I found a way to get this working on 1.32. Community patch base is likely necessary.
Open the vanilla r4game.ws script with notepad ++ and copy lines 1262-1315. Now open this mod's r4game.ws and highlight lines 1266-1277 and paste the vanilla lines over it. Do the same with Vanilla lines 1218-1234 and mod lines 1226-1238.
The updated version of this mod called New Frontiers functions better than this one, but it's only for next gen. The old gen version requires a hotkey mod that is archived. EDIT: Actually there is a way to get 2018 old file New Frontiers mod working on 1.32. Check out my and TeresaTiger's conversation in the posts section of that mod if you're looking for a version of this mod with hotkeys.
WARNING: If you use my method to get this mod working and want to travel from Novigrad/Velen to Skellige, you must Travel directly west from Novigrad. Too far north and you will end up in Kaer Morhen. Too far south and you end up in White Orchard. In both cases if you are traveling by boat, that boat will start sinking through the ground upon arrival and if you don't get out in time it will take you with it. If you do fall through the earth your only recourse is to load your last save.
Damn! This is just what I was looking for and I find it doesn't work with 1.31 :/
Such a shame - Just started a new paly through, and I wanted to have Geralt enter Velen from the logical south east side, coming in past the Imperial camp. I'm actually a little surprised no one has made a mod that does just that... Immersion and all.
Great idea but unfortunately I got this on 1.31 GOTY:
Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType' Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType'
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. Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(114): Return statement prevents the execution of successive lines of script Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(115): Return statement prevents the execution of successive lines of script
it's not compatible with 1.31 yet, i tried just updating the used files to the latest version but it didn't work, i need to find out what's wrong but i still didn't find the time for it.
If using the mod with a new game start, geralt is not able to move after first scene with yennefer. Solution atm: Save after cutscene, load that save and geralt can move again!
true, i thought i mentioned that somewhere. when i created this, the sudden teleport made it that the movement key gets stuck and Geralt will still be moving on arrival even if you release it, the fix i had to use is what's causing this issue, i figured it wasn't a big deal. thank you.
I believe I found a fix for the 1.31 version. It has to do with the way the GOTY version of the game chooses a random main menu type every time you start the game. I compared the r4Game file inside the mod and the original file and these lines were missing:
private var _mainMenuType : int; default _mainMenuType = -1;
public function GetChosenMainMenuType() : int { return _mainMenuType; }
private function ChooseRandomMainMenuIfNotChosenYet() : int { var availableMainMenuTypes : array< int >; var seed : int; var index : int;
if ( _mainMenuType > -1 ) { return _mainMenuType; }
availableMainMenuTypes.PushBack( 0 );
if (theGame.GetDLCManager().IsEP1Available()) { availableMainMenuTypes.PushBack( 1 ); } if (theGame.GetDLCManager().IsEP2Available()) { availableMainMenuTypes.PushBack( 2 ); }
_mainMenuType = availableMainMenuTypes[ index ]; LogChannel('asd', "RAND " + seed + "" + index + "" + _mainMenuType );
return _mainMenuType; }
Which are the missing functions the game is trying to call, so i just simply added them to the r4Game file inside the mod and poof, no more errors. I haven't tested the mod yet in-game but i thought I'd post this here.
The menu errors are an result of non correct installed base scripts. If you're change between "unification patch" versions you will get certain menu errors depending on game version (non/GOG/GOTY/Steam)
Does this mod has a function to avoid being forced to fast travel to a sign post when reaching the map limit??? If not, can you add it??? For example "Sensible Map Borders - No more forced teleporting by WalteriusMaximus"
Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType' Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType'
Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(114): Return statement prevents the execution of successive lines of script Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(115): Return statement prevents the execution of successive lines of script
when you go through a border where do you spawn on the next map you are travelling? Also on the edge or somewhere in the middle of the map or at a signpost?
77 comments
https://www.nexusmods.com/witcher3/mods/3324
Open the vanilla r4game.ws script with notepad ++ and copy lines 1262-1315. Now open this mod's r4game.ws and highlight lines 1266-1277 and paste the vanilla lines over it. Do the same with Vanilla lines 1218-1234 and mod lines 1226-1238.
The updated version of this mod called New Frontiers functions better than this one, but it's only for next gen. The old gen version requires a hotkey mod that is archived.
EDIT: Actually there is a way to get 2018 old file New Frontiers mod working on 1.32. Check out my and TeresaTiger's conversation in the posts section of that mod if you're looking for a version of this mod with hotkeys.
WARNING: If you use my method to get this mod working and want to travel from Novigrad/Velen to Skellige, you must Travel directly west from Novigrad. Too far north and you will end up in Kaer Morhen. Too far south and you end up in White Orchard. In both cases if you are traveling by boat, that boat will start sinking through the ground upon arrival and if you don't get out in time it will take you with it. If you do fall through the earth your only recourse is to load your last save.
Such a shame - Just started a new paly through, and I wanted to have Geralt enter Velen from the logical south east side, coming in past the Imperial camp.
I'm actually a little surprised no one has made a mod that does just that... Immersion and all.
Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType'
Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType'
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.
Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(114): Return statement prevents the execution of successive lines of script
Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(115): Return statement prevents the execution of successive lines of script
Script merger does not resolve the problem.
Solution atm: Save after cutscene, load that save and geralt can move again!
when i created this, the sudden teleport made it that the movement key gets stuck and Geralt will still be moving on arrival even if you release it, the fix i had to use is what's causing this issue, i figured it wasn't a big deal.
thank you.
I Love the mod, 100% necessary for atmospheric gameplay!
private var _mainMenuType : int; default _mainMenuType = -1;
public function GetChosenMainMenuType() : int
{
return _mainMenuType;
}
private function ChooseRandomMainMenuIfNotChosenYet() : int
{
var availableMainMenuTypes : array< int >;
var seed : int;
var index : int;
if ( _mainMenuType > -1 )
{
return _mainMenuType;
}
availableMainMenuTypes.PushBack( 0 );
if (theGame.GetDLCManager().IsEP1Available())
{
availableMainMenuTypes.PushBack( 1 );
}
if (theGame.GetDLCManager().IsEP2Available())
{
availableMainMenuTypes.PushBack( 2 );
}
seed = CalcSeed( theGame );
index = (int)RandNoiseF( seed, availableMainMenuTypes.Size() );
_mainMenuType = availableMainMenuTypes[ index ];
LogChannel('asd', "RAND " + seed + "" + index + "" + _mainMenuType );
return _mainMenuType;
}
Which are the missing functions the game is trying to call, so i just simply added them to the r4Game file inside the mod and poof, no more errors. I haven't tested the mod yet in-game but i thought I'd post this here.
If you're change between "unification patch" versions you will get certain menu errors depending on game version (non/GOG/GOTY/Steam)
Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType'
Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType'
Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(114): Return statement prevents the execution of successive lines of script
Warning [modtravelthroughtborders]local\modtravelthroughborders.ws(115): Return statement prevents the execution of successive lines of script
does this mean i can get to kaer morhen directly and skip all the drama?
a quick question before trying your mod, please:
when you go through a border where do you spawn on the next map you are travelling? Also on the edge or somewhere in the middle of the map or at a signpost?
thanks for your reply.