Yo guys! Has anyone faced a weird problem like me? I got invincible from whatever attacks when the mission pushes to Novigri(dunno how to spell). I tried to do a clean reinstall of the game and deleted all the mods, still didn't work, the only solution is to load the earlier saves... it would be nice if someone encountered the same problem as me ;)
After the 4.03 update, most of the compile error messages are 'auto apply oil function' in the 'r4player.ws' file. I took a look at the git page you shared. Is it okay if I delete the changed parts of 'r4player.ws' on my PC (the light green part of 'r4player.ws' on the git page)?
OF COURSE NOT!! The only way to update mods into the new patch version is to apply the new change, not to delete that change!!
This is how to update properly mod into 4.03 and it's simple! - Tool required: Notepad++, with the comparator plugin. - Rename each script of the mod, for example "playerwitcher.ws" into "MOD_playerwitcher.ws" - Then find the original and vanilla script of the game, should be inside "The Witcher 3 Wild Hunt GOTY\content\content0\scripts". Copy/past to the mod. - Now using Notepadd++, open both the same script, compare them and apply the edited mod code to the 4.03 script. Double check with the Next Gen Changelog if everything is correct. - Finally, remove renamed script and keep the edited script you made. Congrats! You update the mod by yourself!!
I have already explained many times, that my task is simply to update the mod. I don't make any changes to the code. If something does not work, you should contact the mod author, and ask him to fix the problem. The link to the original page is in the description
Also, one of the solutions might be to temporarily disable the mod, complete any problematic step without it, and enable the mod again, unless of course this is a not recurring problem in the mod itself. It is also possible, that this is the result of a mod conflict. No one has reported this issue yet
It's okay, I'm not upset. :) Unfortunately, modding is so arranged that there will always be conflicts between different mods, this cannot be avoided. The first rule when something doesn't work, is to check with Script Merger, if there are any identical functions or manually, step by step, excluding or adding mods one by one
141 comments
Thanks for this!
Thanks in advance.
May the flames guide thee
its not working for me (4.04) and script merger isnt detecting conflicts. any suggestions?wait a sec i think it installed the zip to the mods folder, not the folder itself.
yeah installed the zip in the zip lmao. all good now, i just had to extract the zip then install it with a mod manager
ignore this
This mod require an update for the 4.03 version.
Here the changelog for help:
Scripts 4.02 vs 4.03
I can offer my assistance to update this mod and share to you in Direct Message (No DP %, just my name in the description).
After the 4.03 update, most of the compile error messages are 'auto apply oil function' in the 'r4player.ws' file.
I took a look at the git page you shared. Is it okay if I delete the changed parts of 'r4player.ws' on my PC (the light green part of 'r4player.ws' on the git page)?
This is how to update properly mod into 4.03 and it's simple!
- Tool required: Notepad++, with the comparator plugin.
- Rename each script of the mod, for example "playerwitcher.ws" into "MOD_playerwitcher.ws"
- Then find the original and vanilla script of the game, should be inside "The Witcher 3 Wild Hunt GOTY\content\content0\scripts". Copy/past to the mod.
- Now using Notepadd++, open both the same script, compare them and apply the edited mod code to the 4.03 script. Double check with the Next Gen Changelog if everything is correct.
- Finally, remove renamed script and keep the edited script you made. Congrats! You update the mod by yourself!!
Adding on the list.
can you update it for 4.03
if((W3PlayerWitcher)parent)
{
if(data.attackName == 'attack_heavy_special')
{
data.rangeName = 'runeword2_heavy';
weapjavascript-event-stripped thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
weaponEntity.PlayEffectSingle('heavy_trail_extended_fx');
}
else if(data.attackName == 'attack_light_special')
{
data.rangeName = 'runeword2_light';
weapjavascript-event-stripped thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
weaponEntity.PlayEffectSingle('light_trail_extended_fx');
}
else if(data.attackName == 'attack_light')
{
data.rangeName = 'runeword2_light';
weapjavascript-event-stripped thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
weaponEntity.PlayEffectSingle('light_trail_extended_fx');
}
else if(data.attackName == 'attack_heavy')
{
data.rangeName = 'runeword2_light';
weapjavascript-event-stripped thePlayer.inv.GetItemEntityUnsafe(thePlayer.inv.GetItemFromSlot(data.weaponSlot));
weaponEntity.PlayEffectSingle('light_trail_extended_fx');
}
}
how to add heavy attack range effect from Severance to counter attack's slash?
we can counter monster's attack with slash,but i need to extend it range.
Please help and thanks :)
It is also possible, that this is the result of a mod conflict. No one has reported this issue yet