hi, thank you for this important mod. Can you also disable the white skull over enemies? you can see this skull if you activate the mutation "counter attack" in mutation.. thanks a lot https://youtu.be/hpC8HUJYWqI?si=UB-JXZr3SGYpWYvn https://www.reddit.com/r/witcher/comments/4p41s8/what_does_the_white_sword_through_skull_icon_next/
The exploding barrels? Yeah, think they counted as a sort of trap, I didn't touch any traps yet. I'll add an option for them when I next update the mod, but it could be a while.
UPD: Supplementing my previous comment. Here's some more stuff that wouldn't be unreasonable to add to the list to the other objects in the mod: stalagmites;
also bookcase, trophy and sword rack, bed (Corvo BIanco).
I'm not pushing you in any way, just informing you. =)
Thanks for the suggestions! I've internally added gunpowder kegs. Stalagmites I'm not sure on whether I can actually add, would need a lot of edits, even more complicated than herbs were... For now, the next version will just have gunpowder kegs (& a bugfix), and I'll work on the others later.
Can't reproduce. You probably still have the old version installed, somehow.
Can you confirm whether the following lines are present in the file 'Mods\modReasonableSensesConfigurable\content\scripts\local\features\base\rsense_option.ws'? You can open it in a text editor. preventDefault = wrappedMethod( groupId, optionName, optionValue ); if( preventDefault ) return true;They should be under 'function OnOptionValueChanged'.
The old version only has the following instead, which causes the bug: wrappedMethod( groupId, optionName, optionValue ); I tested by downloading the files, so not an upload bug on my end... For me, 1.0.1 works fine, while 1.0.0 doesn't.
I'm using the latest version 1.0.1 and yes, I already checked it and I have those lines under the “OnOptionValueChanged” function. Maybe it's something on my side, I'm not sure, but the only thing that solves my problem is removing your mod.
Error [modreasonablesensesconfigurable]local\features\base\rsense_mappinentities.ws(8): Cannot override function 'SetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.Error [modreasonablesensesconfigurable]local\features\base\rsense_mappinentities.ws(14): Cannot override function 'GetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'. Error [modreasonablesensesconfigurable]local\features\rsense_poster.ws(34): Cannot override function 'SetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'. Error [modreasonablesensesconfigurable]local\features\rsense_poster.ws(40): Cannot override function 'GetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'. Error [modreasonablesensesconfigurable]local\features\base\rsense_lockableentities.ws(8): Cannot override function 'SetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'. Error [modreasonablesensesconfigurable]local\features\base\rsense_lockableentities.ws(14): Cannot override function 'GetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.
My guess is you didn't run Script Merger, & another mod is overriding scripts\game\gameplayentity.ws. Removing that 'final' modifier is the one script thing this mod does that requires merging if you have other mods.
Hi. Thanks for this great mod. Also I don't know if accept request but could you lower brightness of red examine Witcher senses? If I didn't miss anything in description red color examine brightness level stays vanilla and for me vanilla brightness needs to lower because as you thought it is hurt my eyes a bit low brightness would be better or if you can do this brightness as in mod settings with like 'red examine brightness lowered %25 or brightness level lowered %50' options would be even more better
It's likely outside the scope of this mod. Every other mod that I've seen changing those colors, do so with either an XML, or in the case of Witcher Sense Color Customizer, patching the executable, which leads me to believe the color likely can't be changed at runtime. I'd like everything subjective in this mod to be configurable. If it was a changeable value, I'd absolutely add it as an option! With RGB sliders or something. But from what I've seen so far, this doesn't seem to be the case.
The comments of Color Customizer seem to suggest it works fine with Next-Gen. If I wanted to change the colors, I'd likely try that out... Do make a backup of your executable if you try, though.
This mod is supported for 4.04a+ only. Anyone is free to port it for older versions. (If someone does, it will have a lot of script conflicts, just so you know...)
I make mods for myself & share them. I consider suggestions if they fit & aren't too much work. Porting to older versions is way too much work, requires maintaining multiple versions of the mod, & wastes a ton of my disk space, for zero gain.
Could you elaborate what you mean by "implement things from friendly mod"?
If you mean including features of some already existing mod, probably not, as you can likely use the 2 mods perfectly fine together. If this mod causes issues with an existing mod, I can try to work around that if I know what the issues are.
34 comments
https://youtu.be/hpC8HUJYWqI?si=UB-JXZr3SGYpWYvn
https://www.reddit.com/r/witcher/comments/4p41s8/what_does_the_white_sword_through_skull_icon_next/
I noticed that the gunpowder kegs are still lit even with all the sliders set to the “Off” position.
Supplementing my previous comment.
Here's some more stuff that wouldn't be unreasonable to add to the list to the other objects in the mod:
stalagmites;
also bookcase, trophy and sword rack, bed (Corvo BIanco).
I'm not pushing you in any way, just informing you.
=)
You are the best modder.
Way to go!
You probably still have the old version installed, somehow.
Can you confirm whether the following lines are present in the file 'Mods\modReasonableSensesConfigurable\content\scripts\local\features\base\rsense_option.ws'? You can open it in a text editor.
preventDefault = wrappedMethod( groupId, optionName, optionValue );
They should be under 'function OnOptionValueChanged'.if( preventDefault )
return true;
The old version only has the following instead, which causes the bug:
wrappedMethod( groupId, optionName, optionValue );
I tested by downloading the files, so not an upload bug on my end... For me, 1.0.1 works fine, while 1.0.0 doesn't.
Maybe it's something on my side, I'm not sure, but the only thing that solves my problem is removing your mod.
I'm sorry to have bothered you with this.
Error [modreasonablesensesconfigurable]local\features\base\rsense_mappinentities.ws(8): Cannot override function 'SetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.Error [modreasonablesensesconfigurable]local\features\base\rsense_mappinentities.ws(14): Cannot override function 'GetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.
Error [modreasonablesensesconfigurable]local\features\rsense_poster.ws(34): Cannot override function 'SetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.
Error [modreasonablesensesconfigurable]local\features\rsense_poster.ws(40): Cannot override function 'GetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.
Error [modreasonablesensesconfigurable]local\features\base\rsense_lockableentities.ws(8): Cannot override function 'SetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.
Error [modreasonablesensesconfigurable]local\features\base\rsense_lockableentities.ws(14): Cannot override function 'GetFocusModeVisibility' declared 'final' in class 'CGameplayEntity'.
Removing that 'final' modifier is the one script thing this mod does that requires merging if you have other mods.
Every other mod that I've seen changing those colors, do so with either an XML, or in the case of Witcher Sense Color Customizer, patching the executable, which leads me to believe the color likely can't be changed at runtime. I'd like everything subjective in this mod to be configurable.
If it was a changeable value, I'd absolutely add it as an option! With RGB sliders or something. But from what I've seen so far, this doesn't seem to be the case.
The comments of Color Customizer seem to suggest it works fine with Next-Gen. If I wanted to change the colors, I'd likely try that out... Do make a backup of your executable if you try, though.
need this for old gen
pliiiiz
Anyone is free to port it for older versions. (If someone does, it will have a lot of script conflicts, just so you know...)
I make mods for myself & share them. I consider suggestions if they fit & aren't too much work. Porting to older versions is way too much work, requires maintaining multiple versions of the mod, & wastes a ton of my disk space, for zero gain.
#
If you mean including features of some already existing mod, probably not, as you can likely use the 2 mods perfectly fine together.
If this mod causes issues with an existing mod, I can try to work around that if I know what the issues are.