I'm unable to launch the game with this mod active. I do have others active, tried merging it with their conflicts and unable to launch. I tried disabling the ones that it conflicts with (ActionLogCustomisation and Balanced Damage and Scaling) and was still unable to launch. Could possibly be an issue with my mod list but this is the only one causing me problems currently. Below is the error received with all the mods active and tried to merge them together. Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(938): I dont know any 'aardDamage' Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(938): I dont know any 'spNetflix' Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage' Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage' Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage' Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage' Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(1682): To few params in call to function 'SetArmorReducedDamageToZero'
This error here is what I only have this mod active: Error [modsuperiorblackbloodredesign]game\gameplay\damage\damagemanagerprocessor.ws(1574): To few params in call to function 'SetArmorReducedDamageToZero' Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [modsharedimports]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.
What the person above said. You have explicitly installed a version that doesn't match your version of the game. Jesus, people, start reading the descriptions!
You're using an outdated mod on Next Gen 404. Or as Dark Lord said. So reinstall the mod by taking its Next Gen version and make sure each mod confirm to work on 4.04 in the description/mod files. Or was updated since 19th July 2023.
Что ж, я изменил описание для соответствия второму и первому уроням... но сейчас уже и сам думаю, что описание изначально кривое. Я уже собирался переписать описания для всех трёх уровней.
Например, "Раня ведьмака, вампиры и трупоеды сами получают раны (и отбрасываются (и у них начинается кровотечение))".
Или более сухое и чёткое описание, в стиле третьей части: "Часть нанесённого вампирами и трупоедами урона возвращается обратно им, (их отрасывает (и у них начинается кровотечение))".
So, Just wanna make sure I understand how this works. For Superiod Black Blood to work, does Geralt just have to get hurt, or does he have to be "bleeding"? And as long as Geralt is bleeding then the enemies will take continuous dmg? If it's the latter, then I recommend that maybe you make a submod to go with this that makes all necrophages and Vampires always trigger bleeding when they attack Geralt in order to get the effects of this potion to work on them. What do you think?
I don't know what made you think that my mod makes enemies bleed along with Geralt's bleed, because it doesn't. Bleed is added to opponents if they hit you successfully (i.e. with damage greater than zero). And this is not forever, but for the duration of the standard bleeding (as described in the description).
Sorry maybe my questioning was confusing. What I meant was, does this mod make the potion effect only trigger when Geralt is "bleeding" like he has the bleed debuff? Or does it only trigger if the monsters are bleeding? Or does it MAKE them bleed when they hit you? I wasn't sure what you meant in the description when you say Geralt is wounded. So I was just confused about the new effect.
And my second question was in relation to if Geralt was the one bleeding that if it be possible to create a submod, that gives those enemies that are weak to this potion bleed attacks. Meaning that when they attack Geralt, they cause him to bleed. That way this potion would be a perfect counter for those types of monsters. You know what I mean? Like if all vampire attacks and necrophage attacks caused "bleeding" to Geralt, then it would make perfect sense to use this potion so that when Geralt "bleeds" it actually works against them. Like a perfect counter-attack for them.
I changed the mod description. Did this make it clearer? Just to be clear, the mod's operation has NOTHING to do with Geralt's bleeding. This would be an extremely stupid design - even sillier than vanilla, considering that, as you yourself have noticed, not all vampires, and especially necrophages, cause Geralt to bleed.
Something like this. Although, I should note that in the game, this particular bite will not cause bleeding in a vampire, because its implementation is not like a normal hit.
To be honest, I fixed it years ago... and I forgot. I also thought about putting this in the bug fixes... but judging from the description of the potion, that's how it was intended. To be honest, it's not even a bad design... this is a design beyond good and evil.
Что-то вроде того. Просто в плане размера изменений в скриптах три моих последних мода очень маленькие, поэтому и не было слишком трудно выпустить их так быстро.
33 comments
Below is the error received with all the mods active and tried to merge them together.
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(938): I dont know any 'aardDamage'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(938): I dont know any 'spNetflix'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(939): I dont know any 'aardDamage'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(1682): To few params in call to function 'SetArmorReducedDamageToZero'
This error here is what I only have this mod active:
Error [modsuperiorblackbloodredesign]game\gameplay\damage\damagemanagerprocessor.ws(1574): To few params in call to function 'SetArmorReducedDamageToZero'
Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [modsharedimports]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.
So reinstall the mod by taking its Next Gen version and make sure each mod confirm to work on 4.04 in the description/mod files. Or was updated since 19th July 2023.
Вампиры и трупоеды получают отравление, когда ранят ведьмака, и у них начинается кровотечение.
лучше вот так:
У вампиров и трупоедов начинается кровотечение, когда они ранят ведьмака.
И кстати теряется фраза "ведьмачья кровь наносит им раны" из оригинала, не знаю специально по задумке или нет
Например, "Раня ведьмака, вампиры и трупоеды сами получают раны (и отбрасываются (и у них начинается кровотечение))".
Или более сухое и чёткое описание, в стиле третьей части: "Часть нанесённого вампирами и трупоедами урона возвращается обратно им, (их отрасывает (и у них начинается кровотечение))".
(просто меня всегда триггерило "получают отравление")
По поводу правки - ну если без скобок, то нормально:
"Раня ведьмака, вампиры и трупоеды сами получают часть (нанесённого?) урона, к тому же их отбрасывает и у них начинается кровотечение".
"Часть нанесённого вампирами и трупоедами урона возвращается обратно (им?), а также их отбрасывает и у них начинается кровотечение"
Лично мне 1ый вариант больше нравится
currently, it reads like: "Witcher's blood injures, knocks back and makes bleed vampires and necrophages when they wound him."
with fixed grammar, it would read like: "Witcher's blood injures, knocks back, and causes bleeding to vampires and necrophages when they wound him."
And my second question was in relation to if Geralt was the one bleeding that if it be possible to create a submod, that gives those enemies that are weak to this potion bleed attacks. Meaning that when they attack Geralt, they cause him to bleed. That way this potion would be a perfect counter for those types of monsters. You know what I mean? Like if all vampire attacks and necrophage attacks caused "bleeding" to Geralt, then it would make perfect sense to use this potion so that when Geralt "bleeds" it actually works against them. Like a perfect counter-attack for them.
Akat mod, make it so the potion cause bleeding to vampire only if they hit Geralt, not when he is bleeding.
Zow idea, make it whatever monster/animal cause bleeding to Geralt, they got bleeding as well.
You manage to translate the words of the two people above into understandable language!