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  1. Koskaik999
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    I've this compilation error after merging with a few mods:

    Error [mod0000_mergedfiles]game\gameplay\ability\playerabilitymanager.ws(2033): To few params in call to function 'Heal'

    This specific script is merged with NoLevels Lite and with Alchemy (Primer). I've opened with Notepad++, compared all files and didn't find any apparent causes.
    Could you help me find the issue, please?
    1. EdwinHolmes
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      I'd imagine Alchemy is causing the problem. I can have a look at those mods later and\or you can send me your playerAbilityManager.ws from your merged files folder to look at.  

      If you want to have another go yourself somewhere around line 2033 in that file Heal(something) doesn't have enough things inside the brackets. You'll hopefully find the definition: function Heal(something, something else, maybe other things) in the same file and they will need to match.
    2. Koskaik999
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      That's what I did, inserted the variable "cost" inside it to test and it passed the compilation. Though, I fear this may cause some bug. I'll look further into it.

      In case I can't solve it, how can I send you the file?

      Thanks!
    3. EdwinHolmes
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      If it compiled, you probably fixed it well. Pop it on WeTransfer, or whatever file host you like, and send me a link and I'll double check for you.
    4. EdwinHolmes
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      There are 2 calls of Heal in playerabilitymanager.ws and both are calling the function defined in mutagen21.ws.  I don't think CRO edits this but there is one line I wasn't sure about that you can remove if it conflicts; it's commented //?Vigor?.  It's not causing issues here anyway.  CRO edits both calls in playerabilitymanager.ws.  The first is removed, so you should keep it that way, and so long as you did it's not causing issues either.  

      The second one is causing the issue.  Investigate your mutagen21.ws and look at whatever has been added there.  The original doesn't have any arguments coming in and uses a value from one of the game's .xmls to apply an amount of total health.  Since cost in the playerabilitymanager function is defined as what I believe is the stamina cost of an action, you're giving that to the function in mutagen21.ws but I don't know what your modified function does with it from there to see if it makes sense or not to do so. 

      Since the mutagen effects in the scripts deal with potions and decoctions, I presume this relates to the Ekimmara decoction, in which case, what you've done makes sense to me.  It's not going to affect anything outside of that, so provided that the decoction seems to be working in your game as expected, you don't have much to worry about regarding this particular compatibility issue.

      Well, I hope that was at least partially helpful and not just totally confusing.  Regardless, I'm happy to look over any merges if you would like.
    5. Koskaik999
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      Not confusing at all, and very helpful. Thank you!!!
    6. Koskaik999
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      Sorry, completely forgot to send you the file, just remembered when I launched the game today. Here it is:

      https://we.tl/t-S8Xu5NFFMX
  2. Levengton
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    i need help with this compatability error pls i rly want that mod ......

    Error [modcombatresourcesmenu]game\npc\npc.ws(1045): Function 'GetTotalSignSpellPower' takes 2 parameter(s) which is inconsistent with base function (1).
    Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [content0]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.




    i used the script merger and everything is auto merged there was nthing that needed to be manually done regarding this mod conflicting with any other 

    https://i.postimg.cc/Y9H1Ch87/Screenshot-2025-07-18-002030.png   this is an image of my used mods
    1. EdwinHolmes
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      This mod does indeed alter that vanilla function, unfortunately.  This cannot always be avoided but can cause tricky problems.  Can you open script merger and tell me if you have any merges with npc.ws?  I suspect probably one of your mods is trying to override or wrap the vanilla function and is obviously using the signature with the original parameters. If we can find it, we can fix it.  Perhaps in one of your mods there is a file in the 'local' folder which contains the GetTotalSignSpellPower function.

      What is modanimations?

      By the way, get rid of over 9000 - it's not for 4.04.  Use something like Limitless instead. Vortex is also not a great manager for this game but it's your call.

      To start with we should disable everything except CRO, run script merger, run the game and check it compiles.  If it does, we start enabling and merging them one by one.  When we find that mod causing the problem I can have a go at fixing it.
    2. Levengton
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      Hey there thx for the fast reply....... ok so first things first modanimations is the E3 Improved Combat Animations Next Gen Update which is created by ReaperAnon.........as for using Vortex i actually stopped using it long ago as i learned it sucks i even had to uninstall the game recently coz of it and redownload all the mods.......all these mods i downloaded manually and i did the any basicy scripting thro installation Readme notes like adding the XML etc.................

      so what do u suggest i do now ??.....do i remove all mods and keep CRO and start testing ....... does this even include the Halkhogan Texture and IL mods and all graphics mods ?.....or can i start by specific mods that are suspected to be the issue..........so far i tried removing modanimations which is the improved E3 Combat ani next gen + E3 Quen + ImprovedSignEffectsNGMAX and i still get the same Error
    3. EdwinHolmes
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      OK, I see.  If you aren't already, I recommend Script Merger Fresh and Automated over the older one. 

      I still think it's best to be methodical; in the long run it's better than having to repeat things.  You can leave HDRP as it's large and I know it contains no scripts.  Make another temp folder somewhere else and move everything from 'Mods' except merged files and CRO across so that all you have in 'Mods' is HDRP, CRO, and merged files.  Run and then close Script Merger to remove all merges.  Now run the game to check that everything compiles.  

      If that still doesn't compile, let me know.  If it does, then start adding the mods back one by one.  Copy the folder back across.  Run Script Merger, make any merges needed, and check to see if it compiles ok.  The first time it doesn't compile, let me know the mod and the error and we'll take it from there.
    4. Levengton
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      Ok great but before i start with the procedure ........ how can i Download the Script Merger Fresh and Automated in place of the old one without causing issues that may end up in me redownloading the game or messing my mods.

      Regarding removing mods and keeping the CRO to do the test.......Mods that have multiple contents in different paths other than the Mods Folder in the Witcher 3 Directory do i need to remove it from the other paths or the Mod folder is enough (meaning for example mods that have a modfolder in the mods folder in the Witcher 3 directory and a bin folder in the config /r4game/ user matrix etc do i need to remove these aswell to make the test ?)
    5. Levengton
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      New Update here .............. did as u said removed all in tempo folder and the game launched and compiled with CRO only started adding the mods bk ........ added limitless all was good then next i added BloodAndSteel and launched game and BAM it made the error and couldnt comply.......so is there a way to have a workthro this or is BloodAndSteel not compatabile with this mod :(

      Edit:am fully done with the test with all my mods and the Result is (Blood And Steel MOD and E3 Improved Combat Animation Next Gen Update MOD are the ones causing the Error) other than that the game is working and compling  without even merging the scripts .... hopefully u can help me with a fix to keep using these 2 mods along side CRO

      Update:i cycled thro the scripts in the 2 mods folders and found "GetTotalSignSpellPower" function in 4 paths as follows:

      Improved E3 Combat Animations>>>in game folder/actor.ws + player Folder/playerWitcher.ws
      -public function GetTotalSignSpellPower(signSkill : ESkill) : SAbilityAttributeValue;
      -public function GetTotalSignSpellPower(signSkill : ESkill) : SAbilityAttributeValue
      respectively

      Blood And Steel>>>Same As Previous Mod Path
      -public function GetTotalSignSpellPower(signSkill : ESkill) : SAbilityAttributeValue;
      -public function GetTotalSignSpellPower(signSkill : ESkill) : SAbilityAttributeValue
      respectively


      Error [modcombatresourcesmenu]game\npc\npc.ws(1045): Function 'GetTotalSignSpellPower' takes 2 parameter(s) which is inconsistent with base function (1).
    6. EdwinHolmes
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      Just delete the old version of Script Merger along with your merged files folder in mods. Then install Fresh and Automated and redo your merges.  There's nothing to worry about being left over. 

      Thanks for narrowing it down.  I use Blood and Steel and I'm sure E3 animations is not incompatible.  I'll try with just those 3 later on and see if I can replicate your issue. Meanwhile try the newer Script Merger and see if that helps. 

      Inside your merged folder the version of actor.ws, playerWitcher.ws and npc.ws should all contain definitions of GetTotalSignSpellPower(signSkill : ESkill, optional FocusModifierState : int) : SAbilityAttributeValue.  If any of them don't contain the optional parameter a merge hasn't gone well.
  3. cosminnbestt
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    A patch for Witcher School Set Rework and Balance mod would be awesome.
    1. EdwinHolmes
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      It'd be a help if you could let me know exactly what the problem is keeping in mind it's not a mod I have used. I presume the Griffin set won't play nicely but are there other issues?
    2. cosminnbestt
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      set bonuses rules dont work for a reason , also the first griffin bonus has a unknows value letter with this mode , i tried merging them but it only works if  i prioritise Combat resources mod over the Witcher School Set Rework and Balance mod , but it has issues.
    3. EdwinHolmes
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      Ok, I'll take a look but if I am able to do something it's not going to be quick.  Any bonuses that change stamina or adrenaline are going to be completely screwed up and it looks like it changes a lot of code but I'll see what's possible.
    4. cosminnbestt
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      thank you !
    5. EdwinHolmes
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      Ok, I found time to put someting together.  I know that it all compiles but that is it.  I don't have any time right now to test it so you'll have to take that on yourself. 

      Delete both of the mods and run script merger to remove any merges involving these two, then install WSSRB followed by the CRO file in the Misc. section.  You should be asked to overwrite around 15 files. You can then go ahead and merge as usual.  You should not see any script conflicts between these two mods.    

      The two don't overlap so much as I thought they might but I would not be at all surprised to find there were bugs and unexpected consequences along the way.  Hopefully that's it and it'll all work fine but if you find things that don't work let me know and I'll investigate insofar as I am able.  

      Good luck on the path!
    6. ElementaryLewis
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      Hey. I'm the author of this mod and I don't like you "take" my mod without permission or credit.
      I ask you use either Script Annotation (free DP, my name in the credit) or you incorporate my mod for separate main files (50% DP, my name in the credit). Or you remove that compatible patch and write down it is incompatible.

      If you don't either of those in a few days, I'll send a report for stealing mod.
    7. cosminnbestt
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      Thanks again ! I  will return with a report when i have time
    8. cosminnbestt
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      He did not steal the mod , he created a test patch compatibility for it , it has nothing to do with it , many modders does compatibility patches.
    9. cosminnbestt
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      it seems that it works , no bugs , also please give credit to lewis
    10. EdwinHolmes
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      There are no DP and I never wanted to steal anyone's mod. I deliberately only included shared files so that without downloading the mod first nothing would work. Regardless, it is removed now at the author's request. They are incompatible.
    11. ElementaryLewis
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      I should remind you, deleted the incompatible patch is the last option I want.
      It is best you do one of those options:
      - You use Script Annotation (No DP, my name in the credit).
      - You incorporate my mod for separate main files (50% DP, my name in the credit).

      That way, you can properly credit me and got my permission.
  4. Kaesaltic
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    Is this compatible with More Reasonable Damage? It has conflicts especially with characterMenu.ws
    1. EdwinHolmes
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      I guess the short answer is no, not as they are. 

      Off the top of my head I don't think anything in characterMenu will matter other than skills indicating in the character panel they do things they don't; it shouldn't break anything. Changes to dot, toxicity, potions, oils and dodge should mainly be fine. 

      Where you will run into a lot of issues though are with any skills that used to use adrenaline and now use stamina and signs\skills that used to use stamina and now use focus. Ideally you'd have to see how both mods change the skill from vanilla and integrate both changes by hand, although you could just choose one over the other. Any way you did it it would involve a great deal of manual merging and a basic understanding of how the scripts and XML files work. 

      Whether it's worth the time and effort is down to you.
    2. EdwinHolmes
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      Things like Stronger Monster Status EffectsBalance Burn Bleed Poison Damage or mods that do not touch Geralt's skills are generally not a problem to merge though.
  5. I think the Combat Ability "Flood of Anger" (the one at the bottom right) is bugged.
    If you use signs rapidly so that at one time you have less than 1 focus point, it unlock all the abilities of the Signs tree to their max levels.
    Another problem, and i don't know if another signs are affected, Yrden duration goes up from ~20 seconds to 60 and i'm pretty sure it's not the intended effect.
    I had a blast with the mod so i really hope it can be fixed.
  6. EdwinHolmes
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    I've updated the menu to automatically set the default values the first time it runs now.  If you update but have already set values in the menu that you want to keep either add this to the top of Documents\The Witcher 3\(dx12)user.settings:
        [DamageScaling]
        CRO_DamageScaling_Init=true
        [StaminaRegenOffsets]
        CRO_StaminaRegenOffsets_Init=true
        [StaminaCostsandDelays]
        CRO_StaminaCostsandDelays_Init=true
        [MasterTraining]
        CRO_MasterTraining_Init=true
        [Tweaks]
        CRO_Tweaks_Init=true
    or delete the file SetCROMenuDefaults.ws in the scripts\local\ folder.

    I didn't realise that without this script if you use the menu version but don't either set a value or use the default preset then the values of the sliders are kind of undefined and maybe not even zeroed.  I should have set this up like this from the beginning, sorry for the inconvenience.
  7. hjh6406
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    What if I only want to use Signs cost focus points?
    1. EdwinHolmes
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      You can "turn off" most changes in the menu by setting 100% damage at no stamina, zero stamina costs and delays, zero chance to defect arrows, 100% spell power reduction, etc. but you can't completely revert every single change.
  8. internator69
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    It's a pity that there are no statistics showing how fast focus regenerates.
    1. EdwinHolmes
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      You mean on that screen you get from the inventory panel?  I'm not opposed to trying things like that it's just that I have no idea how to do it.  I will keep it in mind if I notice anything but don't hold your breath.  I think I have used mods that alter that screen but can't remember which.  As I'm a clueless fool the best way would be if you knew of a mod that does the same thing I could try to see how they did it and if I could do something similar for focus regen.  Then if they were ok with me using their work with this mod I could put it up. Otherwise, it's just a case of hoping I'll stumble across the place in the files that shows the stats and find something that works.
    2. EdwinHolmes
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      Well, in case you were holding your breath you can let it out now because I did wind up stumbling across it and I think I found something that works.  I'm not sure it's totally in line with the other regen stats as I didn't make the focus regen mechanic (obviously; I'm an idiot) but it at least displays a rate and you can see how it changes.  I'll add it to the stamina regen panel in the next update.
  9. internator69
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    Hi Edwin 

    I noticed that a certain skill loses its meaning completely.
    It's about the skill from the general table "Adrenaline Burst " which now makes casting spells generate endurance.
    To me it doesn't make much sense.
    My idea is to do it this way.
    During combat, each casting of spells increases the chance of dealing critical damage by 2%.

    I don't know if you can change something like that, but if you would let me, I can ask more experienced people
    1. EdwinHolmes
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      To me that sort of thing seems much more do-able because we already have the systems somewhere and as we have the strings we should also be able to update the tooltip too.  I've thought about trying some things with skills before but have been initially put off by the descriptions in the files all being skill_sword_s01 or perk_19.  I must be able to find out what's what somewhere but I haven't found where.  Actually, maybe I'll check the console commands. Anyway, finding the skills and making the changes is going to be a lot of trial and error so by all means ask anyone and everyone (but obviously please be super nice).

      Long and short of it is: that can be done.  Whether I can do it remains to be seen but I'd be interested to see if I can or not.  By the by (and without checking the skill description) I'm not sure it's completely useless, KiroKobra was very thorough with all the skills and my feeling is that as damage now scales with stamina depletion this probably has more of an impact than you might think.  
    2. EdwinHolmes
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      Ok, I think I have it adding a 2% crit chance buff for 5 sec.  It shows up as the Katakan decoction. I think I'll put it up as a menu option and, if you want to keep it, you can change the strings if the mismatch bothers you.
    3. EdwinHolmes
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      Ok, it's in 1.3.0 if you're still interested in this.
  10. Hey, I noticed a strange problem after installing your mod. I'm using the Tweaks mod alongside this mod and for some reason all the Tweaks options originally called "default", turned blue just like in your mod's settings menu. This is doubly weird because I'm using my own polish translation in which the names default is translated to: "domyślnie" and even so it still swapped those translated names back to English xD

    This is obviously not a big problem, but if you could somehow fix it I would appreciate it :p
    1. Weird, who knows what kind of black magic voodoo those strings use to find their xmls? I'll take it out, I certainly didn't plan on bothering anyone else's presets.  If you've been digging into the strings anyway you can take out the font color tag from the string yourself. The menu system's so weird.  Anyhow sorry for the bother and thanks for flagging it up.  

      Actually, I had it right there from my earlier screw-up.  I took the colour out of the new version, fingers crossed that'll do the trick.
    2. Ok, the new version has halfway solved the problem. The blue color is gone, but the name continues to be in English. Probably when I download the Polish translation of CRO the name will already be in my language.

      However, I checked the string files of Tweaks mod and yours and it appears that the option signed by: default has the same key (hex): f634d013 in both mods. Probably due to sharing the same key, the CRO mod string file affects Tweaks and vice versa. Of course, this is just my guess because I'm not a modder, but it seems logical to me.
    3. Curiouser and curiouser said Alice.  I feel like the shared hex key is almost certainly the cause of the issue.  Strange as I never set these values, I just use the id space (already in use by KiroKobra's strings) and have w3stringsencoder generate them.  My (limited) understanding was that using separate id spaces would ensure they didn't clash like this.  Could you check to see if Tweaks is using the same id by any chance?  I guess I'll try to just check some strings from other mods in case it's some sort of universal hex for all default presets or something like that.  You could also try just skipping that id number and using another and re-encoding the strings.  We've made some progress, I'm sure we'll get there.
    4. The ID for this option is different. I think it's a coincidence that both mods share the same hex key. I've tested many mods that have their own settings menus, and I've never encountered this problem so far.
    5. Typical, ok, I'll work on trying to get another hex for it.
    6. 1.2.3a should fix this issue. Surprise, surprise I messed up the preset strings and XML.  I put the colour back in to make it easier to see the difference.  Could you try it and let me know if you see colour in mine and not in Tweaks now?
    7. Yeah, the new update has solved the problem. The color of the “default” option is blue only in your mod and no longer affects the options in the Tweaks mod. Thanks for fixing this :)
    8. Phew! Really appreciate you flagging the issue in the first place but also for the help finding the cause.