edits (very helpful to have these)
In .ws files
In .xml files
I wish edits would have showed where the modded files were modded, so it would be easy to see which edited files do what.
Changes
Note to others - The files and locations I have added to each mod change below, are only what I've found to be edits that "seem" to be "part" of each numbered mod change. That is why we need to know all Files edited and locations modded?
Item changes
1.1 Weight of all recipes, quest items, schematics, books, junk, and ingredients removed.
Files edited and locations?
pack0\items\def_item_ingredients.xml
pack0\items\def_item_schematics.xml
pack0\items\def_weights.xml
1.2 Slightly increased weight of all other items
Files edited and locations?
pack0\items\def_weights.xml
1.3 Removed Minor and Major mutagens
Files edited and locations?
scripts\game\arena\arena.ws
scripts\game\gui\guialchemy.ws
pack0\globals\loot tables\witcher_default.csv
1.4 Reduced all bonuses to max weight by roughly twice or more
Files edited and locations?
1.5 Act 3 dark swords now have +1 to adrenaline on hit
Files edited and locations?
pack0\items\def_stats_item_swordsilver.xml
pack0\items\def_stats_item_swordsteel.xml
1.6 All Dark silver swords now have 1 rune slot
Files edited and locations?
pack0\items\def_item_swordsilver.xml
pack0\items\def_item_swordsteel.xml
1.7 Mahakam rune sihil (imported from W1) now have higher damage
Files edited and locations?
pack0\items\def_stats_item_swordsteel.xml
1.8 Melitele's Heart now has better stats
Files edited and locations?
pack0\items\def_item_misc.xml
1.9 Vitality steal from dark swords now only works when you complete a set
Files edited and locations?
scripts\game\player\player.ws
1.10 Changed stats of some mutagens
Files edited and locations?
pack0\globals\loot tables\witcher_default.csv
pack0\abilities\geralt_skills.xml
Stat changes
2.1 Replaced talent Impregnation instead of increasing mutagen effects it now gives vitality regeneration while intoxicated
Files edited and locations?
2.2 Added new stat vitality regeneration while intoxicated (similar to vigor regeneration while intoxicated)
Files edited and locations?
2.3 Reduced maximum weight Geralt can carry to 100
Files edited and locations?
pack0\abilities\geralt_basic.xml
Shop changes
3.1 DLC items moved to Act 1 Mysterious Merchant (no longer available at the start of the game)
Files edited and locations?
pack0\items\def_shops.xml
scripts\game\hudinstance.ws
Are the added lines in scripts\game\hudinstance.ws the code that removes the merchant at the start of the game?
3.2 Some quest items can now be sold in shops
Files edited and locations?
scripts\game\gui\guishop.ws
pack0\items\def_item_quest.xml
pack0\items\def_item_boots.xml - purchase books, etc?
3.3 Other quest items can now be placed in player storage
Files edited and locations?
scripts\game\gui\guishop.ws
scripts\game\gameplay\gameplay.ws
scripts\game\gui\guiutils.ws
scripts\game\player\player.ws
What does "other quest items" mean? Do you mean the quest items that have already been used to complete a quest maybe?
3.4 Most quest related ingredients are no longer tagged as quest and can spawn in some shops
Files edited and locations?
scripts\game\gui\guishop.ws
scripts\game\gui\guiutils.ws
3.5 Price ratio now changes based on item quality instead of a static 50x difference between merchant price and player price.
Files edited and locations?
scripts\game\gui\guiutils.ws
UI Changes
4.1 Improved character stats screen
Files edited and locations?
pack0\globals\gui\ui_character.swf
pack0\globals\gui\ui_meditation.swf
4.2 Added ability to localize user content package names and descriptions (in config.ini use some generic strings like "my_mod_name", "my_mod_description" and localize them in XX_user.w2strings files)
Files edited and locations?
Visual changes
5.1 Built-in Extreme Quality Flora mod by EatChildren - Would be installed as separate updated mod Extreme Quality Flora-653-1-0
Files edited and locations?
Personally, I'm not going to use.
5.2 Built-in Return of the White Wolf mod by Wednesday17 - To be installed as separate updated mod Return of the White Wolf - revamped-2-1-2
Files edited and locations?
pack0\characters\player\model\head\geralt__c1.xbm
pack0\characters\player\model\head\geralt__c7.xbm
pack0\characters\player\model\head\geralt__h1.xbm
pack0\characters\player\model\head\default.jpg
pack0\characters\player\model\head\readme.txt
5.3 Increased delay before dead bodies disappear to 5 minutes
Files edited and locations?
scripts\game\npc\states\dead.ws
5.4 (Non) empty containers now always glow, no need to use medallion
Files edited and locations?
scripts\game\gameplay\container_class.ws
5.5 Full screen dark effect is only shown when you do not have a full set (the one that changes colors). If you have a full set only screen border effect and background sound effect is played
Files edited and locations?
scripts\game\player\player.ws
Game play changes
6.1 Medallion cool down reduced to 2 seconds from 10
Files edited and locations?
scripts\game\player\player.ws
6.2 Combat mode wears off after 2 seconds instead of 10
Files edited and locations?
scripts\game\player\player.ws
6.3 (Non) quest items with zero weight (ingredients and junk) are now auto looted from corpses (no longer needed to loot manually). You still need to loot other items manually. Auto loot only works in close range to prevent getting loot from monsters killed by other monsters somewhere on the map
Files edited and locations?
scripts\game\gameplay\container_class.ws
pack0\items\def_item_herbs.xml - removed quest from Green mold tags
pack0\items\def_item_keys.xml - added ,NoShow to tags
I'd like to have similar to the auto loot W3 mod - config radius, recipes, schematics, books, ingredients, armor - etc. - but not quest items (passing-over junk items) to be auto looted, what edits to which files are needed to add that feature to this mod?
Thinking aloud about it, maybe only junk and quest items should have weight, so they are not auto looted.
6.4 Quen no longer completely removes vigor regeneration. Vigor is regenerated while Quen is active at a slower rate (10 times slower in combat and 2 times slower out of combat)
Files edited and locations?
pack0\abilities\geralt_basic.xml
pack0\abilities\geralt_skills.xml
7. Mod fixes some Russian tool tips that were poorly translated (hence larger ru_user.w2strings file)
Files edited and locations?
CookedPC\en_user.w2strings
CookedPC\ru_user.w2strings
8. Fixed a bug with game talent reset mutagens were not removed properly (talents are reset when loading a game saved without mod or in act 3 quest)
Files edited and locations?
Extra questions
9q. What is this new file?
pack0\globals\attribute_definition.csv
Files in the mod, which call the file's content to work.
scripts\game\gui\guicharacter.ws
10q. What changed to the file that changes its file size?
pack0\items\traps\trap_base.w2ent
Mod's 22.7 KB vs Stock 22.6 KB
What part of the mod calls its content to work?
Thanks in advance for any help, I know this is an old game but some of us are just finding it and adding mods.
Many thanks.
A lot of times, if a mod's installation is 'stuck' at a certain percentage, look for a secondary window asking about replacing a file. So far, with Witcher, half the mods I've added stop at 75% because they're asking about replacing a file that one of the first mods have already changed.
What should change:
1. I added new stat - Vitality regeneration while intoxicated
2. I changed stats on some gear, but mostly increased
Nothing really noticable.
The content
I use the latest edition of TW2:Enhanced Edition of course.
What I did: Put the folder into CrookedPC folder within the game installation path, the ini changes in the "own documents"/Witcher 2/Config/config.ini
Is that the correct way? (I guess not, but every other way I tried didn't work)
The only way to fix this for you now is to repair game by using either GOG Galaxy or Steam. Remove my mod files from CookedPC folder (pack0.dzip, scripts.dzip, config.ini, ru_user.w2strings, en_user.w2strings) and use Check integrity (Steam) or Repair (GOG Galaxy).
I think I need to put a HUGE warning not to do what you did.
How to install my mod properly (for 3.4.0):
1. Open Witcher 2 folder in "%USERPROFILE%/Documents" folder
2. If you have UserContent folder - go to step 3, otherwise create UserContent folder
3. Copy mod to UserContent folder (entire folder, not just files, so you will have w2_enhanced folder under "%USERPROFILE%/Documents/Witcher 2/UserContent" folder)
4. Now open "%USERPROFILE%/Witcher 2/Config" folder
5. If you have UserContent.ini file - go to step 7, otherwise create UserContent.ini file
6. In UserContent.ini add Packages section:
[Packages]
7. Under Packages section add a line Mount=w2_enhanced:
[Packages]
Mount=w2_enhanced
For 3.4.1 guide is the same, but you can use a different UserContent folder and specify the path in UserContent.ini, for example:
[Configuration]
mods_directory="C:\Games\The Witcher 2\UserContent"
[Packages]
Mount=w2_enhanced_test
You installed it like DLC, most mods use that method, because it was used before game started to support usercontent packages. New method might be a bit harder, but after that it's easier to update or disable/enable mods by editing UserContent.ini instead of playing with game files, which can easily lead to corruption of game files.
1. Now mysterious merchant in A1&A2 and Cori in A3 sell Potion of Clearance. Unlike Witcher 3 it's consumed as soon as you buy it. The reason for it is that it's pretty hard to implement usable potions in W2. There are 2 ways that do not involve changing things on Scaleform side - either make it usable from Quick Slot or from Meditation. I didn't like either. Instead when you buy it you will get warning, that it will reset your skill points as soon as you buy it and if you confirm that - it will be consumed instantly and your money will be given to merchant. I still do not know how much it'll cost. Right now it costs ~1000 orens. This one I already implemented.
2. Less flashy container glow effect - it's based on default medalion effect, but doesn't have particle effects. Still can't make it work, but have some progress here.
3. Separate mod from Extreme Quality Flora (I will still include it as a separate file, because I removed some non-essential files from it, which made it incompatible with some mods)
I will also try to make some things configurable (like auto-loot range and ability to enable/disable auto-loot, ability to enable/disable containers glow and so on) if it's possible.