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Benna96

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Benna96

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34 comments

  1. astraseven
    astraseven
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    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/
  2. CourierSIL
    CourierSIL
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    hi. I get the "unexpected @" error while i try to launch the game bc of this mod. anyway to fix this?
    1. ElementaryLewis
      ElementaryLewis
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      Update/buy your game.
  3. afewfwef
    afewfwef
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    Thanks a lot for the mod! Truly one of the must haves 
  4. boTuHoK
    boTuHoK
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    Thank you for this awesome mod!
    I noticed that the gunpowder kegs are still lit even with all the sliders set to the “Off” position.
    1. Benna96
      Benna96
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      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.
    2. boTuHoK
      boTuHoK
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      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.
      =)
    3. Benna96
      Benna96
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      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.
    4. boTuHoK
      boTuHoK
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      Thank you so much for all your hard work! 
      You are the best modder.
      Way to go!
  5. SP3CNAZ
    SP3CNAZ
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    Your mod still cause crashing when changing the game difficulty.
    1. Benna96
      Benna96
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      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.
    2. SP3CNAZ
      SP3CNAZ
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      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.
    3. SP3CNAZ
      SP3CNAZ
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      .
    4. Benna96
      Benna96
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      That's really unfortunate... It's impossible for me to try fix if I have no way to reproduce it :(
    5. SP3CNAZ
      SP3CNAZ
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      Don't worry it's definitely something on my side.
      I'm sorry to have bothered you with this.
    6. Aventado1173
      Aventado1173
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      hi, u find the solve?
  6. pewple
    pewple
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    Any help 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'.
    1. 01DarkLord04
      01DarkLord04
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      Most likely you haven't installed modZReasonableSensesConfigurable_Mr from the archive
    2. Benna96
      Benna96
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      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.
  7. MasterKing25
    MasterKing25
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    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
    1. Benna96
      Benna96
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      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.
  8. Priler
    Priler
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    Nice mod, thanks.
  9. PumpernikeL
    PumpernikeL
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    hi
    need this for old gen
    pliiiiz
    1. Benna96
      Benna96
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      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.
  10. astraseven
    astraseven
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    Hi, thank you. Can you maybe implement things from friendly mod?
    #
    1. Benna96
      Benna96
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      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.
    2. astraseven
      astraseven
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      Hi, thanks for answer. They are working togheter.I only thaught on using one mod like yours with the features of friendly hud too..