AlchemyMenu.ws- The entire script was rewritten from scratch. Merging can not and willnot work.
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In case of conflict: give priority to Primer over the conflicting mod, use script merger but select 'Primer everywhere' during the merge, or just remove the conflicting script from that mod's folder.
Toxicity.ws - The script can be merged except for the OnUpdate section, which was entirely rewritten.
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In case of conflict: merge normally. If there's a conflict in the onUpdate section, manually edit the output file so that everything after event OnUpdate(...) {... up to the closing brace(line 139 in Primer's version)... } is an exact copy of Primer's code. No code from the other mod affecting this section should be included (unless you understand and can modify the code to do its intended task).
** Alchemy menu's redswf file needed to be changed to allow for proper filtering behavior. If other mods also change this file, you can safely give priority to the other redswf, just be aware that filters will not work correctly within the alchemy menu.
Mod Menu Settings Explained
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A note on plant settings
Except for the herb yield settings, which are dynamic and take effect immediately, all herb settings require reloading the map from the load menu. If the game is saved after the plant spawns has been adjusted, reloading the map won't work since the game bakes the plants state on the save file (sort of). In this case, waiting for the plants to respawn will be necessary, which by default takes 24 minutes.
The mod doesn't change the plant respawn time which is defined in their xml definition files. It does, however, change the timer that asks the plants if they're ready to respawn, using a random value between 1024 and 4096 seconds. This will prevent all plants from respawning at the same time and will make some of them take considerably longer than the default 24 minutes, up to 68; or more if the timer is ignored once called, which has a 1 in 4 chance to occur. Once the spawns on a map have been adjusted, the mod won't touch that map again until 50% of the plants that were culled have regrown.
Trivia: There are over 30,000 plants in the Velen/Novigrad region!
-Min Similar Plants Spawned The minimum amount of plants of the same type that will always spawn regardless of spawn chances. e.g if there are 10 Celandine plants in the map, and this setting is set to 4, four of them will always spawn, while the other six will be subject to spawning chance.
-Max Similar Plants Spawned Maximum number of plants of the same type that will be allowed to spawn. Any more than this number will always be eliminated, regardless of the spawn chances.
-Min Herbs Per Plant Minimum amount of herbs each plant can yield when harvested. -Max Herbs Per Plant Maximum amount of herbs each plant can yield when harvested.
-Plants Spawning Chance The chance that any single plant in the map will be allowed to spawn. Subject to the min and max settings above.
-Hide Plants On Minimap If enabled, plants will not show up on the minimap.
-Disable Plant Adjustments If enabled, plant spawns will not be adjusted by the mod and all plant related settings will be ignored.
-Allow Build Campfire Enables or disables the construction of campfires when performing alchemy. If enabled Geralt will be able build a campfire by long holding the corresponding key. -Allow Build Interior Campfire Like the previous option but this one controls building campfires in interiors.
-Timber Required Amount of timber or hardened timber needed to make a campfire. You can have a combination of both to meet this value and the right amount of each will be correctly deducted from your inventory.
-Potion, bomb and oil limits For those that would like to simulate the vanilla imposed limit on these items. The default value of 0 imposes no such restriction.
-Potions and decoctions duration settings These control the duration of potions and decoctions respectively. The 'Override' setting ignores the vanilla value and uses the number specified in it as an absolute. 'Added' settings add the figure you specify to whatever the default potion duration is. These two are self exclusive, either one or the other will take precedence(override wins). Finally multiplier settings multiply whatever the duration is by the number specified, even it was modified by any of the previous settings.
-Toxicity Degeneration Rate Rate at which Geralt normally clears toxicity from his system. With a value of 1.0, toxicity will last exactly as long as the potion does.
-Alternate Degen Rate Rate of toxicity purging when toxicity surpasses the specified threshold. When that's the case this setting will take precedence over standard degen rate. -Alt Degen Threshold Threshold in percents of total toxicity after which Alt Degen Rate will start working.
-Combat Degeneration This setting controls whether or not toxicity degeneration changes while in combat.
-Combat Degen Rate When Combat Degen is enabled and the player is in combat, this takes precedence over any other toxicity degeneration set.
-Residual Degeneration Rate This setting controls the rate at which toxicity is removed after all potions have lost their effect -in other words, left over toxicity- or when toxicity is applied from sources other than potions. It represents a percentage of total toxicity lost per second.
-Potion Toxicity Multiplier This setting directly multiplies the toxicity value of potions, but not decoctions, whatever that value might be.
-Alchemy Takes Time Dictates whether or not creating alchemical concoctions takes time.
-Minutes Per concoction Time that passes for each potion brewed, oil mixed or bomb created.
-Minutes Per Distillation Time that passes when distilling primary substances.
-Metabolization Time Time it takes after drinking potions or decoctions before they start to have an effect. -Alcohol Reuses Amount of times top quality alcohol will last when used in alchemy. Alcohest uses the value specified here, while White Gull will always be this + 1.
-Yield Per Recipe Amount of items obtained when something is created in the alchemy menu.
-Standardize Substances Recipes Modifies the recipes for distilling primary substances, to make the distillation process make logical sense and fit the rest of the mod's changes.
-Standardize Mutagen Recipes Adds top alcohol as a requirement (to act as solvent) when using monster mutagens to create regular mutagens of the same color.
-Recycle Bottles If this is enabled, every time you use an alcohol bottle in alchemy you save the empty bottle instead of discarding it.
Controls Scheme:
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[code](M & K) : (Controller) L L2+R3 -> Tap to enter meditation position. L L2+R3 -> Hold ~0.5 seconds and release to enter the meditation position AND build a fire. L R3 -> while on the meditation position, tap to enter the alchemy menu. L R3 -> while on the meditation position, hold to stand up. Space R2 -> while on the meditation position, hold to accelerate time. R mouse Digit Up -> while in the alchemy menu, opens the menu to choose another ingredient. L mouse -> while in the alchemy menu, click on an ingredient to display its information. Shift -> Hold while using the R Mouse when at an alchemist to buy an ingredient. Dot R2 -> Tap inside the alchemy menu to only show ingredients of a particular substance. Comma L2 -> Same as above, but goes to the previous substance.
It actually is pretty easy to merge, considering the extent of its changes. As long as you read the sticky post about how to proceed with the two "problematic" scripts, everything else should merge pretty much automatically.
Hi is there a way to combine with Modular Eyes. And it would probably be worth assigning the choice of ingredients to the mouse wheel as in W3EE. Because when you purchase ingredients through the alchemy menu, your window turns on
Look at the 'Controls Scheme' in the sticky post, you need to press shift + R_mouse if you want to buy an ingredient.
For Modular eyes, there's a patch linked in the next-gen version of the mod; it won't work on 1.32 but you can use it as a guide to make your own. Or you could simply follow the toxicity.ws merge instructions in the the sticky post.
В русском переводе не отображались 3 строчки в меню из мода. Вот исправленная версия, пока skyliner390 не добавит в основной мод. Теперь все должно быть нормально.
I made a little "mod" to the original Primer for those who like to collect herbs one at a time. In the original Primer you can't set the Max Herbs Per Plant parameter to less than 2, so that like in the original one plant gives one herb. Now you can. There were some difficulties with this, I had to edit herbs.ws, but everything seems to work.
It also allows you to set Max Similar Plants Spawned and Min Similar Plants Spawned to 1000, which will allow all plants on the map to revive. In general, it simulates the behavior of the original herbs, that's all. I did it for myself, maybe someone will find it useful.
1. primerMenu.xml should be placed at The Witcher 3\Bin\config\r4game\user_config_matrix\pc and replace the original one. 2. Herb.ws should be placed at The Witcher 3\Mods\modPrimer\content\scripts\game\gameplay\containers and replace the original one.
Hello, maybe the community can help. I am merging Primer with GhostMode atm. Needs some tuning. But when i cook Edibles, the required ingredients are not removed from my inventory, this way i could produce infinite baked apples with just one apple... I think that I have to modify the CookItem function in alchemyManager.ws, any ideas ? Thx
Hey Myrdo! I also tried merging Ghost Mode and Primer, but there's just too many conflicts that it's beyond me. Any chance you'd be able to share your merge? Primer is fantastic as an alchemy system, but I was also hoping to get it to work with Ghost mode as that fixes most of the problems with Vanilla.
sorry for that...but we are now in 2023 ...Primer has evolved into something new: Alchemy is the new standard...honestly you should use this and with the new script merger (fresh and automated edition) script merges are done in no time....
sorry...as i told you before...i have not used ghost + primer (old gen) in ages...i am on NG and i am following the Caerme mod list with some nice additions... one tip : use script merger fresh and automated edition here on nexus, makes merges easier... and a basic understanding of witcher script (ws) comes in handy...sorry
Can't see the icons for the potions brewed with secondary substance, I haven't touch alchemyMenu.ws and it has priority over Friendly Stash, Friendly Hud and Lego friendlier shop prices.
Does any knows how to fix this? Which file should I look for to not merge?
Potions with secondary substances and should not have their own icons, you can distinguish them by the descriptions, it indicates what additional effect the potion has.
1084 comments
event OnUpdate(...)
up to the closing brace(line 139 in Primer's version){...
...
is an exact copy of Primer's code. No code from the other mod affecting this section should be included (unless you understand and can modify the code to do its intended task).}
** Alchemy menu's redswf file needed to be changed to allow for proper filtering behavior. If other mods also change this file, you can safely give priority to the other redswf, just be aware that filters will not work correctly within the alchemy menu.
Mod Menu Settings Explained
The mod doesn't change the plant respawn time which is defined in their xml definition files. It does, however, change the timer that asks the plants if they're ready to respawn, using a random value between 1024 and 4096 seconds. This will prevent all plants from respawning at the same time and will make some of them take considerably longer than the default 24 minutes, up to 68; or more if the timer is ignored once called, which has a 1 in 4 chance to occur. Once the spawns on a map have been adjusted, the mod won't touch that map again until 50% of the plants that were culled have regrown.
-Min Similar Plants Spawned
The minimum amount of plants of the same type that will always spawn regardless of spawn chances. e.g if there are 10 Celandine plants in the map, and this setting is set to 4, four of them will always spawn, while the other six will be subject to spawning chance.
-Max Similar Plants Spawned
Maximum number of plants of the same type that will be allowed to spawn. Any more than this number will always be eliminated, regardless of the spawn chances.
-Min Herbs Per Plant
Minimum amount of herbs each plant can yield when harvested.
-Max Herbs Per Plant
Maximum amount of herbs each plant can yield when harvested.
-Plants Spawning Chance
The chance that any single plant in the map will be allowed to spawn. Subject to the min and max settings above.
-Hide Plants On Minimap
If enabled, plants will not show up on the minimap.
-Disable Plant Adjustments
If enabled, plant spawns will not be adjusted by the mod and all plant related settings will be ignored.
-Allow Build Campfire
Enables or disables the construction of campfires when performing alchemy. If enabled Geralt will be able build a campfire by long holding the corresponding key.
-Allow Build Interior Campfire
Like the previous option but this one controls building campfires in interiors.
-Timber Required
Amount of timber or hardened timber needed to make a campfire. You can have a combination of both to meet this value and the right amount of each will be correctly deducted from your inventory.
-Potion, bomb and oil limits
For those that would like to simulate the vanilla imposed limit on these items. The default value of 0 imposes no such restriction.
-Potions and decoctions duration settings
These control the duration of potions and decoctions respectively. The 'Override' setting ignores the vanilla value and uses the number specified in it as an absolute. 'Added' settings add the figure you specify to whatever the default potion duration is. These two are self exclusive, either one or the other will take precedence(override wins). Finally multiplier settings multiply whatever the duration is by the number specified, even it was modified by any of the previous settings.
-Toxicity Degeneration Rate
Rate at which Geralt normally clears toxicity from his system. With a value of 1.0, toxicity will last exactly as long as the potion does.
-Alternate Degen Rate
Rate of toxicity purging when toxicity surpasses the specified threshold. When that's the case this setting will take precedence over standard degen rate.
-Alt Degen Threshold
Threshold in percents of total toxicity after which Alt Degen Rate will start working.
-Combat Degeneration
This setting controls whether or not toxicity degeneration changes while in combat.
-Combat Degen Rate
When Combat Degen is enabled and the player is in combat, this takes precedence over any other toxicity degeneration set.
-Residual Degeneration Rate
This setting controls the rate at which toxicity is removed after all potions have lost their effect -in other words, left over toxicity- or when toxicity is applied from sources other than potions. It represents a percentage of total toxicity lost per second.
-Potion Toxicity Multiplier
This setting directly multiplies the toxicity value of potions, but not decoctions, whatever that value might be.
-Alchemy Takes Time
Dictates whether or not creating alchemical concoctions takes time.
-Minutes Per concoction
Time that passes for each potion brewed, oil mixed or bomb created.
-Minutes Per Distillation
Time that passes when distilling primary substances.
-Metabolization Time
Time it takes after drinking potions or decoctions before they start to have an effect.
-Alcohol Reuses
Amount of times top quality alcohol will last when used in alchemy. Alcohest uses the value specified here, while White Gull will always be this + 1.
-Yield Per Recipe
Amount of items obtained when something is created in the alchemy menu.
-Standardize Substances Recipes
Modifies the recipes for distilling primary substances, to make the distillation process make logical sense and fit the rest of the mod's changes.
-Standardize Mutagen Recipes
Adds top alcohol as a requirement (to act as solvent) when using monster mutagens to create regular mutagens of the same color.
-Recycle Bottles
If this is enabled, every time you use an alcohol bottle in alchemy you save the empty bottle instead of discarding it.
Controls Scheme:
[code](M & K) : (Controller)
L L2+R3 -> Tap to enter meditation position.
L L2+R3 -> Hold ~0.5 seconds and release to enter the meditation position AND build a fire.
L R3 -> while on the meditation position, tap to enter the alchemy menu.
L R3 -> while on the meditation position, hold to stand up.
Space R2 -> while on the meditation position, hold to accelerate time.
R mouse Digit Up -> while in the alchemy menu, opens the menu to choose another ingredient.
L mouse -> while in the alchemy menu, click on an ingredient to display its information.
Shift -> Hold while using the R Mouse when at an alchemist to buy an ingredient.
Dot R2 -> Tap inside the alchemy menu to only show ingredients of a particular substance.
Comma L2 -> Same as above, but goes to the previous substance.
Thank you skyliner for trying to make it more compatible in the last update ..... I will try the merge again with the latest version.
For Modular eyes, there's a patch linked in the next-gen version of the mod; it won't work on 1.32 but you can use it as a guide to make your own. Or you could simply follow the toxicity.ws merge instructions in the the sticky post.
https://tempsend.com/ccukm
It also allows you to set Max Similar Plants Spawned and Min Similar Plants Spawned to 1000, which will allow all plants on the map to revive.
In general, it simulates the behavior of the original herbs, that's all. I did it for myself, maybe someone will find it useful.
1. primerMenu.xml should be placed at The Witcher 3\Bin\config\r4game\user_config_matrix\pc and replace the original one.
2. Herb.ws should be placed at The Witcher 3\Mods\modPrimer\content\scripts\game\gameplay\containers and replace the original one.
Make backups just in case.
Download
maybe the community can help. I am merging Primer with GhostMode atm. Needs some tuning. But when i cook Edibles, the required ingredients are not removed from my inventory, this way i could produce infinite baked apples with just one apple...
I think that I have to modify the CookItem function in alchemyManager.ws, any ideas ?
Thx
People like you should burn in hell, seriously
one tip : use script merger fresh and automated edition here on nexus, makes merges easier...
and a basic understanding of witcher script (ws) comes in handy...sorry
Does any knows how to fix this? Which file should I look for to not merge?
Thanks