0. Send me your github login, so I can grant you push access.
1a. Post a comment in which you describe a change that you want to do. We discuss it and hopefully I accept. Obvious balance fixes will be probably accepted at once. OR 1b. Pick a task from tasks list.
2. Make your changes and test them. 3. Push the changes to the repo and create a pull request on github. 4a) Everything ok or only small fixes needed and I do them on the fly: I merge changes and publish new version. 4b) Change rejected due to bugs, goes back to 2).
After one change successfully added, you will become part of the mod team naturally.
Run Git Bash in the folder you want to clone the repo - can be started from Windows context menu.
git clone https://github.com/Fnts7/W3GrandBalanceRepair.git [local_name] # clone from github
1.Follow the stuff described in 'WARNING' 1a. If you decided to go to for solution 1), delete all files in the local repo folder except the folder '.git'. Then: git checkout --force balanceRepair # first time force checkout to make the configured filters work
# optional: checkout some other branch git checkout [some_branch]
git checkout -b [your_work_branch] # create and checkout your working branch
# <doing your stuff>, commit to your branch
git push origin [your_work_branch] # push your branch to the repo on github
# copy the modified files and pack the mod # more info about the script in the file # if you modify new files, you have to add them in the script file ./build_mod [path_to_mod]
WARNING! Witcher 3 script and xml files are mostly UTF16 encoded. However git doesn't handle UTF16 text file in terms of merging and diffing, so in the repository the files are UTF8 encoded. You have to choices when working:
1) Recommended one. Configure your repository clone to checkout files as UTF16 and commit as UTF8. Assuming Windows.
2. Basic manual conflict solving Having a conflict that requires manual attention doesn't always mean that mods are incompatible. Typical conflict is a conflict caused by both mods adding code in same place. In most cases it should be solved the following way:
Mod A adds some code A, so it looks like:
... Vanilla code A Vanilla code ....
Mod B adds some code B, so it looks like:
... Vanilla code B Vanilla code ....
so the solution is:
... Vanilla code A B Vanilla code ....
After that make sure that the code added by mod A and mod B don't intersect. The conflict could be just in some part of the code. So after doing the above. Use manual editor (available in KDiff conflict solving) to ensure that the whole code added by mod A comes before the code added by mod B. That doesn't give 100% guarantee that everything will work as expected, but in most cases it will.
If the conflicts are more complex. So mod A and B modify the same piece of vanilla code, then they are either incompatible or you need to solve the conflict by rewriting the whole code block taking both mods into account, so you need to know what you're doing.
All the modules and submods of Grand Balance Repair should merge automatically without conflicts.
I'm back re-visiting The Witcher 3, because bought a new PC. But I won't probably play with my mods - but e.g. play The Enhanced Edition for a change.
I should be more responsive, so you can ask me out about some quick fixes or as how to do some adjustment. I haven't read all the comments yet, will do that gradually.
Best balance mod for close-to-vanilla playthrough. The "OBSOLETE" warning is kind of weird considering W3EE is nothing like vanilla(no lvl, no exp etc.) and this mod idea is to be close to vanilla as possible. With some tweaking to resists I have 50% max resist from bear armor, and max 71.1% with all skills, mutagens etc. So game never becomes too easy, especially with mod that nerfs food so only potions can decently heal you. Also it can be used with ESGO for manual combat targeting.(merge carefully) This mod is indeed feels like 1.40 patch. next closest thing is FCR3 but it kind of changes too much to be considered close to vanilla.
Just doesn't work with Ghost mode. About 500 conflicts with script merger.
Also get this screen which keeps loading infinite. https://prnt.sc/wc7zem
Not sure if i understand this either:
Mod maker instruction: 2. Copy <game_installation_folder>/Mods/[modFolder]/bin folder to <game_installation_folder> (configuration definitions XML). [modFolder] - modGBREnemyScaling or modGBRCombatSpeeds or modGBRRealisticBurning
Noob: So...i should copy the bin folder of modGBRRealisticBurning (that's the one i want) to the main map of the witcher: C:\Program Files (x86)\GOG Galaxy\Games\The Witcher 3 Wild Hunt GOTY <---you mean this map right? After that instruction i got lost..what do i have tot do with the (configuration definitions XML). [modFolder]???
Mod maker instruction: 3. Go into configuration and set one of presets at first start - for modGBRRealisticBurning mandatory, because it doesn't auto set the config at first start.
Noob: So i should open the xml map (which i cannot edit) (so i should do it with notepad or something??) then set one of the 100 variables on preset..my question..which number must i change to make it work?
I managed to get it to work but I had to do quite a bit of manual editing with the script merger since there were conflicts. You are going to have to pick and choose between the values of both mods since they differ in a lot of places; my suggestion is to use the "better alchemy" mod values since it will be more balanced given the restrictions introduced.
Did you find a fix for this? I am having same issue, the Character Panel is blank if set priority for modz_SSS.
[Edit] Took me a long time to fix this. Have to use BMS to extract the redswf and pack the xml files from this mod. No cooking required since only xml and redswf.
P.S. Thanks for the mod ..looking forward to gaming with it.
Mod Realistic Burning shows up in the config mod menu, but as a blank line where the title should be. Also, all the configurable options got ## before the text. Any way to clean this up?
This is what i get when i try to run the game, I've run script merger. I have the unification patch installed.
Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(30): I dont know any 'IGMActionType_Button' 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 [mod0000_mergedfiles]game\player\playerwitcher.ws(5939): Return statement prevents the execution of successive lines of script Warning [mod0000_mergedfiles]game\player\playerwitcher.ws(5942): Return statement prevents the execution of successive lines of script
I fixed it. It wasn't actually a problem with your mod, i uninstalled your mod and got the same error so i reparied the game files, reinstalled your mods, and the game works!
zainstalowa?em moda z godnie z instrukcj? na pocz?tku dzia?a?o normalnie lecz po ponownym uruchomieniu wied?mina gr? szlak trafi? wyskoczy? error i musia?em gr? ponownie instalowa? dzi?kuj? za tak wspania?ego moda który rozwala ca?? gr? oczywi?cie "wspania?y mod" to sarkazm
367 comments
Grand Balance Repair is an open mod! That means every one can contribute according to the mod's goal.
Github repository: https://github.com/Fnts7/W3GrandBalanceRepair.git
Contribution procedure
0. Send me your github login, so I can grant you push access.
1a. Post a comment in which you describe a change that you want to do. We discuss it and hopefully I accept. Obvious balance fixes will be probably accepted at once.
OR
1b. Pick a task from tasks list.
2. Make your changes and test them.
3. Push the changes to the repo and create a pull request on github.
4a) Everything ok or only small fixes needed and I do them on the fly: I merge changes and publish new version.
4b) Change rejected due to bugs, goes back to 2).
After one change successfully added, you will become part of the mod team naturally.
Git and repository instructions
Download git: https://git-scm.com/downloads
Git manual: https://git-scm.com/documentation. Mostly needed for work: add, commit, checkout, pull, push, status, branch
Run Git Bash in the folder you want to clone the repo - can be started from Windows context menu.
git clone https://github.com/Fnts7/W3GrandBalanceRepair.git [local_name] # clone from github
1.Follow the stuff described in 'WARNING'
1a. If you decided to go to for solution 1), delete all files in the local repo folder except the folder '.git'. Then:
git checkout --force balanceRepair # first time force checkout to make the configured filters work
# optional: checkout some other branch
git checkout [some_branch]
git checkout -b [your_work_branch] # create and checkout your working branch
# <doing your stuff>, commit to your branch
git push origin [your_work_branch] # push your branch to the repo on github
# copy the modified files and pack the mod
# more info about the script in the file
# if you modify new files, you have to add them in the script file
./build_mod [path_to_mod]
WARNING!
Witcher 3 script and xml files are mostly UTF16 encoded. However git doesn't handle UTF16 text file in terms of merging and diffing, so in the repository the files are UTF8 encoded. You have to choices when working:
1) Recommended one. Configure your repository clone to checkout files as UTF16 and commit as UTF8. Assuming Windows.
Add to [local_name]/.git/config following:
[filter "utf16"]
clean = iconv -f utf-16le -t utf-8
smudge = iconv -f utf-8 -t utf-16le
required
Add to [local_name]/.git/info/attributes:
*.ws filter=utf16
*.xml filter=utf16
typically moded files extensions. Create the file, if doesn't exist.
2) Work on UTF8 files. Convert to UTF16 low endian before packing the mod for Witcher 3.
Random Encounters
Slots Slots SLOTS
AutoLoot
Realistic Trophies - new bonuses
Enhanced Targeting (known Axii targetting bug, you have to keep roach far when using Axii puppet)
No Witcher Sense Zoom...
fast travel from anywhere...
TradeMan
Enhanced Quen
+ all the mods that are recommended in main description
+ all purely graphics/display/textures/sound mods obviously
1. See CDBaB troubleshootingCrossbow Damage Boost and Balance
2. Basic manual conflict solving
Having a conflict that requires manual attention doesn't always mean that mods are incompatible. Typical conflict is a conflict caused by both mods adding code in same place. In most cases it should be solved the following way:
Mod A adds some code A, so it looks like:
...
Vanilla code
A
Vanilla code
....
Mod B adds some code B, so it looks like:
...
Vanilla code
B
Vanilla code
....
so the solution is:
...
Vanilla code
A
B
Vanilla code
....
After that make sure that the code added by mod A and mod B don't intersect. The conflict could be just in some part of the code. So after doing the above. Use manual editor (available in KDiff conflict solving) to ensure that the whole code added by mod A comes before the code added by mod B.
That doesn't give 100% guarantee that everything will work as expected, but in most cases it will.
If the conflicts are more complex. So mod A and B modify the same piece of vanilla code, then they are either incompatible or you need to solve the conflict by rewriting the whole code block taking both mods into account, so you need to know what you're doing.
All the modules and submods of Grand Balance Repair should merge automatically without conflicts.
I'm back re-visiting The Witcher 3, because bought a new PC. But I won't probably play with my mods - but e.g. play The Enhanced Edition for a change.
I should be more responsive, so you can ask me out about some quick fixes or as how to do some adjustment. I haven't read all the comments yet, will do that gradually.
This mod is indeed feels like 1.40 patch. next closest thing is FCR3 but it kind of changes too much to be considered close to vanilla.
p.s. description is painful to read though
Also get this screen which keeps loading infinite.
https://prnt.sc/wc7zem
Not sure if i understand this either:
Mod maker instruction:
2. Copy <game_installation_folder>/Mods/[modFolder]/bin folder to <game_installation_folder> (configuration definitions XML). [modFolder] - modGBREnemyScaling or modGBRCombatSpeeds or modGBRRealisticBurning
Noob:
So...i should copy the bin folder of modGBRRealisticBurning (that's the one i want) to the main map of the witcher: C:\Program Files (x86)\GOG Galaxy\Games\The Witcher 3 Wild Hunt GOTY <---you mean this map right? After that instruction i got lost..what do i have tot do with the (configuration definitions XML). [modFolder]???
Mod maker instruction:
3. Go into configuration and set one of presets at first start - for modGBRRealisticBurning mandatory, because it doesn't auto set the config at first start.
Noob:
So i should open the xml map (which i cannot edit) (so i should do it with notepad or something??) then set one of the 100 variables on preset..my question..which number must i change to make it work?
Please help, Im not sure if its actually this mod, but does this mod turns off UI ? I cant see my HP etc. how do I turn it on ?
https://www.nexusmods.com/witcher3/mods/2599
Grand Balance Repair mod not mergeable with new Slot Slot Slot mod:
Script Merger message:
[-] Bundled Non-text - Not Mergeable
....[-] gameplay\gui_new\swf\character\panel_character.redswf
........modGrandBalanceRepair
........modz_SSS5
Could you release version without panel_character.redswf?
Thank you
I am having same issue, the Character Panel is blank if set priority for modz_SSS.
[Edit] Took me a long time to fix this. Have to use BMS to extract the redswf and pack the xml files from this mod. No cooking required since only xml and redswf.
P.S. Thanks for the mod ..looking forward to gaming with it.
Thanks :)
Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(30): I dont know any 'IGMActionType_Button'
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 [mod0000_mergedfiles]game\player\playerwitcher.ws(5939): Return statement prevents the execution of successive lines of script
Warning [mod0000_mergedfiles]game\player\playerwitcher.ws(5942): Return statement prevents the execution of successive lines of script