Note that the mods are incompatible with the latest 4.04 update (released on 19 July).
The change log contains "Added an option to switch potions and apply oils from the radial menu". From what I saw, they did some changes to the radial menu and quick slots scripts, but don't know yet more details (didn't start the game to see exactly what has changed). If they didn't change the UI files then I'll probably update the mods quickly, otherwise it will take a little bit longer.
LE: and they did modify some of the UI files, so I have to re-apply all the required changes starting from the latest versions. This probably will require few hours. I also must make minor changes to the scripts to be compatible with the new features, do some tests etc..., so I estimate that I'll update the mods in 2-3 days.
Thank you very much for your dedication, I will be waiting for the updates eagerly. Seeing the new function of quick access to oils, potions and extracts, I don’t know how viable the quick inventory mod is now. Could that mod be changed to now show accessories and clothing so you can quickly change outfits?
I tried to play a new game after about a year away, and I just can 'not' play without this mod, the QoL it provides is so amazing. Holding off playing for now till this gets updated. Can't wait :)
The game is now using the hold actions for quick slot keys: quick pressing R consumes the item, while holding R opens the popup to select the potion. And MQS was using the hold action to consume the item from a new slot. Probably the only way to use MQS now is to bind new keys for the new slots, like F1, F2, F3 and F4, because reusing the default keys doesn't seem possible anymore.
Is it not possible to override the vanilla behaviour? Or at least preserve MQS double tapping?
While I'm here, could you add an option to remove the new vanilla buttons for oils located above the potions, for those of us who play with auto-apply oils? Should probably be a separate mod, I know, but since you already touch those scripts it might be better for compatibility to have this built-in here...
Could add a modifier requirement for either your functionality or the new official potion swap function. i.e. For behavior 1, shift must be held on keyboard, and Right Trigger Quick Sign Cast must be held for gamepad. For behavior 2, hold only potion-use buttons as normal.
@Wolfmark I think the solution you mentioned of using separate keystrokes, either totally separate keys, the Function keys or maybe shift or ctrl modifiers would be a decent solution. I'm not the one that has to code it though... :-/
Whatever you come up with, I'm sure will be fine! More importantly, maybe could you get out the Quick Inventory and Radial Menu update in the meantime?
@achilleasa, overriding the default behavior is possible and this is not an issue, but I don't like the idea to change the default mechanics
@Paleforce, the modifier idea is interesting, just that some may already use SHIFT for multiple potion sets; but an option to choose between SHIFT, CTRL sau ALT sounds interesting, plus the option to use the vanilla behavior if you bind new keys. The problem is CTRL + R changes the potion from vanilla slot or the potion from the additional slot? Maybe CTRL + R for the first slot and CTRL + HOLD R for the second slot.
@Sayne, yup, I'll release first BRM and QI and I'll see after what I can do with MQS
I personally don't like the vanilla mechanic so I wouldn't mind it being replaced. 16 slots + quick inventory is enough for all my consumable needs. But I understand not wanting to change it. Would it be possible to make it disable vanilla functionality if "hold" is enabled in settings, but keep enabled it if it's set to "double tap"? Or even better, have a third option for double tap that also disables the vanilla mechanic. That's what I would use, if it existed.
I think CTRL + R for changing vanilla slots, CTRL + HOLD R for changing new slots, R for vanilla slot use, and HOLD R for new slot use is a fine system. With an option to change HOLD to DOUBLE TAP of course.
This new swap system introduced by CDPR is slightly tragic, as I had just nearly finished a mod for your mod which added 2 more flippable slots in the UI for gamepad use, so the mod's full 8 or 16 quickslots could be used in combat and flipped just like the vanilla slots. Holding Right Trigger and using the DPAD would operate the new quickslots, regular DPAD use would operate vanilla slots as usual. Gave the same real-time functionality to gamepad users that keyboard users of this mod enjoy.
I'd rather not have modified key for additional slots. All of my left side modifier keys are already assigned to something, and if I use right side, I'd have to drop the mouse, and look at the keyboard, and it would not be good.
Would it be possible to double-press a key for additional slots?
If possible, I think this would be the simplest and best solution. But I am a little skeptical if it could be doable, bc currently pressing RFTY twice quickly consumes whatever is slotted there twice, even tho nothing which could be stored in those slots can have any use from consuming two quickly.
I am also very excited to see this mod. Every now and then I check files to see a 4.04 file release but it looks like it's causing trouble this time. Hopefully there won't be any issues with compatibility with 4.04
CDPR new Quick slot key is like throwing your Quick Inventory out of whack. Im use controller,your mod is very conveniently to use props and read books,I had to endure the official solt key now. im really need this mod, hope you're doing well.
Hey, sorry for bothering you. Just to confirm, mod is not working with the latest version to this day? Its a shame, by far the best UI mod i've seen, hope you are doing well friend, it would be awesome if this gets updated
It's been so long that I used MQS, but wasn't one of the options for activating/using one of the additional slots to double press one of the keys R, T, Y, or F? Would that not still be an option, without changing any of the standard/default options?
Updated the mods for Next-Gen 4.03 version. The new versions are not compatible with previous Next-Gen releases.
I didn't want to spend too much time, so I only updated the scripts to include the changes made in 4.03, without even verifying that they compile. Also I didn't verify if the UI files were modified in this new version (takes too much time to extract the files). So if you find any issues then post here or send me a PM and I'll take a closer look. If you install 2+ mods (e.g. More Quick Slots and Quick Inventory) then all must have the same exact version.
All 3 mods change many standard script files, some being also modified by other mods, so you MUST use Script Merger tool to detect and solve any conflicts. Script Merger is required even if you install only these mods, because they are not compatible by default (all modify hudModuleRadialMenu.ws for example). If 2+ mods are installed then Script Merger will report a Not Mergeable conflict for gameplay\gui_new\hud\hud_radialmenu.redswf file. Is safe to ignore it because is the same exact file included in all 3 mods.
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(12294): Could not find function 'DisableRadialMenuInput' Error [content0]game\gui\r4guimanager.ws(747): Could not find function 'OnRefreshHDR'
sorry for this very newbie question but in the description the author says that all 3 mods will show a conflict on the script merger, but it doesnt matter and we should just ignore it. but how do i make the script merger ignore it and continue with the merge? i cant save the file because it tells me there are unsolved conflicts, the only other option is to "quit without saving" but that just means the merging wont complete right? or am i actually supposed to quit without saving and it will work as intended? thanks
so quitting without saving was not the way to go, no surprise there. so i tried solving the conflicts between the mods by adding all lines from all the 3 mods to the radial menu file, but now whenever i try to launch the game i get this:
Error [mod0000_mergedfiles]game\gui\hud\modules\hudmoduleradialmenu.ws(1221): Unexpected end of file found after '{' at line 7
Apparently the problem was a missing closing bracket at the end of the whole code lol. I inserted it, now i'm getting other errors(that do not seem to be caused by the added bracket), tried declaring that "srfdes" function outside of the class but that just creates a bunch of other errors, so now im even more lost
Error [mod0000_mergedfiles]game\gui\hud\modules\hudmoduleradialmenu.ws(1212): Exec function 'srfdes' cannot be declared inside a class. 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.
After messing around a bit, I realized that the missing closing bracket was for the OnConfigUI event and not the class. But after adding that closing bracket, now I'm getting some other errors, related to another mod (Better Torchers Next Gen) and some base game files from the content0 folder. Now I have no idea what to do, gotta wait for help now XD
Error [modbettertorchesnextgen]game\player\playerinput.ws(1387): Could not find function 'GetRadialPopupShown' Error [modbettertorchesnextgen]game\player\playerinput.ws(1394): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1396): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1410): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1412): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1495): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1498): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1501): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1504): Could not find function 'PotionSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1526): Could not find function 'OilSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1530): Could not find function 'OilSelectionPopup' Error [modbettertorchesnextgen]game\player\playerinput.ws(1554): Could not find function 'GetRadialPopupShown' Error [modbettertorchesnextgen]game\player\playerinput.ws(1588): Could not find function 'GetRadialPopupShown' Error [modbettertorchesnextgen]game\player\playerinput.ws(1620): Could not find function 'GetRadialPopupShown' Error [modbettertorchesnextgen]game\player\playerinput.ws(1649): Could not find function 'GetRadialPopupShown' Error [content0]game\gui\popups\itemselectionpopup.ws(289): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(300): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(311): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(322): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(333): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(345): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(394): Could not find function 'EnableRadialInput' Error [content0]game\gui\r4guimanager.ws(747): Could not find function 'OnRefreshHDR' 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.
Now that I think about it, this is probably being caused by the fact it wasnt updated to 4.04, and I just wasted my time trying to fix it lol. Teaches me to read every other comment before trying anything.
This is a heads up for anyone that has installed this mod and noticed that their consumables seem to disappear sometimes. After some cut scenes the game switches to the second set of consumables if you have that option turned on. It is turned on by default but I wasn't using the second set so it looked as if all my quick slots got erased. You just need to switch back to the other set. Hope this helps someone.
1069 comments
The change log contains "Added an option to switch potions and apply oils from the radial menu". From what I saw, they did some changes to the radial menu and quick slots scripts, but don't know yet more details (didn't start the game to see exactly what has changed). If they didn't change the UI files then I'll probably update the mods quickly, otherwise it will take a little bit longer.
LE: and they did modify some of the UI files, so I have to re-apply all the required changes starting from the latest versions. This probably will require few hours. I also must make minor changes to the scripts to be compatible with the new features, do some tests etc..., so I estimate that I'll update the mods in 2-3 days.
For me, Geralt is at a critical point in his journey and simply cannot do with only 4 consumable options. Your mod is a lifesaver!
While I'm here, could you add an option to remove the new vanilla buttons for oils located above the potions, for those of us who play with auto-apply oils? Should probably be a separate mod, I know, but since you already touch those scripts it might be better for compatibility to have this built-in here...
i.e. For behavior 1, shift must be held on keyboard, and Right Trigger Quick Sign Cast must be held for gamepad. For behavior 2, hold only potion-use buttons as normal.
Whatever you come up with, I'm sure will be fine!
More importantly, maybe could you get out the Quick Inventory and Radial Menu update in the meantime?
This is a must-have mod, very nice work.
@Paleforce, the modifier idea is interesting, just that some may already use SHIFT for multiple potion sets; but an option to choose between SHIFT, CTRL sau ALT sounds interesting, plus the option to use the vanilla behavior if you bind new keys. The problem is CTRL + R changes the potion from vanilla slot or the potion from the additional slot? Maybe CTRL + R for the first slot and CTRL + HOLD R for the second slot.
@Sayne, yup, I'll release first BRM and QI and I'll see after what I can do with MQS
Leave only "double-push" and (if necessary) modifiers "Shift+R" and so on.
This new swap system introduced by CDPR is slightly tragic, as I had just nearly finished a mod for your mod which added 2 more flippable slots in the UI for gamepad use, so the mod's full 8 or 16 quickslots could be used in combat and flipped just like the vanilla slots. Holding Right Trigger and using the DPAD would operate the new quickslots, regular DPAD use would operate vanilla slots as usual. Gave the same real-time functionality to gamepad users that keyboard users of this mod enjoy.
Would it be possible to double-press a key for additional slots?
If possible, I think this would be the simplest and best solution. But I am a little skeptical if it could be doable, bc currently pressing RFTY twice quickly consumes whatever is slotted there twice, even tho nothing which could be stored in those slots can have any use from consuming two quickly.
Just to confirm, mod is not working with the latest version to this day?
Its a shame, by far the best UI mod i've seen, hope you are doing well friend, it would be awesome if this gets updated
Yes it is a shame, but modders have busy life stuff going on I guess.
Really appreciate your effort on this.
Half a year passed already after 4.04...
Would that not still be an option, without changing any of the standard/default options?
The new versions are not compatible with previous Next-Gen releases.
I didn't want to spend too much time, so I only updated the scripts to include the changes made in 4.03, without even verifying that they compile. Also I didn't verify if the UI files were modified in this new version (takes too much time to extract the files). So if you find any issues then post here or send me a PM and I'll take a closer look.
If you install 2+ mods (e.g. More Quick Slots and Quick Inventory) then all must have the same exact version.
All 3 mods change many standard script files, some being also modified by other mods, so you MUST use Script Merger tool to detect and solve any conflicts. Script Merger is required even if you install only these mods, because they are not compatible by default (all modify hudModuleRadialMenu.ws for example). If 2+ mods are installed then Script Merger will report a Not Mergeable conflict for gameplay\gui_new\hud\hud_radialmenu.redswf file. Is safe to ignore it because is the same exact file included in all 3 mods.
Friendly HUD compatibility
See this if you get compilation errors about currentlyFading, isFading or fadInTimer:
https://www.nexusmods.com/witcher3/articles/460
Error [content0]game\gui\r4guimanager.ws(747): Could not find function 'OnRefreshHDR'
Anyone knows what this means?
in the description the author says that all 3 mods will show a conflict on the script merger, but it doesnt matter and we should just ignore it.
but how do i make the script merger ignore it and continue with the merge? i cant save the file because it tells me there are unsolved conflicts, the only other option is to "quit without saving" but that just means the merging wont complete right? or am i actually supposed to quit without saving and it will work as intended? thanks
so i tried solving the conflicts between the mods by adding all lines from all the 3 mods to the radial menu file, but now whenever i try to launch the game i get this:
Error [mod0000_mergedfiles]game\gui\hud\modules\hudmoduleradialmenu.ws(1221): Unexpected end of file found after '{' at line 7
no idea what to do.
I inserted it, now i'm getting other errors(that do not seem to be caused by the added bracket), tried declaring that "srfdes" function outside of the class but that just creates a bunch of other errors, so now im even more lost
Error [mod0000_mergedfiles]game\gui\hud\modules\hudmoduleradialmenu.ws(1212): Exec function 'srfdes' cannot be declared inside a class.
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.
Help
But after adding that closing bracket, now I'm getting some other errors, related to another mod (Better Torchers Next Gen) and some base game files from the content0 folder. Now I have no idea what to do, gotta wait for help now XD
Error [modbettertorchesnextgen]game\player\playerinput.ws(1387): Could not find function 'GetRadialPopupShown'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1394): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1396): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1410): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1412): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1495): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1498): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1501): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1504): Could not find function 'PotionSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1526): Could not find function 'OilSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1530): Could not find function 'OilSelectionPopup'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1554): Could not find function 'GetRadialPopupShown'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1588): Could not find function 'GetRadialPopupShown'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1620): Could not find function 'GetRadialPopupShown'
Error [modbettertorchesnextgen]game\player\playerinput.ws(1649): Could not find function 'GetRadialPopupShown'
Error [content0]game\gui\popups\itemselectionpopup.ws(289): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(300): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(311): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(322): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(333): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(345): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(394): Could not find function 'EnableRadialInput'
Error [content0]game\gui\r4guimanager.ws(747): Could not find function 'OnRefreshHDR'
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.
Bundled Non-text - Not mergable
gameplay\gui_new\swf\hud\hud_radialmenu.redswf
modMoreQuickSlots
modQuickInventory
What can i do?
Any update on the mod for the latest update?