The Witcher 3

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ScoutBr0

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Scoutbr0

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  1. abrancruz
    abrancruz
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    Endorsed
  2. Costyiii
    Costyiii
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    next gen pretty please?
  3. YeungChiLongtimyeung
    YeungChiLongtimyeung
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    good
  4. xpoverzion
    xpoverzion
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    Hi Scoutbr0,

    Maybe you can help me? Love this mod as an easter egg item in the game. However, I would like to move the bombs from the gryphon merchant to the special merchant in Novigrad. I uncooked the mod, and made the changes to the "shop" xml file. I then recooked only the xml files (modkitchen) and inserted the newly cooked xml mod into my mod folder. The bombs correctly show up in the special merchants inventory in Novigrad, however Geralt's eyes are black, and when I try to fast travel to a different main region, like skellige, white orchard, etc, I get an infinite loading screen. No infinite loading screen when fast traveling within a region, such as velen.

    I'm puzzled as to what causes the black eyes and infinite loading screen. I have edited some other DLC mods in exactly the same way, and there were no issues with those mods. Any insight, or pointers would be greatly appreciated!

    Thanks:).
    1. Scoutbr0
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      Mod limit, look for mod limit fix on nexus.
    2. xpoverzion
      xpoverzion
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      Thanks for the reply. Well, It's definitely not the mod limit. I have the mod limit executable fix installed, and have over 240 mods installed. And yes, there has been a lot of very careful script merging both by script merger, and manually. With over 160hrs of gameplay, everything has functioned flawlessly. Maybe there is something going on with the way this mod/dlc is structured? I have uncooked, and recooked the xmls of other dlc mods in exactly the same manner, and I don't get this issue. I only get this issue with this Unicorn mod, and the other being the Sezon Burz DLC armor mod. Any other ideas?
    3. Scoutbr0
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      If you have that much modding “baggage” you ought to know that a mod that changes the shop of a dlc mod can’t turn eyes black or even infinite loading.
    4. xpoverzion
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      Maybe you can tell me where I am going wrong? This is what I do.

      1. Use Modkitchen to uncook the "content" folder of the dlc portion of this mod. Modkitchen puts these files in the "uncooked" folder.
      2. I then move these files from the uncooked folder to the modded folder keeping the file structure directories intact.
      3. I edit the shop location, and item prices in the xmls.
      4. I then use modkitchen to "cook" only the xml's, and this creates a mod folder in the "packed" folder. Inside this newly created mod folder is a blob0.bundle and metadata.store file.
      5. I move the newly created mod over to the main mod folder.
      6. Start the game. The desired edits appear in the game. Bombs are in Novigrad, selling for 500 crowns. The problem is Geralts eyes are black, and fast traveling to new regions of the world causes infinite loading screen.

      I have followed the exact same instructions detailed above with other dlc mods, and everything works as it should with the changes showing up just fine in the game. For some reason this is not working with your mod, and the Sezon Burz dlc mod. The Sezon Burz mod shows the exact same black eyes and regional fast travel issue that your mod shows after the xml's are edited with mod kitchen. Is there something about the files in this mod that causing issues with modkitchen not being able to repack the xml's correctly? Maybe a file format of some sort that needs to be converted to something else before repacking the xml's? Maybe modkitchen is not extracting all the files from the dlc content folder correctly, which leads to errors when repacking the xmls? I'm at a loss.

      All I want is to change the location of the bombs from White Orchard merchant to the Special Merchant in Novigrad. And to change the cost of the bombs to 500 instead of 20. Perhaps a simple edit like this would take you just a few minutes. Maybe you could help me out with link where I can download the mod edited like this, or give me some insight on what I might being doing wrong with modkitchen?
    5. Scoutbr0
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      What is this "main mod folder"?

      You could just add the edited xmls as a mod, while keeping the DLC installed. Have you tried actually removing your other mods when testing this? You aren't doing anything apparently wrong other than using ModKitchen instead of W3Oven. You could also use Wolven Kit and just add all of the DLC's files there.
    6. xpoverzion
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      "main mod folder" refers to the mod folder where all other mods are installed.

      Adding the edited xml's as a mod, while keeping the dlc installed is what I have been doing. In modkitchen, I name the newly created xml edited mod something like "modUnicornEdit." I then place this mod in the mods folder. The original dlc and mod folder for this mod is left alone.

      I have tried these steps for your mod, and the Sezon Burz mod as well with W3Oven. Same black eyes and fast travel issue result. I edited the xml's files of Menschfiends13 Magic Signs and Spells mod in exactly the same manner, and everything works perfectly. Everything worked as it should with editing xmls in the GHC Baron Armor mod as well. I moved the Baron Armor in this mod from the White Orchard merchant, to Hattori in Novigrad without any issues.

      Can't figure out why these steps aren't working with your mod and Sezon Burz mod?
    7. Scoutbr0
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      Have you tried actually removing your other mods when testing this?
    8. xpoverzion
      xpoverzion
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      Let me give that a try.
    9. xpoverzion
      xpoverzion
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      I think I solved the problem. It appears that the mod limit is 239, even with the mod limit fix. When I reach 240, it doesn't matter what mod is installed, the black eyes and infinite loading screen issue occurs. At 239, the game works flawlessly again, with your mod, and the Sezon Burz mod along with the XML edits. It just so happens that I was doing these xml edits when I was right around 240 installed mods. I wonder if this 239 mod limit is known by the mod community, or those that created the mod limit fix?

      I was under the impression that the mod limit fix essentially allowed an unlimited number of mods, or at least as many mods as possible until the game engine couldn't handle it. Instead, there is a definite hard limit at 239.

      I believe the vanilla game has a hard limit around 39. So it would appear that the mod limit fix extends this limit by exactly 200 mods, to 239. Maybe this information is of some use to the greater W3 mod community?

      UPDATE: I extended the Mod limit to 439. All it took was a small hex code edit in the W3 executable. Now back to 243 installed mods, and everything is working as it should again.

  5. Zumbaka
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    it doesnt work... no bombs at shop
    1. Scoutbr0
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      Reinstall
  6. Jiriu
    Jiriu
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    the merchant does not sell the bombs, does the mod need Blood and Wine to work?
    1. Scoutbr0
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      Check the installatiom instructions. I’ve made it standalone from Blood and Wine.
  7. User_44212697
    User_44212697
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    Awesom Make A Roach Mod For This Unicorn


    Make Boath Black & White Versiions


    Great Mod


  8. YUguy
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    thanks to your mod my immersion level is over 9000
  9. JuggerXP
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    Nice mod!

    Though, could you plz add a saddle onto the unicorn, so that Geralt wouldn't aimlessly keep his legs stretched and stiff?
  10. dongda886
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    use this mod couldn't use DLC?
    1. Scoutbr0
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      This mod is a DLC.