Hello. I’m writing here because the author of Grand Balance Repair hasn’t been on the site for a month, and you’ve been to it recently. I install Combat Speeds, after the merger produces this: Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (56): Structure 'newGameConfig' already defined. Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (10): Enum 'InGameMenuActionType' already defined. Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (45): Enum 'EIngameMenuConstants' already defined. Error [mod0000_mergedfiles] game \\ gameplay \\ damage \\ damagemanagerprocessor.ws (11): Class 'W3DamageManagerProcessor' already defined. Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (64): Class 'CR4IngameMenu' already defined.
I'm pretty sure that the incompatibility of the versions of the scripts is the case; I have 1.31. I tried to fix it myself, but my understanding of the scripts is too limited, and I failed.
Adding: deleted Combat Speeds, but the error did not disappear. It did not disappear even after I deleted all the mods that have scripts in the log - after that the error began to point to the scripts in the main game folder. The game starts only after deleting the entire 'mods' folder. Before the installation of Combat Speeds and the unsuccessful attempt to merge the scripts, I already had many mods installed with the scripts, but everything worked. I already do not understand anything. Tell me, please, what could be the problem.
And sorry for my english.
Adding: figured out! This is me a fool. I made copies of these two scripts and left them in folders. I did not even think that they, too, would be picked up by the compiler. I hope this post will help others not to make the same mistake.
Right now I'm using in Ghost Mod the "Reflexes" standalone version : http://www.nexusmods.com/witcher3/mods/956/?
but with upgrade from jgheld (see posts) : https://1drv.ms/u/s!AuPy5JvgZbIGjTa1e-Gz31072a9o
It works ok, everything merged ok.
Just few post below is stated that Combat Speed module is upgraded to 1.30. I will try to use it instead above "Reflexes" custom version. I see already that there's merging of xml files, which is little harder but could be done.
Wearing field armor does not encumber a warrior. The whole point of armor is to improve survival. If armor reduced your movement speed, it would immensely decrease your chances of survival.
Field armor (the actual armors designed for battle, not the much-heavier tourney armors) does weigh more than nothing, but it does not make you move slower, not does it make you attack and defend slower. It does, however, take a toll on your stamina. You can run just as fast with a full suit of armor, you'll just get tired much quicker and have to manage your breathing and stamina a lot more.
That being said, and lower animation speed for roll and jump-dodge could make sense, as those movements require going off-balance and then recovering your stance. This would indeed be a bit harder to do in armor. People didn't roll around in medieval combat, but if they did, armor could have been a liability to some extent.
I have already updated it. It only adds speed bonuses to 3 skills and changes default values plus contains one balance fix with Rend which is not affected by heavy attack speed in case of very short/instant like loading time.
Hey guys, I followed all the instructions and I get this error report with this first line, and tons of other lines that come up. Not sure why this is happening. It won't run the game at all. Thanks.
Error [modlfarmors]game\gameplay\effects\effectmanager.ws(527): Could not find function 'LFAUpdate'
I'm using a few mods, weather mod, crossbow buff, and toxicity clean face. I didn't think they would have any effect. I haven't tried script merger cause I'm assuming it might be complicated but I will check it out.
One of these mods must be using playerWitcher.ws and has higher priority, script merger is a must when you use even two mods. It's not complicated to use, most conflicts are solved automatically.
How does the settings affect your character when you wear DIFFERENT types of armor? For e.g heavy chest piece, light boots and gloves and medium pants?
Similar to vanilla armor perks. But I think I will set biggest buffs/nerfs to chest piece and then pants.
For example when you have light armor fast attack set to +50% then when you wear light armor chest piece it will give you (0,5 * 50%) nerf/buff. Pants (0,3 * 50%) nerf/buff, and gloves/boots (0,1 * 50%) each, something like that.
Yeah, that's kinda what I figured. And since I haven't seen any other posts about it in this thread, I'm guessing I'm the only one who's having this particular issue. I've tried re-prioritizing a few mods to see if I can find the cause, but no luck so far. I assume it to be a conflict somewhere, even though I don't have any 'unsolvable conflicts' according to script merger. Not that big of a deal I guess.
Anyway, do you think you might release a separate version where ONLY Manticore has been changed to Light?
I know that might be asking alot, and I hate to be the guy who asks for a special version, but that would actually be perfect imho, cause Manticore shoulda been Light armor to begin with. I mean, just look at it...its the most (visually) un-armored set in the game. But Wolven does seem more like a medium armor I guess, especially at GM level.
Either way, thanks for this (and razor shaving), I've been using both for a while and they definitely make my witchering more enjoyable.
I wanted to make another mod just changing Manticore Set to Light Armor, because as you said Manticore being medium armor is just terrible idea, but I simply forgot about that. So I just made it after reading your comment.
If you want to use LFA with just Manticore set changed to Light Armor, then delete blob0.bundle and metadata.store from modLFArmors/content, and install this mod.
This is a mess. I think changing vanilla armor classification is not a good idea really. The better idea would be to simply add two additional settings:
1) Make Cat school perk apply to medium armors also 2) Make Bear school perk apply to medium armors also
This way anybody will be able to use a medium armor like light one, with appropriate speeds an resistance settings or like a heavy one with more-less opposite settings. The vanilla way of armor affecting stamina regen should stay as is.
Using Light armor with speeds as heavy and vice-versa probably doesn't make sense, because that would be either messed up character build or exploit/cheat mod in some cases.
That is why for now in my 1.11.1_Next I removed any medium armor to light changes.
Then I think the best way to solve it would be to add following setting switch (4 options):
1) treat all armors as light 2) treat all armors as medium 3) treat all armors as heavy 4 - default) treat all armors as defined
Every setting will then apply the proper modifiers to the armor currently worn - resistances bonus/nerf and stamina regeneration bonus/nerf. That would be independent from the current mod settings under armor resistances and speeds. This way if someone wants to use the manticore as light, all he/she needs to do is to pick setting 1) from the switch. The default values from resistance vs. speed can remain intact.
This way you can forget about any adjustments of particular armors and armor related perks.
Stamina influence from armors is probably like this (I checked once): medium : 0 heavy: -2 per sec for chest part, -1 per sec all other 3 parts light: +2 per sec for chest part, +1 per sec all other 3 parts
Actually this might be easy to do, because all what is need is to inject some small hack into the code that reads the armor classification setting when equipped and changes it according to the setting if set to treat all as "one kind". For resistances than there will be a need to store an extra modifier. E.g. light -> heavy increase the resistance. medium-> heavy -> increase the resistance, but less. That would done per armor part and the total factor can be applied additionally in the place where currently the armor resistance setting is applied.
If I remember correctly someone asked before for something like that, mod is already using vanilla function that reads weared armor classification (originally used for the armor set perks) so it's very easy to do. I will add this together with your code and armor speed based on all 4 parts of the armor soon.
Good, but remember there is one slightly more tricky stuff - when the armor classification is changed "on the fly" that should reflect damage resistances. You will need to probably look at witcher sets and see how they differ on average. Then whenever the armor is promoted or degraded in heaviness, the appropriate resistances diff should be stored and then used in damage calculations. E.g. someone uses trousers and chest part of medium armor as heavy, that will be +15% monster resistance (just a guess). That should be independent from current armor resistance setting. One is about armor classification the other about armor speed adjustments intensity counter-balance.
Stamina regen and perk compatibility is for free with such approach.
Hmm, actually that extra resistance change is not that essential. Because if someone changes armor parts classification that can be reflected manually in current resistance setting... So treat it as an improvement for future I suppose.
And version 1.11.1_Next doesn't even have blob0.bundle, because I prefer medium armors to be left as default and not altering vanilla armor classification. In future the mod will probably be again united into one development line. For now thanks to Murzinio I'm allowed to keep my own line as an optional file.
77 comments
Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (56): Structure 'newGameConfig' already defined.
Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (10): Enum 'InGameMenuActionType' already defined.
Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (45): Enum 'EIngameMenuConstants' already defined.
Error [mod0000_mergedfiles] game \\ gameplay \\ damage \\ damagemanagerprocessor.ws (11): Class 'W3DamageManagerProcessor' already defined.
Error [mod0000_mergedfiles] game \\ gui \\ main_menu \\ ingamemenu.ws (64): Class 'CR4IngameMenu' already defined.
I'm pretty sure that the incompatibility of the versions of the scripts is the case; I have 1.31. I tried to fix it myself, but my understanding of the scripts is too limited, and I failed.
Adding: deleted Combat Speeds, but the error did not disappear. It did not disappear even after I deleted all the mods that have scripts in the log - after that the error began to point to the scripts in the main game folder. The game starts only after deleting the entire 'mods' folder. Before the installation of Combat Speeds and the unsuccessful attempt to merge the scripts, I already had many mods installed with the scripts, but everything worked. I already do not understand anything. Tell me, please, what could be the problem.
And sorry for my english.
Adding: figured out! This is me a fool. I made copies of these two scripts and left them in folders. I did not even think that they, too, would be picked up by the compiler. I hope this post will help others not to make the same mistake.
http://www.nexusmods.com/witcher3/mods/956/?
but with upgrade from jgheld (see posts) :
https://1drv.ms/u/s!AuPy5JvgZbIGjTa1e-Gz31072a9o
It works ok, everything merged ok.
Just few post below is stated that Combat Speed module is upgraded to 1.30.
I will try to use it instead above "Reflexes" custom version.
I see already that there's merging of xml files, which is little harder but could be done.
Reverting.
Field armor (the actual armors designed for battle, not the much-heavier tourney armors) does weigh more than nothing, but it does not make you move slower, not does it make you attack and defend slower.
It does, however, take a toll on your stamina.
You can run just as fast with a full suit of armor, you'll just get tired much quicker and have to manage your breathing and stamina a lot more.
That being said, and lower animation speed for roll and jump-dodge could make sense, as those movements require going off-balance and then recovering your stance. This would indeed be a bit harder to do in armor. People didn't roll around in medieval combat, but if they did, armor could have been a liability to some extent.
Do you plan to update it to 1.30?
http://www.nexusmods.com/witcher3/mods/1414/
I have already updated it. It only adds speed bonuses to 3 skills and changes default values plus contains one balance fix with Rend which is not affected by heavy attack speed in case of very short/instant like loading time.
Error [modlfarmors]game\gameplay\effects\effectmanager.ws(527): Could not find function 'LFAUpdate'
And assume my settings are default.
I'd like to know how it works...
So how will the settings from the mod affect the other pieces when different types are equipped?
Multiplicative value of the settings or something? I'd like to know! Thanks for the mod though
For example when you have light armor fast attack set to +50% then when you wear light armor chest piece it will give you (0,5 * 50%) nerf/buff. Pants (0,3 * 50%) nerf/buff, and gloves/boots (0,1 * 50%) each, something like that.
Anyway, do you think you might release a separate version where ONLY Manticore has been changed to Light?
I know that might be asking alot, and I hate to be the guy who asks for a special version, but that would actually be perfect imho, cause Manticore shoulda been Light armor to begin with. I mean, just look at it...its the most (visually) un-armored set in the game. But Wolven does seem more like a medium armor I guess, especially at GM level.
Either way, thanks for this (and razor shaving), I've been using both for a while and they definitely make my witchering more enjoyable.
If you want to use LFA with just Manticore set changed to Light Armor, then delete blob0.bundle and metadata.store from modLFArmors/content, and install this mod.
1) Make Cat school perk apply to medium armors also
2) Make Bear school perk apply to medium armors also
This way anybody will be able to use a medium armor like light one, with appropriate speeds an resistance settings or like a heavy one with more-less opposite settings. The vanilla way of armor affecting stamina regen should stay as is.
Using Light armor with speeds as heavy and vice-versa probably doesn't make sense, because that would be either messed up character build or exploit/cheat mod in some cases.
That is why for now in my 1.11.1_Next I removed any medium armor to light changes.
1) treat all armors as light
2) treat all armors as medium
3) treat all armors as heavy
4 - default) treat all armors as defined
Every setting will then apply the proper modifiers to the armor currently worn - resistances bonus/nerf and stamina regeneration bonus/nerf. That would be independent from the current mod settings under armor resistances and speeds. This way if someone wants to use the manticore as light, all he/she needs to do is to pick setting 1) from the switch. The default values from resistance vs. speed can remain intact.
This way you can forget about any adjustments of particular armors and armor related perks.
Stamina influence from armors is probably like this (I checked once): medium : 0
heavy: -2 per sec for chest part, -1 per sec all other 3 parts
light: +2 per sec for chest part, +1 per sec all other 3 parts
Stamina regen and perk compatibility is for free with such approach.