The Witcher 3
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Shad0wlife

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Shad0wlife

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61 comments

  1. JohnC2211
    JohnC2211
    • member
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    Incompatible with 4.0 Next Gen.

    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
    1. XFL0822
      XFL0822
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      • 0 kudos
      how to do?
    2. VuHungg
      VuHungg
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      • 1 kudos
      same error
      edit: your edit working for me thanks you
    3. QUANTUMUS100
      QUANTUMUS100
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      • 0 kudos
      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!
    4. sikodude
      sikodude
      • supporter
      • 7 kudos
      bit late but i managed to properly update the scripts here Ultimate Yrden Mod - Recast (Next Gen)
    5. Chefty8it
      Chefty8it
      • supporter
      • 0 kudos
      @sikodude Mod can't be found, what happened?
    6. CruelDiv
      CruelDiv
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      what happened to this mod?
    7. lufusol
      lufusol
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      • 55 kudos
    8. ArcaneArrowX
      ArcaneArrowX
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      • 0 kudos
      This worked for me when trying to get this working on Next Gen. Thanks heaps mate!!

      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.
  2. Mozgil
    Mozgil
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    How to connect it correctly with FCR ?
  3. H3LLGHa5T
    H3LLGHa5T
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    Does it work with next gen?
    1. hf114
      hf114
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      • 0 kudos
      nope
    2. hf114
      hf114
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      • 0 kudos
      nope
  4. adamjpurtee
    adamjpurtee
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    • 2 kudos
    I cant get this to work with Ghost Mode. Any suggestions?
  5. syrops
    syrops
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    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!
    1. adamjpurtee
      adamjpurtee
      • member
      • 2 kudos
      nvmd
  6. Wyvernboy
    Wyvernboy
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    • 5 kudos
    How does one increase the duration of the lightning Yrden trap? Which line in yrdenEntity.ws do I have to edit?
    1. deleted45526962
      deleted45526962
      • account closed
      • 0 kudos
      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.
  7. IrvineKinneas
    IrvineKinneas
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    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 .... ?
    1. pisgfa
      pisgfa
      • member
      • 0 kudos
      You may have figured it out already. Anyways, here's an unofficial "fix". Use it before Shad0wlife returns.

      https://mega.nz/file/YA8lhbYZ#xDsfaH8I4uCGaKdYi9EPngBBEhUJ8PrWfVG5NBp48Xs
    2. TDCMax
      TDCMax
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      • 0 kudos
      The guy's never coming back.
    3. Shad0wlife
      Shad0wlife
      • supporter
      • 8 kudos
      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.
    4. Aephiex
      Aephiex
      • member
      • 21 kudos
      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.
  8. xUnHolyGod
    xUnHolyGod
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    • 0 kudos
    Nice!
  9. seregafar
    seregafar
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    Error [mod0000_mergedfiles]game\gameplay\items\spells\yrdenentity.ws(1167): syntax error, unexpected TOKEN_VAR, near 'var'

    What's it? Why can't I merge this mod?
  10. Chaos622
    Chaos622
    • member
    • 0 kudos
    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?
    1. Shad0wlife
      Shad0wlife
      • supporter
      • 8 kudos
      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.

      If I find a fix for that, I'll upload it though.
    2. SilentWarriorr
      SilentWarriorr
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      • 1 kudos
      Greetings. Is there a way to increase yrden effect (and visuals also) radius?
    3. Shad0wlife
      Shad0wlife
      • supporter
      • 8 kudos
      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.