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PK Cheap

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43 comments

  1. Tesumoto
    Tesumoto
    • member
    • 0 kudos
    I noticed a bug, when the last charge remains, it no longer gives a buff, although before the moment of applying the sign it shows "1"
  2. gingerscoundrel
    gingerscoundrel
    • member
    • 4 kudos
    Doesn't seem to be compatible with NG
  3. vulchor
    vulchor
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    • 5 kudos
    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.
    1. LoneDude
      LoneDude
      • member
      • 3 kudos
      Thanks, that's some useful info
  4. kusillo
    kusillo
    • member
    • 0 kudos
    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:

    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 );
    }
    1. CDNEduardoCDN
      CDNEduardoCDN
      • member
      • 0 kudos
      It didn't work for me :/
    2. Zowbaid
      Zowbaid
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      • 85 kudos
      I can confirm that this worked for me. Thank you!
    3. sylwestreczek
      sylwestreczek
      • supporter
      • 0 kudos
      it works very well, below is the entire content of the file "Mods\modPlaceOfPowerBuffCharges\content\scripts\game\gameplay\effects\effects\shrine\shrineEffect.ws"

      /***********************************************************************/
      /**     © 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
  5. deleted2868792
    deleted2868792
    • account closed
    • 2 kudos
    Has anyone found a working fix for the buffs disappearing after some time/meditations/fast travel?

    i tried both the suggested fix in the comments, but the problem still persist.
  6. NGGJimmy
    NGGJimmy
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    • 3 kudos
    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.
  7. SoullessMadness
    SoullessMadness
    • member
    • 10 kudos
    Why dont you provide a file with http://www.nexusmods.com/witcher3/mods/2174/? Grind/Bench and this mod in one file?
    1. SaintOak
      SaintOak
      • member
      • 2 kudos
      I double that.
    2. AlfaCrysis00
      AlfaCrysis00
      • member
      • 0 kudos
      Leave a tactical dot for this one .

      "."
  8. dm3rd
    dm3rd
    • supporter
    • 25 kudos
    for some reason my PoP charges are at zero and the mod menu can't be changed.
    Not sure whats wrong.
  9. RovanFrost
    RovanFrost
    • premium
    • 46 kudos
    thx
  10. snake987
    snake987
    • member
    • 1 kudos
    Your 2 mods are just awesome and I really like the concept.

    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
    1. PKCheap
      PKCheap
      • supporter
      • 13 kudos
      Working on it. It's different from the grindstone one, so it's tough to find.
    2. alex1rendel
      alex1rendel
      • member
      • 1 kudos
      Would like to have dat! Good luck! Thank u!
    3. User_1867404
      User_1867404
      • account closed
      • 85 kudos
      I guess it was never fixed ;/
    4. Kolaris
      Kolaris
      • member
      • 69 kudos
      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.