Hey everyone! Quick one. Update 1.4 is now available adding translations in Polish, German, Portuguese (Brazil) and Chinese (simplified). Huge thank yous to RudzikoV and szogo87, Sakatsuky, ssc19940105 and RadiantesT for making these, you guys rock!! Happy meditating everyone :)
Hey everyone, and Happy New Year!! Update 1.3 is now available. It brings lots of fixes, especially for keyboard users, as well as adding a couple of new features like a Close camera mode, and an option for Manual Camera Control! You can see the full list of changes in the Changelog on the mod page - happy modding!
Hi there you recommended to use the Swords and Meditation mod alongside yours and there was this written in the description "recommend editing the mod to remove the code using gamepad direction buttons to change the positions of the items, so you can use them instead to navigate the clock menu". Could you show me how I can do that as I don't have any experience in making mods and don't know where to start. And since I use a gamepad it is a requirement for me.
- install Swords and Meditation as normal - find the file "[your game installation path]\Mods\modSwordscampfire\content\scripts\local\swordscampfire.ws" - open it in a text editor of your choosing, something like Notepad++ or Visual Studio Code (both free) are ideal, but you can even use Notepad, you just won't be able to see line numbers - we are going to edit two lines in this file to disable it reading the directional button inputs - scroll down to line 500, where it says if (theInput.IsActionPressed( 'SteelSword' ) && FactsQuerySum("pressed_swords_campfire")<=0 )- add false && just before "theInput", so it should look like if (false && theInput.IsActionPressed( 'SteelSword' ) && FactsQuerySum("pressed_swords_campfire")<=0 )- this will have disabled one of the buttons, now we need to repeat the process for the other, so scrolldown to line 516, where it says if (theInput.IsActionPressed( 'SilverSword' ) && FactsQuerySum("pressed_xbow_campfire")<=0 )and as before add "false &&" before "theInput"" so it looks like if (false && theInput.IsActionPressed( 'SilverSword' ) && FactsQuerySum("pressed_xbow_campfire")<=0 )- after you've done both of the above edits, save the file - run the game, and you should find it works as intended - here is an image of how it should look after you are done:
Remember you will need to repeat this process if you uninstall and reinstall Swords and Meditation. I hope this helps, let me know how you get on!
Is it possible that with this mod( enable free camera in options) geralt when attack enemy dont follow and miss sword attacks looks like lock in stop working , i test it little bit even with enemy lock in, it is the only mod i had that affect player.input script so i dont know, when restart the game everything is okay for a while but it can start randomly every time
It is very hard to recreate.. maybe it vanilla game bug..
HEY modcrab.! thanks again for this coolass mod! are you willing to hear me out? after using the Real-Life Time Flow mod, i thought to myself: is it possible to make meditation pass by minutes not hours, maybe add a timer sorta , where you can set exact time to skip to. Maybe someone did something like that and i dont know. Main idea is i wanted to make time in game as irl , 10:09 am for instance but its worth a try dont you think?
Bro you really need to do a official patch for Vladimir X E3 UI's , would be amazing, I manage to merge both, but the alchemy screen is pretty messy, can use, but is not same as something visually pleasing.
Edit: Nevermind, I make it work. Awesome mod by the way.
Edit 2: You could do some more interesting timelapse icons, not sure if is a texture or a redswf, if is texture I could help
hi dude thanks again for the mod, this time i didnt forget to endorse! there is a thing u know, the simple alchemy refill mod seems to interfere with campfire, basically it doest allow for campfire to lit , Maybe it is intentional>? if not then ill just switch off campfire requirement
nvm i got the camfire after i teleported to the edge of the world lol
Everything sir works perfectly, except for me when i meditate geralt doesn't create campfire (no matter where i am @@ i run extremely deep into the forest still no campfire appears, everything else works perfectly).
- first ensure that you are running the correct game version (Next-Gen 4.04) - ensure that you have the mod installed correctly (this is easiest with a mod manager) - ensure that you have run Script Merger, so this mod's changes aren't overwritten by another mod - ensure that the option to spawn a campfire is enabled in Mods -> Brew With A View - there are several conditions that will prevent spawning a campfire, namely: being in an interior, being in a settlement, being in shallow water, being threatened, on a boat, or if the campfire would spawn too far below/above Geralt - so ensure these conditions aren't met for your test - the boundaries of some settlements are also quite unclear, so be sure to test a variety of wilderness areas before ruling this out - as a good test, you could go beyond the wall of the graveyard in White Orchard (so not amongst the grave stones, but on the other side of the wall), a campfire should spawn there. See the image in the spoiler in this comment, the player's location is where I am referring to.
Spoiler:
Show
If the issue still persists then you likely have an unresolved mod conflict. I would recommend disabling all of your other mods, then enabling them one by one (being sure to run Script Merger every time) until you find the conflict.
Whilst I am not ruling out the possibility of a bug my mod, it has been extensively tested and in all likelihood your issue is due to a problem listed above. Best of luck with troubleshooting, and do let me know if you resolve it!
I just found out that it's not a buggy mod, but that you need to have haft in your bag :v, when I went back to the city to craft haft and ran into the forest, it campfired normally :v
Hey, I'm glad you resolved your issue. Though I would like to add, Haft has nothing to do with this mod, there are no checks for it to spawn a campfire etc. this must be coming from another mod you are using.
Hey, so i have the exact same issue but in my gx12user.settings and user.setting I have the spawn campfire to "=true" and I also went to the location you sent and still no campfire. I have also tried disabling all my other mods and still doesn't spawn a campfire. If you have any idea as to why it happens please help me out.
This is likely an incorrect installation. If you are installing manually, make sure to follow the steps in the mod description. However, I would recommended using The Witcher 3 Mod Manager, which will automate the process for you.
I reckon this could be due to what the game defines as a "settlement", since the campfire is prohibited inside settlements. Perhaps Skellige has larger definitions of settlements.
Many thanks for this mod. Works much better than Friendly Meditation, which kept crashing the game. This mod feels so natural and IMHO, it should've been included as a DLC by the devs
Hey, I can't help without more information I'm afraid. As Alaags said, this issue could potentially be solved with priority, but it depends what you are trying to merge with?
264 comments
- find the file "[your game installation path]\Mods\modSwordscampfire\content\scripts\local\swordscampfire.ws"
- open it in a text editor of your choosing, something like Notepad++ or Visual Studio Code (both free) are ideal, but you can even use Notepad, you just won't be able to see line numbers
- we are going to edit two lines in this file to disable it reading the directional button inputs
- scroll down to line 500, where it says
if (theInput.IsActionPressed( 'SteelSword' ) && FactsQuerySum("pressed_swords_campfire")<=0 )
- addfalse &&
just before "theInput", so it should look likeif (false && theInput.IsActionPressed( 'SteelSword' ) && FactsQuerySum("pressed_swords_campfire")<=0 )
- this will have disabled one of the buttons, now we need to repeat the process for the other, so scrolldown to line 516, where it saysif (theInput.IsActionPressed( 'SilverSword' ) && FactsQuerySum("pressed_xbow_campfire")<=0 )
and as before add "false &&" before "theInput"" so it looks likeif (false && theInput.IsActionPressed( 'SilverSword' ) && FactsQuerySum("pressed_xbow_campfire")<=0 )
- after you've done both of the above edits, save the file- run the game, and you should find it works as intended
- here is an image of how it should look after you are done:
Remember you will need to repeat this process if you uninstall and reinstall Swords and Meditation. I hope this helps, let me know how you get on!
It is very hard to recreate.. maybe it vanilla game bug..
That's the solution, ask Steam, GOG, Epic Games... to update your game.
is it possible to make meditation pass by minutes not hours, maybe add a timer sorta , where you can set exact time to skip to.
Maybe someone did something like that and i dont know. Main idea is i wanted to make time in game as irl , 10:09 am for instance
but its worth a try dont you think?
Edit: Nevermind, I make it work. Awesome mod by the way.
Edit 2: You could do some more interesting timelapse icons, not sure if is a texture or a redswf, if is texture I could help
Endorsed and thanks!
there is a thing u know, the simple alchemy refill mod seems to interfere with campfire, basically it doest allow for campfire to lit ,
Maybe it is intentional>? if not then ill just switch off campfire requirement
nvm i got the camfire after i teleported to the edge of the world lol
- first ensure that you are running the correct game version (Next-Gen 4.04)
- ensure that you have the mod installed correctly (this is easiest with a mod manager)
- ensure that you have run Script Merger, so this mod's changes aren't overwritten by another mod
- ensure that the option to spawn a campfire is enabled in Mods -> Brew With A View
- there are several conditions that will prevent spawning a campfire, namely: being in an interior, being in a settlement, being in shallow water, being threatened, on a boat, or if the campfire would spawn too far below/above Geralt - so ensure these conditions aren't met for your test
- the boundaries of some settlements are also quite unclear, so be sure to test a variety of wilderness areas before ruling this out - as a good test, you could go beyond the wall of the graveyard in White Orchard (so not amongst the grave stones, but on the other side of
the wall), a campfire should spawn there. See the image in the spoiler in this comment, the player's location is where I am referring to.
If the issue still persists then you likely have an unresolved mod conflict. I would recommend disabling all of your other mods, then enabling them one by one (being sure to run Script Merger every time) until you find the conflict.
Whilst I am not ruling out the possibility of a bug my mod, it has been extensively tested and in all likelihood your issue is due to a problem listed above. Best of luck with troubleshooting, and do let me know if you resolve it!
Edit: I've solved it, You just need to give priority to friendly hud when you're merging.