can anybody explain how to install it from the drive link? and whats the difference between show only and normal? I'm no coder so layman terms will be very appreciated... thanks...
EDIT: okay dropped the file without the show only in name into the mods folder and it works... still dont know what the show only file does but thanks alot for fixing the mod!
definitely prefer and recommend the SLOW file only. the one that includes the mobile lightning rune has some semi-immersion breaking glitches.
when lightning shoots out, it will shoot from a weird location instead of the rune, i think in the spot where you initially placed it on the ground would be awesome if the rune appeared higher on his body but not a complaint over a suggestion i doubt the shot glitch position can be fixed
mobile slow effect is all i came for. this in combination with Yrden Lightsource mod is beautiful https://www.nexusmods.com/witcher3/mods/2853 (i don't use the igni part of that mod, just the separate yrden light effect) - for igni i recommend the Ignition Project! perfectly compatible, no merge problems detected!
Change this line code trapDuration = CalculateAttributeValue(trapDurationAtt); to trapDuration = 99999.f; I changed to 99999.f (You must include the ".f" letter, because is float code) so it will last 99999 seconds or about 27 hours in real time lol.
Hi there, that is a great mod. Lots of thanks. I have two little things that bother me.
1 It seems the SLOW ONLY version will not create a 2nd Yrden on the floor that stays in place. Only the one that follows.
2 I have about +158% Sign Intensity and all 4 Yrden Skills maxed and euipped. but with the mod the time between lightning shots is about 1 3/4 times longer as without the mod. Can i change this be altering that "wait = (int)(200.0" line in the .ws file ? I more likely wanted to change the scaling but I am to silly to find that value without some help or pinpointing to the correct lines.
EDIT: I have now changed temp = player.GetTotalSignSpellPower(skillType); to temp = player.GetTotalSignSpellPower(skillType) * 2;
and this is working as now the lightning shots are nearly the same speed / slightly faster with the mod.
The first issue still remains. in the first version I can place an Yrden that follows, then place a 2nd that makes the older one stays on the ground and having the alternative sign active.
In the SLOW ONLY version i can only "refresh" my following Yrden but not place another one.
I have absolutely no Idea to get this solved for myself because the .ws files are completely the same but of one ! mark. So the function which is altered to make the lightning Yrden stay also causes the 2nd slow yrden to not stay .... ?
Well, to be fair, my account was actually suspended for inactivity, but even before that, I wasn't on here very much. @IrvineKinneas: the slower triggering is due to a balancing assumption that I made, because a linear scaling with power would easily lead to no delay at all. This is actually some rather helpful feedback on the matter, I'll check whether I can come up with a better function. @pisgfa - Thanks for providing that fix in the meantime. Especially that thing with the Slow only version was definitely a fail by me. I'll just look into the code and see how I could clean this up a bit in case I see anything else that needs fixing. I'll also look into the other changes you made.
I don't know if it helps. There is only one difference between the two versions, being line 339.
The regular version makes all lightning traps and only the latest regular trap follow: if(IsAlternateCast() || this.latestRegular == true) { //Move the actual trap
The slow only version makes all regular traps follow and all lightning traps stay: if(!IsAlternateCast() || this.latestRegular == true) { //Move the actual trap To fix it try to remove the "!IsAlternateCast() ||" part.
Great mod, but the delay of the glowing effect when moving around with the default yrden distracts me. It doesn't stay on top of the yrden symbols like it would when keeping the circle in place. If this delay can't be fixed, can anyone tell me how to remove the glow effect so it's just the symbol circle moving with me without a glow?
I know what you mean. I sadly don't really know how the effects are applied, but I guess if you just want to remove them, that would require an edit in the corresponding xml file... which I have no idea of, sorry.
In vanilla, you can do so by the Gryphon Grandmaster set bonus. By modding, you can do this as seen in the discussion below, started by Azetor, where plmjk gave some helpful advice how to do it.
61 comments
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(934): Cannot access protected property 'validTargetsInArea' in class 'W3YrdenEntity' here.
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(936): Cannot access protected property 'validTargetsInArea' in class 'W3YrdenEntity' here.
Interestingly, although the mod only exits yrdenEntity.ws, the error is apparently coming from damagemanagerprocessor.ws.
Beyond my capabilities I'm afraid, but I've put the error here in case anybody cleverer than me figures it out.
Edit: Sold myself too short apparently. I've managed to get it working simply by changing W3YrdenEntity to public from protected.
https://drive.google.com/drive/folders/1oMKDjBmFCVyNkqYZee9c-ff2BnPz_iUT?usp=share_link
edit: your edit working for me thanks you
and whats the difference between show only and normal?
I'm no coder so layman terms will be very appreciated...
thanks...
EDIT: okay dropped the file without the show only in name into the mods folder and it works...
still dont know what the show only file does but thanks alot for fixing the mod!
Simply open at The Witcher 3\Mods\modUltimateYrden\content\scripts\game\gameplay\items\spells\yrdenEntity.ws and change the following on line 25 from
protected var validTargetsInArea, allActorsInArea : array< CActor >;
to
public var validTargetsInArea, allActorsInArea : array< CActor >;
It seems in Next Gen this variable was made public. That was all that was needed.
when lightning shoots out, it will shoot from a weird location instead of the rune, i think in the spot where you initially placed it on the ground
would be awesome if the rune appeared higher on his body but not a complaint over a suggestion
i doubt the shot glitch position can be fixed
mobile slow effect is all i came for. this in combination with Yrden Lightsource mod is beautiful
https://www.nexusmods.com/witcher3/mods/2853
(i don't use the igni part of that mod, just the separate yrden light effect) - for igni i recommend the Ignition Project!
perfectly compatible, no merge problems detected!
trapDuration = CalculateAttributeValue(trapDurationAtt);
totrapDuration = 99999.f;
I changed to 99999.f (You must include the ".f" letter, because is float code) so it will last 99999 seconds or about 27 hours in real time lol.that is a great mod. Lots of thanks.
I have two little things that bother me.
1 It seems the SLOW ONLY version will not create a 2nd Yrden on the floor that stays in place. Only the one that follows.
2 I have about +158% Sign Intensity and all 4 Yrden Skills maxed and euipped. but with the mod the time between lightning shots is about 1 3/4 times longer as without the mod. Can i change this be altering that "wait = (int)(200.0" line in the .ws file ? I more likely wanted to change the scaling but I am to silly to find that value without some help or pinpointing to the correct lines.
EDIT: I have now changed
temp = player.GetTotalSignSpellPower(skillType);
to temp = player.GetTotalSignSpellPower(skillType) * 2;
and this is working as now the lightning shots are nearly the same speed / slightly faster with the mod.
The first issue still remains. in the first version I can place an Yrden that follows, then place a 2nd that makes the older one stays on the ground and having the alternative sign active.
In the SLOW ONLY version i can only "refresh" my following Yrden but not place another one.
I have absolutely no Idea to get this solved for myself because the .ws files are completely the same but of one ! mark. So the function which is altered to make the lightning Yrden stay also causes the 2nd slow yrden to not stay .... ?
https://mega.nz/file/YA8lhbYZ#xDsfaH8I4uCGaKdYi9EPngBBEhUJ8PrWfVG5NBp48Xs
@IrvineKinneas: the slower triggering is due to a balancing assumption that I made, because a linear scaling with power would easily lead to no delay at all. This is actually some rather helpful feedback on the matter, I'll check whether I can come up with a better function.
@pisgfa - Thanks for providing that fix in the meantime. Especially that thing with the Slow only version was definitely a fail by me.
I'll just look into the code and see how I could clean this up a bit in case I see anything else that needs fixing. I'll also look into the other changes you made.
The regular version makes all lightning traps and only the latest regular trap follow:
if(IsAlternateCast() || this.latestRegular == true)
{
//Move the actual trap
The slow only version makes all regular traps follow and all lightning traps stay:
if(!IsAlternateCast() || this.latestRegular == true)
{
//Move the actual trap
To fix it try to remove the "!IsAlternateCast() ||" part.
What's it? Why can't I merge this mod?
If I find a fix for that, I'll upload it though.