Hey all! I tried following advice from posts here to create a mod wo menu and i get merge problem. C,C wont work, neither will CB,BC. Here are the merges:
Does anyone have a solution for this? Maybe something needs to be copied instead of just choosing b or c.
I set weight per level to 5 in the mod btw. ####################################################################################### These are the posts i used:
For anyone who wanna fix the auto overencumbered status every time you load a save game, open the \modAHDCarryWeightLevelUpBonus\content\scripts\local\playerWitcher.ws and
find mAHDCarryWeight.Init(); (should be line 375) then add this line under it and save: UpdateEncumbrance();
This will force the game to update the encumbrance status once the mod is fully loaded and calculated your new weight.
For some odd reason the mod menu doesn't work the same as most other mods tho. I edited the menu settings from the main menu. Turned the mod on and set the weight limit how I liked. Then exited the game. Usually, that's how mods work in order to have them working in game. However, once I loaded my save the mod had turned itself off without me telling it to.
In order to get it to work all I did was turn the mod on again within my game instead of from the main menu.
If you just want a very crude script to change your weight based on level, create your own "mod" folder, and all you need is the vanilla playerWitcher.ws script. Go to line 5960 and change it from:
return value;
...To: return value + ( GetWitcherPlayer().GetLevel() * BONUS_PER_LEVEL );
and make BONUS_PER_LEVEL whatever number per level you want to gain.
-----
thanks, im just lazy to set values in mod menu during game. i perfer everything done before game, then after game start, just play.
so, the vanilla script is public function GetMaxRunEncumbrance(out usesHorseBonus : bool) : float { var value : float;
value = CalculateAttributeValue(GetHorseManager().GetHorseAttributeValue('encumbrance', false)); usesHorseBonus = (value > 0); value += CalculateAttributeValue( GetAttributeValue('encumbrance' );
return value; }
if i want to let player grow 0.5 point carry capacity, i should write this, right? value += CalculateAttributeValue( GetAttributeValue('encumbrance' );
return value + ( GetWitcherPlayer().GetLevel() * 0.5 ); }
-----
Yea I totally understand what you mean now That script change you pasted here is correct -- it will give you 0.5 extra weight per level. Make sure you format the directories correctly:
modYOUR_MOD\content\scripts\game\player <--- place your modded playerWitcher.ws here
Then run script merger before starting the game, playerWitcher.ws is a common script to be edited so it will have to be merged. #######################################################################################
Any help/advice is apreciated. My version is 1.31, classic.
If i set the value in AHDCarryWeight.ws modEnabled = false; perLevelBonus = 0; then i have no need to copy "bin" folder to game folder, mod works, right?
personally i perfer lazy-man mod, just need to put mod to "mod" folder, done.
if what i said can't make mod work without copying "bin" folder, can you upload this optional version?
I'm not sure what you're asking... manually setting those values in the script is going to disable the mod, in which case you can just delete the mod...
I would love to have the mod be 1-click install, unfortunately mods with menus in The Witcher 3 are just not possible to do that because menus are stored separately from mods.
-----
If you just want a very crude script to change your weight based on level, create your own "mod" folder, and all you need is the vanilla playerWitcher.ws script. Go to line 5960 and change it from:
return value;
...To: return value + ( GetWitcherPlayer().GetLevel() * BONUS_PER_LEVEL );
and make BONUS_PER_LEVEL whatever number per level you want to gain.
thanks, im just lazy to set values in mod menu during game. i perfer everything done before game, then after game start, just play.
so, the vanilla script is public function GetMaxRunEncumbrance(out usesHorseBonus : bool) : float { var value : float;
value = CalculateAttributeValue(GetHorseManager().GetHorseAttributeValue('encumbrance', false)); usesHorseBonus = (value > 0); value += CalculateAttributeValue( GetAttributeValue('encumbrance') );
return value; }
if i want to let player grow 0.5 point carry capacity, i should write this, right? value += CalculateAttributeValue( GetAttributeValue('encumbrance') );
return value + ( GetWitcherPlayer().GetLevel() * 0.5 ); }
then, may i ask one more question? current version mod ( means with mod menu and have to set values during game for mod working), the default mod settings are save at ...\ Documents\The Witcher 3\user.settings. is it possible to make a setting file which located at modAHDCarryWeightLevelUpBonus folder, let mod load and use it, easy to manage mod settings?
Yea I totally understand what you mean now That script change you pasted here is correct -- it will give you 0.5 extra weight per level. Make sure you format the directories correctly:
modYOUR_MOD\content\scripts\game\player <--- place your modded playerWitcher.ws here
Then run script merger before starting the game, playerWitcher.ws is a common script to be edited so it will have to be merged.
Your second question: The mod is set up to use a config menu system, which unfortunately the game itself manages those values (I don't do anything with them other than pass them through the in-game config wrapper object). To store settings in the actual mod folder itself, I'd have to basically create a script that does nothing more than hold static values as public variables, which you'd have to change manually by editing the script (similar to how AutoLoot or Absolute Camera does their settings) if you wanted different settings.
However, there is no way I would be able to change/store new values in-game, because the actual script files are reloaded every time you start the game. So the phrase "easy to manage mod settings" is a bit subjective in this case. To me, I think it's more of a pain to have to navigate all the way into the mod folder and edit a text file by hand to change my settings, rather than copy a menu xml file one time and be able to change those settings at any point in the game, whenever I want.
Especially with a mod like this, time scale is extremely subjective -- to you, 7 might be too fast, while 1 to me is way too slow (I'd literally have to play the game for an entire day without sleeping to see one full in-game time cycle). I find even myself switching between 5-8 on the time-scale just to get different feelings, or speed it up if I find it's going to slow. In your example, you'd have to shut the game down and edit a text file every time you wanted to change settings.
All said and done, I have to create the mod to be easiest to use by the biggest audience, which in this case is NOT people used to typically editing scripts
Anyone considering modding TW3 more than Reshade preset and few texture mods should rollback to version 1.31. Do this, and you won't have any issues :)
For anyone who wanna fix the auto overencumbered status every time you load a save game, open the \modAHDCarryWeightLevelUpBonus\content\scripts\local\playerWitcher.ws and
find mAHDCarryWeight.Init(); (should be line 375) then add this line under it and save: UpdateEncumbrance();
This will force the game to update the encumbrance status once the mod is fully loaded and calculated your new weight.
Thanks for this mod! It works perfectly for me on patch 1.31. I installed it mid-playthru and it still worked flawlessly. Endorsed!
For some odd reason the mod menu doesn't work the same as most other mods tho. I edited the menu settings from the main menu. Turned the mod on and set the weight limit how I liked. Then exited the game. Usually, that's how mods work in order to have them working in game. However, once I loaded my save the mod had turned itself off without me telling it to.
In order to get it to work all I did was turn the mod on again within my game instead of from the main menu.
Awesome idea but it didn't work, even if the game was launching successfully, I tried to level to make sure I didn't make any mistake, I was playing on GOG 1.31 GOTY Edition NG++
There is such problem, like that: Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(10): Class 'CBTTaskMaintainSpeed' already defined. Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(74): Class 'CBTTaskMaintainSpeedDef' already defined. Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(4): Class 'CBTCondIsMan' already defined. Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(15): Class 'CBTCondIsManDef' already defined. Script merger found nothing wrong. What's wrong? Edit: the same problem is in any and all of mods. Nexus mod manager is not working properly. What did I do?
Nexus mod manager is working just fine, I use it myself. You have duplicates of your mods installed in the MODS folder. Delete it, make a new one, and reinstall with NMM.
make sure you get the files from the virtual install folder of NMM, not just the mod's archive. Look in your NMM settings if you've forgetten where you chose. (Should be on same drive as the game it's modding)
then redownload, and then test the archive if its a large one to make sure its not corrupted before installing again.
My personal feelings are that having menus make it usable by more people
Perfect example of this is the 9000 vs. 90000 weight mods, to this day I can't believe that they are separate mods and that the custom weight slider mod wasn't more popular.
Yes it does work in patch 1.31 I've personally tested it both yesterday and today; any compile errors you're getting are because you did not merge your scripts properly.
I don't believe in deleting comments but this is not helpful in any shape or form.
25 comments
Does anyone have a solution for this? Maybe something needs to be copied instead of just choosing b or c.
I set weight per level to 5 in the mod btw.
#######################################################################################
These are the posts i used:
For anyone who wanna fix the auto overencumbered status every time you load a save game, open the \modAHDCarryWeightLevelUpBonus\content\scripts\local\playerWitcher.ws and
find mAHDCarryWeight.Init(); (should be line 375)
then add this line under it and save:
UpdateEncumbrance();
This will force the game to update the encumbrance status once the mod is fully loaded and calculated your new weight.
---------------------------------------------------------------
For some odd reason the mod menu doesn't work the same as most other mods tho. I edited the menu settings from the main menu. Turned the mod on and set the weight limit how I liked. Then exited the game. Usually, that's how mods work in order to have them working in game. However, once I loaded my save the mod had turned itself off without me telling it to.
In order to get it to work all I did was turn the mod on again within my game instead of from the main menu.
---------------------------------------------------------------
If you just want a very crude script to change your weight based on level, create your own "mod" folder, and all you need is the vanilla playerWitcher.ws script. Go to line 5960 and change it from:
return value;
...To:
return value + ( GetWitcherPlayer().GetLevel() * BONUS_PER_LEVEL );
and make BONUS_PER_LEVEL whatever number per level you want to gain.
-----
thanks, im just lazy to set values in mod menu during game. i perfer everything done before game, then after game start, just play.
so, the vanilla script is
public function GetMaxRunEncumbrance(out usesHorseBonus : bool) : float
{
var value : float;
value = CalculateAttributeValue(GetHorseManager().GetHorseAttributeValue('encumbrance', false));
usesHorseBonus = (value > 0);
value += CalculateAttributeValue( GetAttributeValue('encumbrance' );
return value;
}
if i want to let player grow 0.5 point carry capacity, i should write this, right?
value += CalculateAttributeValue( GetAttributeValue('encumbrance' );
return value + ( GetWitcherPlayer().GetLevel() * 0.5 );
}
-----
Yea I totally understand what you mean now That script change you pasted here is correct -- it will give you 0.5 extra weight per level. Make sure you format the directories correctly:
modYOUR_MOD\content\scripts\game\player <--- place your modded playerWitcher.ws here
Then run script merger before starting the game, playerWitcher.ws is a common script to be edited so it will have to be merged.
#######################################################################################
Any help/advice is apreciated. My version is 1.31, classic.
modEnabled = false;
perLevelBonus = 0;
then i have no need to copy "bin" folder to game folder, mod works, right?
personally i perfer lazy-man mod, just need to put mod to "mod" folder, done.
if what i said can't make mod work without copying "bin" folder, can you upload this optional version?
I would love to have the mod be 1-click install, unfortunately mods with menus in The Witcher 3 are just not possible to do that because menus are stored separately from mods.
-----
If you just want a very crude script to change your weight based on level, create your own "mod" folder, and all you need is the vanilla playerWitcher.ws script. Go to line 5960 and change it from:
return value;
...To:
return value + ( GetWitcherPlayer().GetLevel() * BONUS_PER_LEVEL );
and make BONUS_PER_LEVEL whatever number per level you want to gain.
so, the vanilla script is
public function GetMaxRunEncumbrance(out usesHorseBonus : bool) : float
{
var value : float;
value = CalculateAttributeValue(GetHorseManager().GetHorseAttributeValue('encumbrance', false));
usesHorseBonus = (value > 0);
value += CalculateAttributeValue( GetAttributeValue('encumbrance') );
return value;
}
if i want to let player grow 0.5 point carry capacity, i should write this, right?
value += CalculateAttributeValue( GetAttributeValue('encumbrance') );
return value + ( GetWitcherPlayer().GetLevel() * 0.5 );
}
then, may i ask one more question?
current version mod ( means with mod menu and have to set values during game for mod working), the default mod settings are save at ...\ Documents\The Witcher 3\user.settings. is it possible to make a setting file which located at modAHDCarryWeightLevelUpBonus folder, let mod load and use it, easy to manage mod settings?
modYOUR_MOD\content\scripts\game\player <--- place your modded playerWitcher.ws here
Then run script merger before starting the game, playerWitcher.ws is a common script to be edited so it will have to be merged.
Your second question: The mod is set up to use a config menu system, which unfortunately the game itself manages those values (I don't do anything with them other than pass them through the in-game config wrapper object). To store settings in the actual mod folder itself, I'd have to basically create a script that does nothing more than hold static values as public variables, which you'd have to change manually by editing the script (similar to how AutoLoot or Absolute Camera does their settings) if you wanted different settings.
However, there is no way I would be able to change/store new values in-game, because the actual script files are reloaded every time you start the game. So the phrase "easy to manage mod settings" is a bit subjective in this case. To me, I think it's more of a pain to have to navigate all the way into the mod folder and edit a text file by hand to change my settings, rather than copy a menu xml file one time and be able to change those settings at any point in the game, whenever I want.
Especially with a mod like this, time scale is extremely subjective -- to you, 7 might be too fast, while 1 to me is way too slow (I'd literally have to play the game for an entire day without sleeping to see one full in-game time cycle). I find even myself switching between 5-8 on the time-scale just to get different feelings, or speed it up if I find it's going to slow. In your example, you'd have to shut the game down and edit a text file every time you wanted to change settings.
All said and done, I have to create the mod to be easiest to use by the biggest audience, which in this case is NOT people used to typically editing scripts
find mAHDCarryWeight.Init(); (should be line 375)
then add this line under it and save:
UpdateEncumbrance();
This will force the game to update the encumbrance status once the mod is fully loaded and calculated your new weight.
For some odd reason the mod menu doesn't work the same as most other mods tho. I edited the menu settings from the main menu. Turned the mod on and set the weight limit how I liked. Then exited the game. Usually, that's how mods work in order to have them working in game. However, once I loaded my save the mod had turned itself off without me telling it to.
In order to get it to work all I did was turn the mod on again within my game instead of from the main menu.
1.31. Steam.
Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(10): Class 'CBTTaskMaintainSpeed' already defined.
Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(74): Class 'CBTTaskMaintainSpeedDef' already defined.
Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(4): Class 'CBTCondIsMan' already defined.
Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(15): Class 'CBTCondIsManDef' already defined.
Script merger found nothing wrong.
What's wrong?
Edit: the same problem is in any and all of mods. Nexus mod manager is not working properly.
What did I do?
I have installed TWO mods, and I am already at the end of mod capacity, maybe...
then redownload, and then test the archive if its a large one to make sure its not corrupted before installing again.
Perfect example of this is the 9000 vs. 90000 weight mods, to this day I can't believe that they are separate mods and that the custom weight slider mod wasn't more popular.
I don't believe in deleting comments but this is not helpful in any shape or form.