The Witcher 3
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SheepDarklord

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  1. SheepDarklord
    SheepDarklord
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    Updated to work with game version 1.31!
  2. SheepDarklord
    SheepDarklord
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    Version 1.20.1 is out! This release should be compatible with game version 1.20. Any problems please leave a post here and I'll try to get back to you ASAP
    1. Artwolfou
      Artwolfou
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      Hello ,

      I downloaded the regular version and installed it as requested,
      Moreover I checked with ScriptMerger to solve conflict,
      However I've got some compilation errors, as follow :

      -

      Error [modcraftingbuddy]game\player\playerwitcher.ws(2276): Could not find function 'GetAbilities'
      Error [modcraftingbuddy]game\player\playerwitcher.ws(9084): Could not find function 'GetAbilities'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(25: I dont know any 'craftingBuddyMultiItem'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(260): I dont know any 'calledFromAutoLootRadius'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(26: I dont know any 'nameArrayToAutoLoot'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(269): I dont know any 'quantityArrayToAutoLoot'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(463): I dont know any 'craftingBuddyMultiItem'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(531): I dont know any 'calledFromAutoLootRadius'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(540): I dont know any 'craftingBuddyMultiItem'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(54: I dont know any 'nameArrayToAutoLoot'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(549): I dont know any 'quantityArrayToAutoLoot'

      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.

      -

      If you have any idea about it, enlighten me please !

      Art.
    2. SheepDarklord
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      Oops I think that might be my fault for uploading the wrong files. I'll look into it and update when I can
  3. SheepDarklord
    SheepDarklord
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    Sticky
    If you speak another language can you PM me your translations and I can implement them into the mod so people don't need to alter code themselves. Current implemented languages:

    English (my native language)
    French (from my Duolingo skills - not complete)
    German (thanks to Wegron for the translation - not complete)
    Portugese (thanks to sortX for the translation - not complete)

    If you actually speak any of these languages and want to correct my terrible translations please PM with some more sensible words
  4. Taurus85
    Taurus85
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    Thank you so much for your work!

    If you have the time, can you make it compatible with AeroHD's configurable version of AutoLoot? I looked at the code and I could not figure out exactly how to make them compatible, because Script Merger finds a conflict in a section that looks logically very similar, as if both are trying to do the same but calling different functions or something.
    1. SheepDarklord
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      I'll look into it. Shouldn't take too long since it should be based off the same code as the AutoLoot code
    2. Taurus85
      Taurus85
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      Thank you!
    3. SuperDave1426
      SuperDave1426
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      Did you ever have a chance to look into it? I'm trying to get back into Witcher 3 after a long absence, and found that JupiterTheGod's version suggests the AeroHD version on the description page. Also wound up with Script Merger complaining about the two, so I've taken AutoLoot out for now. Would be nice to be able to use it. :-)

      Edit: Also, I noticed that others have reported this as well, but when this mod is enabled, the script compiler shows errors for it:

      Error [modcraftingbuddy]game\gameplay\containers\container.ws(247): I dont know any 'craftingBuddyMultiItem'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(249): I dont know any 'calledFromAutoLootRadius'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(257): I dont know any 'nameArrayToAutoLoot'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(258): I dont know any 'quantityArrayToAutoLoot'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(452): I dont know any 'craftingBuddyMultiItem'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(518): I dont know any 'calledFromAutoLootRadius'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(527): I dont know any 'craftingBuddyMultiItem'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(535): I dont know any 'nameArrayToAutoLoot'
      Error [modcraftingbuddy]game\gameplay\containers\container.ws(536): I dont know any 'quantityArrayToAutoLoot'

      Hopefully that can be fixed soon? :-)
    4. SuperDave1426
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      <duplicated comment deleted>
  5. arieller
    arieller
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    hey,
    "If you are using JupiterTheGod's AutoLoot mod, you'll need to download the AutoLoot compatible version of this mod. DO NOT TRY TO MERGE THESE TWO MODS. When you install my mod, open your mods.settings file and make sure my mod has a higher priority than AutoLoot. You will also need to recreate your AutoLoot filters in my mod. Follow the same steps that you can find on the AutoLoot mod page, the only difference being open the AutoLootBase.ws file in my mod folder and make your changes there, not the AutoLoot mod folder."

    my mods.settings file is empty, how can i prioritize?
    basically if i can't merge the game breaks
  6. virginharvester
    virginharvester
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    There is an option to auto-craft pinned alchemy items when you have the required ingredients which is enabled by default., how?
  7. AeroHD
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    Your 1.31 version has some undeclared variables in it so I couldn't test it to see if it would actually work with my version of AutoLoot. Also:



    You may want to actually fix this :\

    As far as making a compatibility patch/version for the notifications, you can look at my code, specifically AHDAutoLootNotificationManager.ws. I use a CAHDNotificationManager object in the playerWitcher.ws script, which is indefinitely managed (so it's always the same object). If you want to do something like display a notification through it, you could add a function to the notification class that adds your particular text to the message. That class also completely handles radius loot notifications, so no need to do anything with merging notifications or anything like that. It is displayed once the operation completes, or at the end of combat (if that that option is enabled) which is called from playerWitcher.ws.

    You can get refer to the object like so: GetWitcherPlayer().GetAutoLootNotificationManager().__YOUR_NEW_FUNCTION__() -- this might be useful to use in container.ws where you process your notifications for recipes being fulfilled and stuff. Hope this helps to get you started.
  8. Taurus85
    Taurus85
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    Hello sir! Have you had the time to see if this mod can be compatible with AeroHD's configurable version of AutoLoot? Logically it seems to me that they can, but the writing is slightly different in the conflicting part...
  9. sortX
    sortX
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    Great work with these main menu options. You also can put the possibility to scan by categories like armor, gloves, potions, oils, etc.
    I think is a good idea put in description that more than X number of recipes may cause lag, not only in full scan, mainly when you're using auto loot radius function.

    Thanks for the update. I'll make more test soon.
  10. sortX
    sortX
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    The autoloot version don't need the autoloot mod anymore, you're merged the mod completely. I check the files and have tested, work withough autoloot.

    The files:
    btTaskDeath.ws
    container.ws

    Are of the version 1.11 of game. This may causa some trobbles for users when merging with order mod that have the same file based in patch 1.12.
    1. SheepDarklord
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      Thanks for pointing that out. I'll change that over with the next update. I'm working on a new version right now so the changes shouldn't be too hard to move over to the latest file version
    2. SheepDarklord
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      Actually the 'not requiring autoLoot' part is a mistake on my part. I accidentally uploaded all the files from autoLoot instead of just the ones that I had changed. In the next update those files will be gone so you will still need autoLoot. I don't have permission from the mod author so I don't want to upload his whole mod, just the parts I had to change
  11. Cody0707
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    I'm using the herbs only version of AutoLoot, does that mean that I have to use the compatibility version of your mod? I'm a little bit confused^^

    Edit: nvm didnt read the description properly^^ thanks for the mod
    1. sortX
      sortX
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      I think that, in the herbs version, is modified only the filters. You just have to put the correct filters to loot only herbs.
      The filter is Herb( container ), at some "if" in the AutoLootBase.ws file. Line 87, I think.
    2. SheepDarklord
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      sortX has this right. The Herbs only version of AutoLoot is just the base version with the filter settings change and yes if you use ANY version of that AutoLoot mod you need to use my compatible version
  12. Slappy212
    Slappy212
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    Very helpful. Thanks!
  13. SheepDarklord
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    Version 1.12.6 of the mod makes a lot of changes. Check the description to see how to install the mod correctly and the full feature list. Any confusion please let me know and I'll try my best to explain