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  1. Akatoshka7
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    Please read the compatibility section carefully! Especially the ways to install patches for specific mods!
  2. RPCOCKIEN
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    Thank you very much for providing a simple and efficient solution to the needs mechanics. I can also confirm that there are no duration issues with the recent update.
    1. Akatoshka7
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      Did you encounter this bug in the previous version? Because this is actually a rare bug that appeared under unclear conditions.
    2. RPCOCKIEN
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      Yes, using a lot of mods, so it's hard to say if it has anything to do with any of them. I noticed it for example after fast travel and restarting the game didn't help. On the one hand, there were abnormal numbers of duration; on the other hand, after the time expired, the food buff with the icon persisted nonetheless. I noticed the latter case long ago with the Skua potion from the Icy Ocean mod, but I haven't tested it since.
    3. Akatoshka7
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      It's clear. Well, let's hope it doesn't happen again.
    4. RPCOCKIEN
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      Yes, love the mod. If so, Ill use the commands and let you know.  
  3. GuyVolker
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    Just another idea here I forgot to mention before. Please feel free to reject or implement if not too complicated... A configurable option to increase % hunger or thirst (decrease time until next stage) for each combat action and sign casting. Maybe signs and stamina use actions (perhaps just when the stamina bar is empty) increase thirst %. For increasing hunger %: combat strikes (or ineffective combat strikes that produce 0 damage against enemies) and damage taken (or otherwise unsuccessful parries, dodges or rolls). This is in line with the food and drink penalties you have used for Geralt. This could encourage more economy in terms of movement and food. I think Primal Needs mod had something like this.
    1. Akatoshka7
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      Hmm ... actually, I was thinking about something similar, but I decided to put it off for now. By the way, there is an even easier option - to speed up the offensive needs during the battle.
    2. GuyVolker
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      Sounds good - will rely on your judgement for that.
  4. GuyVolker
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    Hi, if I wanted to make some corrections or changes to the english strings, can you advise which programs to use to edit/recompile them? I use Wolvenkit for most other things, but don't know if it can work with strings?
    1. Akatoshka7
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      Is there something wrong with the English localization? If there are any errors, I would like to know about it. My knowledge of this language is... are fragmented.

      In any case, there is a link in the description to a program where you can edit localization files directly, I find it quite easy to use.
    2. GuyVolker
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      Alright thank you. These are some mistakes in translation with corrections:

      "Geralt is full-fed" -> "Geralt is fully-fed" OR  better -> "Geralt is satiated" or just "Geralt is not hungry"
      "Geralt is barely noticeable thirsty" -> "Geralt is barely noticeably thirsty"
      "Geralt is barely noticeable hungry" -> "Geralt is barely noticeably hungry"
      "Dammit! How want to drink" -> "Dammit! How I need a drink right now" 
      "Dammit! How want to eat" -> "Dammit! How I need to eat right now"
      "My throat felt dry" -> "My throat feels dry"
      "It would be nice to get your throat wet" -> this isn't really something said in English, so I suggest "I could really use a drink"
      "f*#@, I'd love to drink even the 'Viziman Champagne' right now!" -> "f*#@, I'd even love to drink some 'Viziman Champagne' right now!"
      "Geralt was starving...." -> "Geralt is starving...."

      There are some other things I would change for my personal preference so I'll take a look at your suggestion.
    3. Akatoshka7
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      Hmm ... that sounds like a good change, as far as I can tell. I'll add this. If you have any other suggestions, I am ready to listen to them.

      Just not 'Viziman Champagne', but 'Viziman Champion'. This is the name of the beer that The Witcher 1 describes as terrible.
    4. GuyVolker
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      Ah OK - I couldn't remember it exactly! Thanks much appreciated. 
    5. GuyVolker
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      Just a few questions as well regarding the buffs an duration you can set in the menu:

      Does this override the duration and buffs in the vanilla food xml?
      All foods/drinks in the same category heal the same amount of health over the same amount of time?
      Do the buff and duration in the menu apply to the categories of level 1 foods/drinks from the vanilla food xml? And then food/drinks are set for level 2 and 3 categories by the fixed ratio 3:4:5 for both duration and healing buff?
      What is the function of the food/drink multiplier?
    6. Akatoshka7
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      All changes that needed to be made via xml are in the DLC part. They have priority over vanilla files or any changes made by other mods in the Mods folder. Including basic duration and healing effects of food.
      The vanilla game has different levels of effects, but they just don't differ much from each other. You will receive exactly the type of healing and duration of the effect that is indicated in the description of the food you consume. The basic characteristics for each level are set in xml. I hope this answers the second and third questions.
      What is the function of the food/drink multiplier?
      This multiplies the base duration or heal by the specified number. I thought it was obvious. To see the basic specs, you should set this to 1.

      There are some other things I would change for my personal preference so I'll take a look at your suggestion
      So what are these other suggestions? I'd like to hear everything before making any changes.
    7. GuyVolker
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      Hmmm ok. I'm still not sure I understand how the ratios work. Are these predefined in the dlc or script based? The reason I'm asking is because for my own personal taste I want to try change this to 1:2:4. My idea is by logic food of level 3 should last you 10 hours, level 2 should last 5 hours and food 1 should last 2.5 hours. I use time factor of 1:10 for the real world to game time. So that would be 15 minutes for level 1, 30 minutes for level 2 and 60 minutes for level 3. I can do this myself if you can point to what I would have to change.

      Also to complicate matters, Ghost Mode has it's own food items with unique recipes. I don't mind manually combining them or just not using them if I can have the benefit of your mod but I think the additional food recipes are supposed to be available at shops if I'm not mistaken.

      The only thing I wanted to add to the strings was the stage to the notifications. It's not essential but I just think it makes it easier for information purposes. So "Stage 1 hunger: Geralt is barely noticeably hungry..." or "Stage 1 thirst: Geralt is barely noticeable thirsty..." That I can do myself if you don't want to add it.
    8. Akatoshka7
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      Oh, well, I get it now. Yes, to change the ratio, you need to edit the xml in the DLC. Do you know how to pack and unpack DLC?

      About the food at GM - is there any problem with the new food? It doesn't work with my mod? I don't quite understand what you mean.

      As for the stages of hunger-in my opinion, this is already an information surplus. I mean, it will be clear there exactly what stage it is, by the strength of penalties.
    9. GuyVolker
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      OK thanks. Yes I'm sure I can change the ratio myself with Wolvenkit now that I know where to look - I adjust mods all the time to my liking.

      No problem about the notification. If I want to add it myself then I will.

      Since this is the first time I'm using GM, I'm not sure if there will be any issues. GM made changes to the food xml's and added recipes. In GM, you can cook meals using alchemy menu with recipes you buy from innkeepers. I'm not sure how your mod with impact this functionality. I'm going to have a look into the GM xmls to investigate further.
    10. Akatoshka7
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      Since this is the first time I'm using GM, I'm not sure if there will be any issues. GM made changes to the food xml's and added recipes. In GM, you can cook meals using alchemy menu with recipes you buy from innkeepers. I'm not sure how your mod with impact this functionality. I'm going to have a look into the GM xmls to investigate further.
      My mod can't affect this in any way. I will repeat what is said in the description - if the food uses the same effect as vanilla, it will work. It doesn't matter if it's new, made by recipes...
    11. GuyVolker
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      I had a look at your dlc xml's to see where I can make the changes. I understand how it works now. It seems it just applies the effect to each food level in the game food xml's and that it doesn't change any food items from the game. Nice solution. Thanks!
    12. Akatoshka7
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      Exactly.
  5. DPinheiro
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    Hello, thanks for the awesome mod. I've been wanting to use it, but I can't seem to find the right way to make it work. I'm using the Time of the Sword and Axe mod, which includes the additional perks. How do I make it work? The same way as the additional perks you described? I'd appreciate it if you could help me.
    1. Akatoshka7
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      The sovsestability patch has been added.
    2. DPinheiro
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      Worked perfectly... now much more immersion. thx
  6. darkmatrixxx
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    I wanted to ask about the version for W3eeRedux, but I found your answer on the previous page
  7. raber1974
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    Hello mate! I searched for non-overhaul mod with WellHydrated effect for beverages and gladly you came up with old-gen version of it, thank you! Made few suggestions for you to include in your mod.
    1) I made buff module script for proper naming for each type of buff (hudModuleBuffs.ws + added string to your en.string file) https://postimg.cc/xq5HKCF4
    Made this for clarifying which buff is related to food/beverages on hud. 
    2) I made an icon for wellhydrated in vlad UI style from this mod https://www.nexusmods.com/witcher3/mods/9653 and edited effects.xml for making that icon appear https://postimg.cc/dkB7mHny so it makes possible to divide icons from only wellfed to wellfed and wellhydrated.
    If you interested I can post files in comment section for you to look through it, as idea for an update.
    And one small request for compatibility with this mod https://www.nexusmods.com/witcher3/mods/8221 because there some issues (no stats) https://postimg.cc/XrdYk1YY (don't have enough knowledge for this)
    All stuff were tested on 1.32 and all files were from there, but don't think that porting is gonna be problem for you)
    And spotted a bug only with your mod installed: somehow wellhydrated buff disappears from hud while using potions
    1. Akatoshka7
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      1. Oh, I didn't think of that because I prefer Food Buff Icon. But yes, you're right, this is a necessary change. I'll do it my way, not through hudModuleBuffs.ws, so you don't have to worry about providing files.
      2. Oh, this is a really good change! Provide me with the unpacked icon file (xml is not needed), and I will contact the mod author and discuss with him the possibility of adding it to his mod.
      And one small request for compatibility with this mod https://www.nexusmods.com/witcher3/mods/8221 because there some issues (no stats)
      I just checked it out. Everything is working well for me. Does the standard in-game food have stats?

      And spotted a bug only with your mod installed: somehow wellhydrated buff disappears from hud while using potions
      Hmm ... that's weird. How exactly does this happen? Because I just tested it on pure play - and I couldn't get this buff to disappear with potions, no matter what sequence I drank it all in.
    2. GuyVolker
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      To add to this for consideration, I was also thinking that maybe icons to display the stage of need which occurs only from stage 1 being reached  onwards. My idea was to use the food buff icon mod for displaying regular food consumption buffs from eating/drinking (meaning it would have to be a prerequisite) but use the existing food buff icon and the new well hydrated icon mentioned here to indicated stages of need for hunger and thirst, so it overlays 1,2,3,4 as needed on the icons but they disappears entirely below stage 1. Or something similar along these lines. 
    3. Akatoshka7
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      Hm... I think I understand what you mean... but honestly, it doesn't seem like a good idea. Considering that not many buffs can be displayed at the same time, taking up two slots almost forever seems rather wasteful, especially for information that is generally not too critical.

      Насчёт Restored Content - Food. Are you by any chance using the Healthy Food patch? Because both this and Healthy Food itself are incompatible with my mod.

      That's what I thought... I won't add a separate icon in the vlad UI style. To be honest, this requires too much effort, which just doesn't seem particularly justified when there is a Food Buff Icon (by the way, the idea of this mod belongs to me).

      With the name of buffs, everything is somewhat simpler. I think I just use the food description for the name (and the drink description that I added in this mod).
    4. raber1974
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      1) Glad to hear that, gonna wait for updates (:
      2) Here the link with icon https://fileport.io/AnDsQGsqh3de
      3) Weird, I've removed all mods folders and checked this, and it still persist. I'll check compatibility with Geralt master cook, if there is issue in dlc folder.
      4) After few potions buff disappear, checked it on fully nude geralt with cleardevelop, don't know where it related to, but it also could be save corruption, I'll try another one, and then post update.
      upd: Weird, not save related, I'll try to mix dlcs, mb there is a problem
      upd: somehow it related to modified toxicity points, I have few items that pushes toxicity limits forward and somehow it makes buff disappear  
    5. Akatoshka7
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      2) Here the link with icon https://fileport.io/AnDsQGsqh3de
      In the last comment, I changed my mind. Sorry about putinitsa. Replacing this icon requires more effort than I want to put in.
    6. raber1974
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      Hm... I think I understand what you mean... but honestly, it doesn't seem like a good idea. Considering that not many buffs can be displayed at the same time, taking up two slots almost forever seems rather wasteful, especially for information that is generally not too critical.
      I'm on 1.32 using Display more buffs, so it's not problem for those who want to see more buffs.
      Насчёт Restored Content - Food. Are you by any chance using the Healthy Food patch? Because both this and Healthy Food itself are incompatible with my mod.
      Healthy food is not compatible with 1.32(
      That's what I thought... I won't add a separate icon in the vlad UI style. To be honest, this requires too much effort, which just doesn't seem particularly justified when there is a Food Buff Icon (by the way, the idea of this mod belongs to me).
      I can give you a files, if you want, and I think it's a same structure as nex-gen has. Just copy paste.
    7. raber1974
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      In the last comment, I changed my mind. Sorry about putinitsa. Replacing this icon requires more effort than I want to put in.
      Oh, didn't saw that, thought it's reply to another person. That's ok, I think you don't mind, if I just leave it for myself. Not gonna share it without permission.
    8. raber1974
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      And spotted a bug only with your mod installed: somehow wellhydrated buff disappears from hud while using potions
      Like I don't know how it's worked like that, moved all dlcs and mods from game and it still persist in 1.32.
    9. Akatoshka7
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      I'm on 1.32 using Display more buffs, so it's not problem for those who want to see more buffs.
      Yes, this increases the number of buffs displayed twice, I use this mod myself... but I still think that two permanent buffs for exactly the purpose you described is too wasteful.

      Healthy food is not compatible with 1.32(
      OK, I had to make sure. :)

      I can give you a files, if you want, and I think it's a same structure as nex-gen has. Just copy paste.
      It's not that simple. Method for replacing icons via hudModuleBuffs.ws is likely to interfere with the Food Buff Icon, which is unacceptable.

      Oh, didn't saw that, thought it's reply to another person. That's ok, I think you don't mind, if I just leave it for myself. Not gonna share it without permission.
      Well, I basically can't object to this in any way - this can only be done by the author of the mod, whose icon you changed. I don't think it can have anything to do with my mod.

      Oh, didn't saw that, thought it's reply to another person.
      I just realized that there are two people communicating with me in this thread, not just one...
    10. raber1974
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      Yes, this increases the number of buffs displayed twice, I use this mod myself... but I still think that two permanent buffs for exactly the purpose you described is too wasteful.
      Maybe you can merge those buff into one, like while you have food buff activated using beverage merges with that buff, and provide stacked regen. But the problem is indifferent buff time. Don't know if it's possible to show for exp 12:00 + 05:00 beneath the buff icon.
       
      It's not that simple. Method for replacing icons via hudModuleBuffs.ws is likely to interfere with the Food Buff Icon, which is unacceptable.
      There is no conflict. All I did just basically add the address line same for WellHydrated buff in effects.xml. And ws file just for strings to show up. 
      it looks like this:
          <effect_icons>
            <effect iconType_name="Confused" path="icons/buffs/confused_02.png" />
            <effect iconType_name="Hypnotized" path="icons/buffs/hypnotized_01.png" />
            <effect iconType_name="Immobilized" path="icons/buffs/immobilized_03.png" />
            <effect iconType_name="Bleeding" path="icons/buffs/bleeding.png" />
            <effect iconType_name="FireDamage" path="icons/buffs/fire_damage.png" />
            <effect iconType_name="PoisonDamage" path="icons/buffs/poison_damage.png" />
            <effect iconType_name="VitalityRegen" path="icons/buffs/vitality_regen.png" />
        <effect iconType_name="WellHydrated" path="icons/buffs/well_hydrated.png" />
            <effect iconType_name="RaiseVitality" path="icons/buffs/vitality_raise.png" />
            <effect iconType_name="Slowdown" path="icons/buffs/slowdown_old.png" />
        <effect iconType_name="EffectSnowstorm" path="icons/buffs/blizzard_02.png" />  
            <effect iconType_name="EffectAard" path="icons/buffs/aard-sign-intensity-increase.png" />
            <effect iconType_name="EffectAxii" path="icons/buffs/axii-sign-intensity-increase.png" />
            <effect iconType_name="EffectIgni" path="icons/buffs/igni-sign-intensity-increase.png" />
            <effect iconType_name="EffectQuen" path="icons/buffs/quen-sign-intensity-increase.png" />
            <effect iconType_name="EffectYrden" path="icons/buffs/yrden-sign-intensity-increase.png" />
        <effect iconType_name="OverEncumbered"    path="icons/buffs/IMG_overweight_icon.png" />
        <effect iconType_name="EnhancedArmor"    path="icons/buffs/enhanced_armor.png" />
        <effect iconType_name="EnhancedWeapon"    path="icons/buffs/enhanced_sword.png" />
        <effect iconType_name="EffectDrowner"    path="icons/inventory/potions/pheromone-drowner-64x64.png" />
        <effect iconType_name="EffectNekker"    path="icons/inventory/potions/pheromone-nekker-64x64.png" />
        <effect iconType_name="EffectBear"    path="icons/inventory/potions/pheromone-bear-64x64.png" />
        <effect iconType_name="PopsPotion"    path="icons/inventory/ingredients/alchemy/alcohol_vodka_pepper_64x64.png" />
        <effect iconType_name="Quen"    path="icons/Skills/core/magic_4.png" />
          </effect_icons>
    11. GuyVolker
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      Sorry for the confusion, I just thought I'd contribute because I had similar ideas. You are correct about the buff display becoming too full, I agree, but I was trying to think of a more convenient way of displaying the status effects/penalties without having to refer to inventory items. Either way though I think this mod helps a lot to improve Vanilla food mechanics.
    12. Akatoshka7
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      And ws file just for strings to show up.
      Well, so the Food Buff Icon also replaces the name of the buff with the name of the food eaten. So, this change will be lost. In any case, there are some other reasons why I don't want to adding a separate icon.

      Yes, can probably make the needs buffs work somehow and display them only when you don't have any food or drink buffs... but, honestly, again, I don't feel that this information is so necessary for constant viewing that I spend time and effort trying to add such a feature.

      but I was trying to think of a more convenient way of displaying the status effects/penalties without having to refer to inventory items.
      Yes, I understand that this is probably not the most convenient way to get this information... but then again, how often do we really need to check this? If you take the default settings as a basis, then penalties for the first two stages of requirements are unlikely to have a critical impact on your combat capability.
    13. Akatoshka7
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      I have another idea - display a notification of the needs stages when holding down the key lock on a target when you don't have any hostile targets. What do you think is better - a notification that copies information about the need from under food or a notification that copies the text that pops up when a new stage of need is received?

      In the first option, the notification is displayed in two lines, and the second one is located below the notification background. In the second option, it's just not that informative.
    14. GuyVolker
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      I gave it some thought. I think the inventory method is fine but just add a more detailed hud notification on reaching a stage, like:

      Hunger effects stage x: y less damage to enemies, z more damage by enemies.

      Thirst effects stage a: b less stamina regeneration, c less signs potency

      Would that work?
    15. Akatoshka7
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      As I said above, I intend, in addition to the existing instructions, to make it possible to display notifications about the stage of hunger along with information (in fact, the same thing that we see under food/drinks) when a certain key is pressed.
    16. GuyVolker
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      I can probably try do this myself, but it might be an idea to have the same effects available for hunger and thirst for players to customise as they like. So hunger would also have stamina penalty for instance if you wanted it.

      Also another penality idea but just a suggestion if it's not too complicated: more toxicity (or slower recovery from toxicity) due to lack of fluids or food to flush poisons from the body.
    17. GuyVolker
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      No problem regarding the method of notification you choose. It's your mod and vision and I'm really happy to have it available.
    18. Akatoshka7
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      I can probably try do this myself, but it might be an idea to have the same effects available for hunger and thirst for players to customise as they like. So hunger would also have stamina penalty for instance if you wanted it.
      It will require quite a lot of effort from me to rebuild the code for such options to fully work. And it will clearly complicate the perception of the mod mechanics for most users. So, no.

      Also another penality idea but just a suggestion if it's not too complicated: more toxicity (or slower recovery from toxicity) due to lack of fluids or food to flush poisons from the body.
      Oh... I can already smell conflicts with a whole bunch of mods when trying to implement something like this. And the need to change the descriptions of penalty. So also no.
    19. GuyVolker
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      No problem. Thanks again for your hard work. 
    20. raber1974
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      And spotted a bug only with your mod installed: somehow wellhydrated buff disappears from hud while using potions
      Found the problem, somehow it's related to marribor forest potion, after consuming wellhydrated buff disappears from hud and from stats. I've checked with my mods, then with only HaT. With completely new save and even with all dlc removed.
    21. Akatoshka7
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      Fixed it.
  8. GuyVolker
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    Amazing idea. Will try with Ghost Mode. I never liked food regeneration in Witcher 3 - I felt healing should be from potions and that foods should give a small buff over a very long period of time dependent on food quality with stamina or movement speed penalties for hunger. I'm just hoping the notifications work with Vlad UI.
    1. Akatoshka7
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      With Ghost Mode, don't try it yet - another user has discovered the need to create a compatibility patch. I've already done this and I'm going to post it tomorrow. But yes, my mod will allow you to customize the stats of food and drinks in a fairly wide range.
    2. GuyVolker
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      Oh, thank you so much - can't wait to try it out!
    3. Akatoshka7
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      A patch for GM has been added - I say just in case.
    4. GuyVolker
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      Awesome thanks - I already got it! If you're going to add the extra notification with button press I'll wait for an update to the main file.
    5. Akatoshka7
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      The GM patch will not be affected in the next release (in fact, just like any other patch), so you can safely install it now.
  9. Myrdo
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    fantastic mod, a really good blend of immersion and gameplay, thx alot
    1. Akatoshka7
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      I hope you enjoy the experience of using it!
  10. FableHero
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    Thanks for the patch for Extend Potion Duration. 

    I should install the patch I need, then remove wellFed.ws and wellHydrated.ws from your Hunger and Thirst mod, and then since I don't use any of the other patches you made I can ignore the instructions about merging scripts.  

    Is that right? I'm double checking if I understood the instructions correctly.
    1. FableHero
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      Maybe I didn't understand how to correctly install the patch. The duration of the potions is no longer stacking since I installed the patch, only food duration is stacking.
    2. Akatoshka7
      Akatoshka7
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      Well, the patch should be installed on top of the main Extend Potion Duration mod. You didn't delete it before installing the patch, did you?
    3. FableHero
      FableHero
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      Initially I installed both versions of your patch, but I figured that was a mistake and I had to install only the version corresponding to the version of Extend Potion Duration I'm using, which would be modStackPotionsDurationBonus. So I decided to do everything from the beginning to be safe. I uninstalled your patch, the Hunger and Thirst mod, and the Extend Potion Duration mod.

      Then I installed them again in this order:
      1. I installed Extend Potion Duration, the full version: modStackPotionsDurationBonus.
      2. I installed Hunger and Thirst, but without wellFed.ws and wellHydrated.ws.
      3. I installed your Extend Potion Duration combinality patch replacing the files: I installed only the modStackPotionsDurationBonus folder, not the modExtendPotionDuration folder.          
    4. FableHero
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      I think the issue is that I used TW3 Mod Manager to install the patch, and it entirely replaced the original Extend Potion Duration mod with your patch, deleting the other files of the mod. I guess I'll have to install the patch manually. I'll try.
       
      Edit: I did it and it works. Thanks for asking me if I deleted the mod, that's what made me go check the files and discover the issue.
    5. Akatoshka7
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      Oh, it's good that you found out what the problem was. I don't use any mod managers, so I don't know the nuances of using them. I should probably leave a note that patches should not be installed using managers.

      and then since I don't use any of the other patches you made I can ignore the instructions about merging scripts.
      By the way, about this-probably any mod that changes wellFed.ws and, especially, wellHydrated.ws, will be poorly compatible by default, if at all compatible with my mod and will require a similar patch structure.
  11. FableHero
    FableHero
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    I have been lookin for a mod like this. Thanks for sharing it.

    When merging the scripts there is a conflict with the mod Extend Potion Duration at The Witcher 3 Nexus - Mods and community. I think it conflicts because that mod allows the duration food and potions to stack. Should I choose the lines from Hunger anf Thirst when merging? I don't care about losing the stacking duration for foods, I only want to have it for potions.
    1. Akatoshka7
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      I'll have to see what the problem is before answering. I'm not familiar with this mod.
    2. FableHero
      FableHero
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      I made screenshots of the conficts.
      Spoiler:  
      Show

    3. Akatoshka7
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      I think that combining scripts will not solve the incompatibility in these two mods. I'll have to make a compatible version. However, I think you can use them right now, without not to merged wellFed.ws and wellHydrated.ws, and give priority to my mod.
    4. FableHero
      FableHero
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      Thanks. I'll give priority to Hunger and Thirst so I can start using it now. You are amazing, I love your mods.
    5. Akatoshka7
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      Thank you for kind words!
    6. Zowbaid
      Zowbaid
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      Hey I use this mod as well. So just wanted to make sure. If I disable those 2 files from that mod, will Potion Duration bonuses still work? It just won't be applied to food right? Cuz I'm also ok with that. The main thing is that potion bonuses still work.
    7. Akatoshka7
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      Yes, that's right. These scripts do not affect potions in any way.
    8. FableHero
      FableHero
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      I didn't merge the scripts and I gave priority to the Hunger and Thirst mod. Potion duration bonuses from Extend Potion Duration work normally.