There is no internal path in the rar file for the optional menu. The instructions say to place it in your main folder, but without internal path that will not work. You should update the rar file or instruct people to place the xml file inside this folder "..\The Witcher 3 Wild Hunt\bin\config\r4game\user_config_matrix\pc\" in order for the menu options to work.
Hello, noticed a few posts mentioning that meditation accelerated time would remove shrine buffs after an internal timer expired. On comparing the author's shrineEffect.ws and vanilla file I noticed the OnTimeUpdated function was absent. The following has fixed it for me, at least for accelerated time. ¯\(°_o)/¯
Find and open the mod file for the mentioned .ws file: "C:\Witcher3\The Witcher 3 Wild Hunt GOTY\Mods\modPlaceOfPowerBuffCharges\content\scripts\game\gameplay\effects\effects\shrine\shrineEffect.ws"
Find the following function line near the end of the file: IsFromMutagen23()
Copy the following function and place it ABOVE the IsFromMutagen23() function:
it works very well, below is the entire content of the file "Mods\modPlaceOfPowerBuffCharges\content\scripts\game\gameplay\effects\effects\shrine\shrineEffect.ws"
//Place of Power Buff Charges class W3Effect_Shrine extends CBaseGameplayEffect { private saved var isFromMutagen23 : bool; private saved var currCount : int; private saved var maxCount : int;
default isPositive = true;
event OnEffectAdded(customParams : W3BuffCustomParams) { var shrineParams : W3ShrineEffectParams;
class W3ShrineEffectParams extends W3BuffCustomParams { var isFromMutagen23 : bool; var currCount : int; var maxCount : int; } //Place of Power Buff Charges End
Works so far with Enhanced Edition. Fairy easy merges, only don't merge ShrineEffect.ws and give this mod priority over EE. If you already got some sign boost in your save, the mod will show 0 charges - just go to some place and reclaim the power and you are good to go.
Hey everyone. I've been trying to fix this issue and I think I've managed it, though I'm a bit confused by PKCheap's comment since it would seem to be *exactly* like the grindstone fix. So far I've only tested it with a character that has Gorged on Power, I still need to check on a save without it.
The problem is at the bottom of scripts\game\gameplay\effects\effectManager.ws, function SimulateBuffTimePassing. If you have Grindstone and Workbench Charges, you'd notice there's a section here to exempt them from time passing, but Places of Power Buff Charges does not. Unfortunately formatting on the Nexus doesn't allow me to post the whole section, but if you duplicate the Grindstone and Workbench section and replace (W3RepairObjectEnhancement)effects[i]) with (W3Effect_Shrine)effects[i]) hopefully you will see good results!
EDIT: Well, this does fix "simulated" time which includes meditation and (with W3EE) alchemy, but if time advances through other means like cutscenes, the buff is still lost. Looks like it's complicated after all.
43 comments
Find and open the mod file for the mentioned .ws file:
"C:\Witcher3\The Witcher 3 Wild Hunt GOTY\Mods\modPlaceOfPowerBuffCharges\content\scripts\game\gameplay\effects\effects\shrine\shrineEffect.ws"
Find the following function line near the end of the file:
IsFromMutagen23()
Copy the following function and place it ABOVE the IsFromMutagen23() function:
public function OnTimeUpdated( dt : float )
{
if( target == GetWitcherPlayer() /* && GetWitcherPlayer().CanUseSkill( S_Perk_14 ) */ )
{
if( isActive && pauseCounters.Size() == 0)
{
timeActive += dt;
}
//timeLeft = -1.f;
return;
}
/*else if( timeLeft == -1.f )
{
timeLeft = GetInitialDurationAfterResists() - timeActive;
}
*/
super.OnTimeUpdated( dt );
}
/***********************************************************************/
/** © 2015 CD PROJEKT S.A. All rights reserved.
/** THE WITCHER® is a trademark of CD PROJEKT S. A.
/** The Witcher game is based on the prose of Andrzej Sapkowski.
/***********************************************************************/
//Place of Power Buff Charges
class W3Effect_Shrine extends CBaseGameplayEffect
{
private saved var isFromMutagen23 : bool;
private saved var currCount : int;
private saved var maxCount : int;
default isPositive = true;
event OnEffectAdded(customParams : W3BuffCustomParams)
{
var shrineParams : W3ShrineEffectParams;
shrineParams = (W3ShrineEffectParams)customParams;
if(shrineParams)
{
isFromMutagen23 = shrineParams.isFromMutagen23;
currCount = shrineParams.currCount;
maxCount = shrineParams.maxCount;
}
super.OnEffectAdded(customParams);
}
protected function Show( visible : bool )
{
if( visible )
{
}
else
{
GetWitcherPlayer().RemoveBuff( this.effectType );
}
}
public final function Reapply( newMax : int )
{
maxCount = newMax;
currCount = newMax;
}
public final function ReduceAmmo()
{
if( currCount == 1 )
{
Show( false );
}
currCount = Max( 0, currCount - 1 );
}
public final function GetAmmoMaxCount() : int
{
return maxCount;
}
public final function GetAmmoCurrentCount() : int
{
return currCount;
}
public function OnTimeUpdated( dt : float )
{
if( target == GetWitcherPlayer() /* && GetWitcherPlayer().CanUseSkill( S_Perk_14 ) */ )
{
if( isActive && pauseCounters.Size() == 0)
{
timeActive += dt;
}
// timeLeft = -1.f;
return;
}
/* else if( timeLeft == -1.f )
{
timeLeft = GetInitialDurationAfterResists() - timeActive;
}
*/
super.OnTimeUpdated( dt );
}
public final function IsFromMutagen23() : bool {return isFromMutagen23;}
}
class W3ShrineEffectParams extends W3BuffCustomParams
{
var isFromMutagen23 : bool;
var currCount : int;
var maxCount : int;
}
//Place of Power Buff Charges End
i tried both the suggested fix in the comments, but the problem still persist.
"."
Not sure whats wrong.
But I found that the buff of shrine is gone after the meditation and it makes me disappointed.
Is there any way to fix this?
Thx
The problem is at the bottom of scripts\game\gameplay\effects\effectManager.ws, function SimulateBuffTimePassing. If you have Grindstone and Workbench Charges, you'd notice there's a section here to exempt them from time passing, but Places of Power Buff Charges does not. Unfortunately formatting on the Nexus doesn't allow me to post the whole section, but if you duplicate the Grindstone and Workbench section and replace (W3RepairObjectEnhancement)effects[i]) with (W3Effect_Shrine)effects[i]) hopefully you will see good results!
EDIT: Well, this does fix "simulated" time which includes meditation and (with W3EE) alchemy, but if time advances through other means like cutscenes, the buff is still lost. Looks like it's complicated after all.