I apologize for having abandoned this mod after 1.22 was released. I got busy and was also distracted by my bloated game library after the Steam summer sale. As with patch 1.22, the only thing that 1.3 broke was the scripts. I uploaded a new version of the scripts, so all you need to do is download them and paste them into the "content" folder of this mod.
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 [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [modsharedimports]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.
As the error says you have to go to [content0]game\gui\commonmainmenubase.ws and delete line 73 and then go to [content0]game\gui\main_menu\maincreditsmenu.ws(397) and delete line 397. Simple as that, works for me :)
Error [modwitcherwoea]game\player\playerwitcher.ws(730): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(735): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(740): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(745): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(785): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(789): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(793): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(797): Function 'SetItemStackable' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(3819): Function 'MutationResearchWithItem' does not take 3 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(5463): Could not find function 'IgnoreNewItemNotifications' Error [modwitcherwoea]game\player\playerwitcher.ws(5469): Function 'SplitItem' does not take 2 param(s) Error [modwitcherwoea]game\player\playerwitcher.ws(5477): Could not find function 'IgnoreNewItemNotifications' Error [modwitcherwoea]game\player\playerwitcher.ws(5685): Function 'OnSkillMutagenUnequipped' does not take 4 param(s) Error [modwitcherwoea]game\r4game.ws(1683): Function 'RemoveAllNonAutoBuffs' does not take 2 param(s)
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
it was work great on 1.22 but on 1.30 i have thats error. Help.
I am testing out the mod with the current patch now. So far the only think I know is broken is the playerWitcher.ws in the scripts. Gameplay seems fine thus far.
Before I release a new version of the mod, if you want to continue to use this mod you can simple navigate to this mod's directory and go to scripts\game\player and delete the playerWitcher.ws. The only change I had in this file was the change that disallowed "cleardevelop" to wipe the player's inventory. If you already had the mod installed you shouldn't need the cleardevelop command.
KoalafiedKiller, great work, the changes sound really interesting. Quick question: I'd really like to try the mod out (as soon as 1.22 update) but I also use primer, which I'll never again play without, so my question is: if I delete the incompatible scripts, am I gonna run into logic problems? The stat changes are great, and the skill changes as well, but the alchemy changes, alchemy skill changes, and alchemy product changes are, for sure, gonna be incompatible, and Primer does the job of making alchemy immersive like nobody's business.
While I'm on the subject, I know this is a shitty thing to ask, but: no way you'd do a compatible version, or a light version of your mod?
Yea, that would be really great without the alchemy changes, it would clash with primer for sure. This is basically BCE compatible with 1.21 and further.
And I also don't really get it which one of the two versions better ? Read the description but got no closer to understanding it. Would someone clarify ?
I have been brainstorming over how to make the mod more modular. One of the issues though is that all the skills are lumped together in one file so in order to have separate versions with alchemy skill changes and ones without I would have to make multiple copies of the skills file. That's not to say it's not possible, but it would take some time on my end.
As far the differences between the two versions, Version B is just a bit closer to the vanilla game in regards to the difficulty modifiers. On Version A enemies do A LOT more damage on all levels than in vanilla, in Version B they do about the same damage they do in vanilla. The exception to this is that on Version B I turned Death March into a realistic/hardcore mode where enemies have small health pools but deal a lot of damage, the idea being that fights should be over quickly and mistakes are heavily punished. I made the two versions based on some feedback from other users as well as my own desire to experiment with the "realistic", fast paced combat.
Interesting. In my humble opinion, conceptually speaking only, of course, I think we'd be well served with a two part mod: one regarding stats and skills, and the other regarding tools. So bombs, potions, decoctions, alchemy in general. I'd still be humped, 'cause Primer changes alchemy skills, and I guess that would still be under "stats and skill" changes, but that's another story. I really like your alchemy skill changes, too, I just wouldn't know how to merge these things without all the logic conflicts that are surely gonna break everything.
It seems I can't Research mutagens in the new Skill tree in Blood and Wine...when I remove the mod folder everything works. Using version A. Is it just me?
I've noticed using this mod that all the ciri sections are crazy hard (version A), She gets like 2 shot by everything any chance you could boost ciri's hp a bit to balance things out?
Hey buddy love the mod, only gripe I have with it is that it lowers the amount of hp enemies have on deathmarch, is there a value I can change in one of the script files that can bump up the global death march hp modifier? I like my witcher 3 extra hard =p. (using version A)
Other than that it's perfect very minimalist adjusting all the OP things & makes the game harder in a non cheesey way. Keep up the good work.
Edit: Nvm lol! doing this seems to mess up the mod changes my carry weight to 0 & makes me have 0 hp.. cant figure out why..... I've changed literally nothing but that one value in that one file. Any idea what i'm doing wrong?
If not any chance we could get a version of the mod where health modifiers are at 200%+? It can be version C the ultra hard one XD, It just bothers me that things die so fast without more hp most monsters/humans/even bosses die before they even get a few attacks off (level 25 atm).
Figured it out for anyone interested in changing the hp/damage multiplier themselves extract the blob0.bundle with the mod tool quickpms & go to the gameplay -> abilities -> common_abilities.xml file & edit
<ability name="difficulty_CommonHardcore"> <tags>ifficultyModeAbility, Hardcore</tags> <health_final_multiplier type="add" min="0.6" /><----this for hp multiplier 0.6 stands for 160% of the default value <damage_final_multiplier type="add" min="3.5" /> <----this for damage multiplier 3.5 stands for 350% of the default value
Did you use QuickBMS and the reimport tool to edit the files? If so you need to make sure that the files are EXACTLY the same size (same number of characters) otherwise the reimport won't work.
Out of curiousity, what character build are using where they die too quickly? The health feels pretty good to me but maybe it's just based on the build I use, it's hard for me to test and balance lots of different builds.
Basically using fleet footed/undying for survivability w/ metabolic control/acquired tolerance for decotations/potions
Yeah the files were the same size quickbms doesn't allow you to re-import unless the files are less/same. I even tried getting a placeholder conflicting file & using script merger to directly edit the mod & it still would bug out. =(
153 comments
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 [modsharedimports]engine\environment.ws(30): Global native
function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [modsharedimports]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.
As the error says you have to go to
[content0]game\gui\commonmainmenubase.ws and delete line 73 and then go
to [content0]game\gui\main_menu\maincreditsmenu.ws(397) and delete line
397. Simple as that, works for me :)
Error [modwitcherwoea]game\player\playerwitcher.ws(735): Function 'SetItemStackable' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(740): Function 'SetItemStackable' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(745): Function 'SetItemStackable' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(785): Function 'SetItemStackable' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(789): Function 'SetItemStackable' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(793): Function 'SetItemStackable' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(797): Function 'SetItemStackable' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(3819): Function 'MutationResearchWithItem' does not take 3 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(5463): Could not find function 'IgnoreNewItemNotifications'
Error [modwitcherwoea]game\player\playerwitcher.ws(5469): Function 'SplitItem' does not take 2 param(s)
Error [modwitcherwoea]game\player\playerwitcher.ws(5477): Could not find function 'IgnoreNewItemNotifications'
Error [modwitcherwoea]game\player\playerwitcher.ws(5685): Function 'OnSkillMutagenUnequipped' does not take 4 param(s)
Error [modwitcherwoea]game\r4game.ws(1683): Function 'RemoveAllNonAutoBuffs' does not take 2 param(s)
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
it was work great on 1.22 but on 1.30 i have thats error. Help.
Before I release a new version of the mod, if you want to continue to use this mod you can simple navigate to this mod's directory and go to scripts\game\player and delete the playerWitcher.ws. The only change I had in this file was the change that disallowed "cleardevelop" to wipe the player's inventory. If you already had the mod installed you shouldn't need the cleardevelop command.
While I'm on the subject, I know this is a shitty thing to ask, but: no way you'd do a compatible version, or a light version of your mod?
And I also don't really get it which one of the two versions better ? Read the description but got no closer to understanding it. Would someone clarify ?
As far the differences between the two versions, Version B is just a bit closer to the vanilla game in regards to the difficulty modifiers. On Version A enemies do A LOT more damage on all levels than in vanilla, in Version B they do about the same damage they do in vanilla. The exception to this is that on Version B I turned Death March into a realistic/hardcore mode where enemies have small health pools but deal a lot of damage, the idea being that fights should be over quickly and mistakes are heavily punished. I made the two versions based on some feedback from other users as well as my own desire to experiment with the "realistic", fast paced combat.
I really loved that mod.
Other than that it's perfect very minimalist adjusting all the OP things & makes the game harder in a non cheesey way. Keep up the good work.
If not any chance we could get a version of the mod where health modifiers are at 200%+? It can be version C the ultra hard one XD, It just bothers me that things die so fast without more hp most monsters/humans/even bosses die before they even get a few attacks off (level 25 atm).
----------------------------------------------------------------------------------
Figured it out for anyone interested in changing the hp/damage multiplier themselves extract the blob0.bundle with the mod tool quickpms & go to the gameplay -> abilities -> common_abilities.xml file & edit
<ability name="difficulty_CommonHardcore">
<tags>
<health_final_multiplier type="add" min="0.6" /><----this for hp multiplier 0.6 stands for 160% of the default value
<damage_final_multiplier type="add" min="3.5" /> <----this for damage multiplier 3.5 stands for 350% of the default value
Out of curiousity, what character build are using where they die too quickly? The health feels pretty good to me but maybe it's just based on the build I use, it's hard for me to test and balance lots of different builds.
Combat: 5-> fleet footed, 1->Razor Focus, 3->Undying
5->Muscle Memory 5->Precise Blows 5->Whirl
Alchemy: 5 Metabolic control, 3 acquired tolerance
Basically using fleet footed/undying for survivability w/ metabolic control/acquired tolerance for decotations/potions
Yeah the files were the same size quickbms doesn't allow you to re-import unless the files are less/same. I even tried getting a placeholder conflicting file & using script merger to directly edit the mod & it still would bug out. =(