Edited 04.2024 I have a small problem, when I try to add new item eg. Undvik armor or Tor'haerne, it doesn't change anything in the game. I use the correct id with which to add an item in the game. Is it an apostrophe issue? I have to add them at the ends of the id for it to work in game but when I double them in the file the game doesn't turn on.
I love this mod. I hated the novigrad long sword beating out a venomous viper sword at higher levels and i find the game much more balanced and level friendly this way. I was wondering how the no NG+ scaling would work if it was still in effect. I hate anything that beats witcher gear thanks
but how does this mod deal with monsters? I mean, at higher levels they are stronger and are supposed to receive more damage, but the weapons won't change.
This is an old comment section, but I will try to ask questions: I am currently at the very early main quest event, where you fight your first Wild Hunt soldier with Keira Metz. I had installed this mod about an hour earlier, and used the opportunity with my savegame before the boss to test whether it worked, since the boss always drops a magical "Wild Hunt Warrior's Sword", which I am guaranteed to never have picked up or crafted before. However, the sword he dropped is only level 3, when it is supposed to be at least level 14 according to the list here. Since no one ever explains how you are supposed to figure out if you have Goty or not (some claim steam version never is, others disagree...), I also tried the Goty version of the mod, but I still got the level 3 sword.
I had to use ScriptMerger before to make this compatible with two other mods that modified inventoryComponents.ws, but I even deactivated those mods and deleted the merge, then tested both versions of No Item Scaling again on the boss. ...Still just level 3 swords.
So, as I see it, there are currently two possibilities: 1) Either this mod is not 1.31 compatible, even though the descriptions says so. 2) Or it is not "picked up and crafted" items that are locked in like the descriptions says, but any item spawned by the game 'in any way'. I can imagine that this magic sword might already exist in reference to this boss in some way, so it might come with the bad generation bogus of the developers no matter what I do to the save.
Can 2) be confirmed? Or is this mod just not working anymore after such a long time? I would rather like to know before proceeding, because every new unique item I pick up would get cursed to stay low level forever if there was a way to repair this.
I want this mod so bad but this mod when it comes to merging with other mods is bad man, i would really like to see some compatibility versions with other bigger mods like ghostmode and other mods.
i have merged everything correctly and changed the load order but this mod has never worked for me. it just sais that its missing some { in the script, this is probably because its not GOTY compatible. Is that true?
Doesn't the mod work anymore since the latest patch? If so, crap. I'm not playing W3 anymore and honestly did not think that new mod-breaking patches would still be released so long after the game came out.
I may update my mods sometime in the future, but I can't give any ETA yet, as I'm simply too busy right now to restore my entire buildchain (did I mention that the W3 mod tools suck?).
Merging the scripts alone will probably not be sufficient. Don't know how GM is implemented, but I'm willing to bet it modifies the weapon and armor definitions as well, so you'd have to unbundle both mods, merge the XML files manually, and re-pack the mod. Have fun with that
40 comments
I have a small problem, when I try to add new item eg. Undvik armor or Tor'haerne, it doesn't change anything in the game. I use the correct id with which to add an item in the game. Is it an apostrophe issue? I have to add them at the ends of the id for it to work in game but when I double them in the file the game doesn't turn on.
thanks
However, the sword he dropped is only level 3, when it is supposed to be at least level 14 according to the list here.
Since no one ever explains how you are supposed to figure out if you have Goty or not (some claim steam version never is, others disagree...), I also tried the Goty version of the mod, but I still got the level 3 sword.
I had to use ScriptMerger before to make this compatible with two other mods that modified inventoryComponents.ws, but I even deactivated those mods and deleted the merge, then tested both versions of No Item Scaling again on the boss. ...Still just level 3 swords.
So, as I see it, there are currently two possibilities:
1) Either this mod is not 1.31 compatible, even though the descriptions says so.
2) Or it is not "picked up and crafted" items that are locked in like the descriptions says, but any item spawned by the game 'in any way'.
I can imagine that this magic sword might already exist in reference to this boss in some way, so it might come with the bad generation bogus of the developers no matter what I do to the save.
Can 2) be confirmed? Or is this mod just not working anymore after such a long time?
I would rather like to know before proceeding, because every new unique item I pick up would get cursed to stay low level forever if there was a way to repair this.
Doesn't the mod work anymore since the latest patch? If so, crap. I'm not playing W3 anymore and honestly did not think that new mod-breaking patches would still be released so long after the game came out.
I may update my mods sometime in the future, but I can't give any ETA yet, as I'm simply too busy right now to restore my entire buildchain (did I mention that the W3 mod tools suck?).
Hearts of Stone support is in the queue and will be done, but I'm afraid I can't give an ETA just yet.