v0.9 Small update, reduced toxicity on healing potions and increased length of others after playing with it a bit. If you just overwrite the mod folder of the previous version no merging of scripts should be needed.
If you are having script compilation errors check the video first before posting your issues.
I know it's been a long time since you last were active here, but could it be possible for you to create an updated version for BetterGhostPotions, compatible with Ghost Mode 4.0 that adds a new potion. Been trying to make it myself for hours now and the previous day or two, but to no avail
Hi, pretty good mod on this one, i like the idea of the augmented version but cutting dow animations (for the dash and the parry) make me sad. Any away to make a version with therm back ?
Really like the idea behind this mod as default potions duration seems a bit useless for me and animations do really add to immersion. However I currently have 2 issues with it: 1) Bottle doesn't dissapear from hand after drinking. Not sure if this is caused by some mods conflict or is present in mod itself. 2) Drinking potions from Friendly HUD tab menu doesn't trigger any animation and takes effect immediately. This is mayor drawback for me as that's how I usually use them. Any chance this can be fixed? Via some compatibility patch maybe?
I'd like to play with a few of the potion numbers myself... which lines of code contain the duration and effect information? I've tried looking for it myself but I can't make heads or tails of it.
Yeah after playing for a while I see why you have made it like this. By the way have you given WRAITH mod a go? Its an extension to ghost mode and preparations its worth checking out http://www.nexusmods.com/witcher3/mods/2470/?
I was looking into adding WRAITH MODE also. If these two could be made compatible, that would (literally) kick ass!
Personally, I prefer the alchemy changes of this mod over WRAITH's. The only thing I find odd is with Swallow acting as an insta-heal, White-Rafford's appears pointless.
I've managed to get them compatible, just a lot a merging when it comes to potions. I'm using this mods alchemy changes but kept WRAITH's swallow and cat potions the same. Though I am playing on DM and I'm really beginning to see why you would want Swallow as a rapid heal, as 2-3 hit from an opponent has me near death and running away to wait for the slow regeneration of WRAITH's swallow
I didn't think they would be compatible, nice to know it can be done! I play on DM too, and I definitely took advantage of the instant heal Swallow. Haha
If I do what you did, and keep the changes to Swallow from WRAITH'S mod, that would make White Rafford's a more viable use as a healing buff.
Please excuse the delay, friend. Admittedly, I'm a novice when it comes to Script Merger, but I'm learning. Haha Could I bother you for some insight on how you merged this mod with WRAITH MODE to keep this mods potion effects, with the exception of Swallow? Also, what's the differences made to Cat Potion - I might want to do the same as you.
While in script merger you can choose A(vanila) B or C. B may represent Wraith Mode While C represents dark souls potions. The Bottom portion of the page shows what will be bundled together in a new merged content. In the bottom portion this shows in red the conflicts between wraith mode and DSpotions. Simply right click on the red conflict and select "select lines from C". This chooses to add the potion effects for that conflict from DSpotions.
You'll see in eith B or C up the top which potion you are choosing to be the primary effect. Keep an eye out as you go along till you reach the conflict between Wraith Mode's Swallow and DSpotions Swallow, in which case you'll right click and choose "select lines from B" (Wraith mode).
When all conflicts have been resolved youll be notified to save and quit, which will take you onto the next round of conflicts between XML's.
Be sure to watch the mod authors video as there are a couple of mod conflicts you must follow in his video to get these mods working correctly, some unrelated to the potion effects.
Hey friend, I followed your instructions but I couldn't find where to select the different potions. All the lines appeared to have the same info for each column. Also, I only had two unrelated conflicts & it was for the changes this mod author addressed in his video.
Am I missing something very obvious? Haha I searched the columns A,B, and C but couldn't see where they conflicted.
Thats weird, There should definitely be conflicts appearing between this mod and WRAITH mod as they both alter the same potions. The bottom window in script merger is where they will appear. If no conflicts are showing, at least scroll down through the bottom window till you come across the Swallow potion and its stats. Window B or window C wil be titled according to which mod it is. Window C will probably be dark souls potions and window B wil be wraith mode...
Find the swallow potion stats in Window B (Wraith) and perhaps manually enter their stats manually in the bottom output file. I'm bad at explaining it so if you run into problems let me know and ill make it for you
Hey, @DenVildeHest! Great mod! I would like to use your prompt: I wanna change drinking animation speed. Where I can find 'geralt_determined_gesture_drink' animation in W3Edit?
Yes generally except for healing, wanted health to be a resource you have to manage in combat, and the process of healing yourself to be a risk/reward thing. That's what I wanted to do anyway.
43 comments
If you are having script compilation errors check the video first
before posting your issues.
However I currently have 2 issues with it:
1) Bottle doesn't dissapear from hand after drinking. Not sure if this is caused by some mods conflict or is present in mod itself.
2) Drinking potions from Friendly HUD tab menu doesn't trigger any animation and takes effect immediately. This is mayor drawback for me as that's how I usually use them. Any chance this can be fixed? Via some compatibility patch maybe?
I do find the nerf on swallow a bit much though it heals too rapidly.
Personally, I prefer the alchemy changes of this mod over WRAITH's. The only thing I find odd is with Swallow acting as an insta-heal, White-Rafford's appears pointless.
Love & appreciate your hard work none-the-less.
If I do what you did, and keep the changes to Swallow from WRAITH'S mod, that would make White Rafford's a more viable use as a healing buff.
Please excuse the delay, friend. Admittedly, I'm a novice when it comes to Script Merger, but I'm learning. Haha Could I bother you for some insight on how you merged this mod with WRAITH MODE to keep this mods potion effects, with the exception of Swallow? Also, what's the differences made to Cat Potion - I might want to do the same as you.
I appreciate all your input, btw!
- Mo
You'll see in eith B or C up the top which potion you are choosing to be the primary effect. Keep an eye out as you go along till you reach the conflict between Wraith Mode's Swallow and DSpotions Swallow, in which case you'll right click and choose "select lines from B" (Wraith mode).
When all conflicts have been resolved youll be notified to save and quit, which will take you onto the next round of conflicts between XML's.
Be sure to watch the mod authors video as there are a couple of mod conflicts you must follow in his video to get these mods working correctly, some unrelated to the potion effects.
Am I missing something very obvious? Haha I searched the columns A,B, and C but couldn't see where they conflicted.
Find the swallow potion stats in Window B (Wraith) and perhaps manually enter their stats manually in the bottom output file. I'm bad at explaining it so if you run into problems let me know and ill make it for you
Great mod! I would like to use your prompt: I wanna change drinking animation speed. Where I can find 'geralt_determined_gesture_drink' animation in W3Edit?
You're thinking the idea is that potions and oils become a primarily out of combat thing where you prepare for the day after making them and set out?
Seems cool. How's the balance been? Would you say it adds or removes challenge from default ghost mode?
Thanks for your work and building off the single most important mod in my load list!