The Witcher 3

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Lim3zer0

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deleted33790460

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  1. deleted33790460
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    UPDATE
    No this is not a mod update just a status update on where i am with the mod and my thoughts on it.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    First things first I want to address is the lack of an update. and the reason is this: I will say it simply, I do not like this mod, and i do not use it myself.
    There are a few reasons why this is a the case:

    - I didn't like that Geralt would just become a murder machine (even more than vanilla), and that didn't make it fun for me. The reason i made this mod was because I was of that mindset thinking it would be great to have more slots so you can have more combinations and more flexibility. In the end I realized that isn't a good thing, as it just ruins the game experience in the long run.
    Having developed the mod and playing with it I actually agree with the 12 slots vanilla has, and the the incentive that gives you to swap skills out for different situations.
    This mod encourages you to do the opposite.
    This is also the same reason why I never added a multiple mutations feature. The incentive with such a feature is to work towards one and only one end result where all your mutations are equipped, and that isn't fun IMO. The fun lies with having the right mutation for a particular build. Or the opposite and build a skill tree around a mutation to maximize its effect. Having all active is pointless, imaginative, an insanely overpowered.

    - I don't like mods that affect your save files: This mod does affect your save file and if not uninstalled correctly, will permanently damage it.

    - Mutations... Mutations were actually my favorite part of the mod, BUT if they didn't have an effect. Sounds strange but all I enjoyed about it was the nuts and bolts on implementing a new mutation in the game, getting it working and that's it. Actually giving it an effect was not that fun, because it came back to game balance, and this is the main reason Raging Wold has not been implemented so far.
    and exactly the reason why i made a mutations framework.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Some of you will have noticed that other mods of mine were taken down such as GTWCG Extra Cards - Better Runewirght - and The Enhanced Bosses mods.
    That is basically for the same reasons above - they affect game balance in some way, and I don't like modding it.

    The reason i have not taken this mod down or hidden it is because this is the most popular mod i have and keeping it up requires no 'maintenance', unlike GTWCG extra cards.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    For the past 4 months I have been using my free modding time for this WIP project here:
    https://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/10000911-the-vladim%C3%ADr-vilimovsk%C3%BD-ui-project

    This IS a project I enjoy and a mod I foresee myself using when it is finished.
    I am more inclined to work on this than to keep keep ESSAM updated, simply because I enjoy one and not the the other, and this is because that project does not affect game balance, it does not affect save files.
    It also seeks to address my biggest gripe with the Vanilla game, and that is the UI aesthetic.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Well i hope that wasn't too long a read, but there are my thoughts on the mod.
    I will not be updating this mod any more, this will be the final version, so it will stay as is.

    If you would like to use this mod for your own work feel free.
    Anybody is free to distribute, update this mod as long as it is not for money, and credit it given to me with a link to the mod page.
    If you do PM me to let me know.

    Thank you :)
    Lim3zer0/plmjk


  2. deleted33790460
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    Version 4.3

    -Added the Inferno Mutation (trying to keep this one a bit simpler)
    -Fixed a bug with Mutated Metabolism where your toxicity reduction would not be accurate.
    -Finally fully tidied up the mutation connectors.

    This update will require a full re-merge. Make sure you completely remove the old version before installing V4.3

    If you are updating from V4.1 or V4.2 then your build will not be reset.

    UPDATE:
    I have released a Skill Sockets only version.
    This is exactly the same as the mutations version but will not have any new mutations.

    If you would like to move over from the mutations version to this one, as long as you are on 4.3 then your build will not be reset.
    If you did invest in any of the new mutations then you'll most likely want to use the command: reset_mutations(true) before you switch.
    Just to return mutagens and skill points you spent.

    This version also adds a new option in the config file, to disable the confirmation popup box whenever you buy or upgrade a skill.

    Enjoy

  3. igorbastos08
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    I'm having conflicts with Improved Mutations in version 4.04. Should I merge or just assign priority?
    1. szogo87
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      You will need to merge them, best manually cause both modify the geralt_mutations.xml file. 
      As simpliest as I can explain, unpack both mods with xTc ModKit or WolvenKit, open both xml's with Notepad++ and compare both files and replace all the stats in ESSM with those from Improved Mutations.

      For example:

      <ability name="Mutation1">
                             <dmg_bonus_factor type="add" min="0.5"/>
                      </ability> 

      and just change the original value "0.5" with the one from improved mutations mod. Just remember don't touch the lines of code starting from <!--LZ_SLOTS_BEGIN--> till <!--LZ_SLOTS_END--> cause you could easily break the Extra Slots & Mutations mod. 
      Also you will have to do it twice, first in the items folder and than items_plus as they both contain the geralt_mutations.xml.
      After you finish editing just save the files and repack the mod.

      That way you will be 100% sure that everything's merged correctly and you won't need the Improved Mutations Mod anymore.

      PS. If you will need any help than just post here or PM me and I will merge it for you.

      Greetings
    2. igorbastos08
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      I think I will have difficulty modifying the file manually. Wouldn't Script Merge do this successfully? I use it and I can resolve all conflicts. My game already has almost 80 mods.
    3. szogo87
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      In case sensitive xml files I wouldn't be so sure, especially that it could merge them mixing the stats etc. Sure it could work but the stats will be messed up or something else could just break up.
      I will merge them for you when I get back home and post a link here. It will be just one mod, so Extra Skill Slots & Mutations with the stats from Improved Mutations.

      >>>EDIT<<<
      There you go: Extra Slots & Mutations with Improved Mutations
    4. igorbastos08
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      Thank you my friend! I'm going to replace the mods I'm using with this one. You should publish this file so that more people can use it.
    5. VReavenV
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      Mod works If somebody need prove ------> here(Below) Screen of Mutation Panel from my game (4.04 with some personal design for Eternal Hunt).
      P.S 
      If someone have errors. They doin some mistakes in merging mods.
      Don't cry with errors that you made guys. 

      To szogo87
      Jeśli będziesz wprowadzać aktualizacje związane z modem miło byłoby się skontanktować z Tobą. Swego czasu przeprojektowałem panel graficzny postaci w JPEXS  (z 18 na 24 sloty i z 26 na 32) niestety oskryptowanie wszystkiego było dla mnie barierą nie do przejścia. Jeśli znajdzie się czas na to, być może wspólnie coś innowacyjnego będzie można zrobić  


    6. szogo87
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      @igorbastos08  No problem, you're welcome. I'm planning a standalone release first with a fully implemented and funcioning Raging Wolf mutation, than maybe a few other versions with patches for known mods. Also for the future I already did 2 new mutations code/script ready but need to re-edit the redswf file to implement them.

      @VReavenV  Dzięki. Pewnie, bardzo chętnie. W niedalekiej przyszłości planuje wydać skończoną wersję Slotów i Mutacji z gotowym Wściekłym Wilkiem, no i mam gotowe 2 nowe mutację jeśli chodzi o kod/skrypty, ale będę musiał to zaimplementować do pliku redswf, więc przyda mi się pomocna dłoń jak dobrze radzisz sobie z JPEXSem. Ostatnio niestety kiepsko z wolnym czasem stoję, więc trochę mi zetrwa nim ruszę z tematem. Odnośnie czegoś nowego, to miałem parę fajnych pomysłów, ale jakoś mi przeszło, więc może wspólnie uda się coś ciekawego stworzyć. ;-) Wczoraj trochę pobawiłem się tym nowym RED Kitem z playtest'u ze Steam'a i powiem Ci, że na tym będzię można coś świetnego ukulać, może jakieś większe DLC z nowymi Questami czy rozwinięciem mapy. No dosłownie dzięki temu narzędziu będzie można stworzyć niesamowite rzeczy. Wiadomo narazie jest to trochę okrojone, jednak pełna wersja ma nam dać pełny wahlarz możliwości i będzie można edytować dosłownie wszystko w grze i to w jednym dużym narzędziu.
      Jakby co to jesteśmy w kontakcie.

      Pozdro
    7. VReavenV
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      @szogo87 miło to słyszeć, też ostatnio miałem duży bałagan na głowie do ogarnięcia (przeprowadzka z Polski do Holandii) pochłonęła mi 3 tyg. aby doprowadzić się do ładu. Generalnie rzecz biorąc bawiłem się też nieco skryptami i plikami (głównie po stronie designu panelu postaci). Metodą prób i nieco błędów oraz fixów na chwilę obecną udało mi się uzyskać taki design Panelu Postaci.(Dostosowanie Zakresu maksymalnego poziomu umiejętności na slot oraz, wymagane doświadczenie na poziom oraz  mutacje dostosowałem pod 2 bardzo duże modyfikacje Eternal Hunt by errornoaccess(apokryphos) oraz Random Encounters Reworked by Aeltoth na dzień dzisiejszy obecny design panelu wygląda w ten sposób(Zdjęcia poniżej):

      

      Wskaźnik doświadczenia ustawiony  jest na 10kk(ponieważ system starć RER moda i EH się asymilują ze sobą więc w niektórych momentach podczas rozgrywki wpaść na zasadzkę Ghouli(w stadzie składającym się z 8 Ghouli)  i Nekkerów(stado 10x w tym Nekker Guardian(mini-boss) co razem daje nam wyzwanie pokroju hardcorowego grindu oraz możliwości spotkania bossów (czyt. EH Mod), które dają nagrody za zabicie w postaci Magicznego żołędzia(+2 punkty umiejętności). Stąd taki nie inaczej skonstruowany design. Następnym myśl jaką chcę udoskonalić będzie to wymóg na dodatkowe 4 mutacje jak w temacie(do obecnych) składników niezbędnych na mutację dodać żółte jak i również białe (smocze) mutageny jako wymóg odblokowania mutacji. 

      I mam taki błąd, gdzie nie mogę namierzyć classs script który odpowiada za te 2  błędy 

      game\gui\menus\charactermenu.ws(577): 'yellowUsed' is not a member of '&SMutationProgress'
      game\gamplay\ability\playerabilitymanager.ws(3937): 'yellowUsed' is not a member of '&SMutationProgress'

      Jeśli masz jakiś pomysł, do jakiego pliku te błędy się odnoszą, z miłą chęcią poczekam na odpowiedź  

       
  4. lulaby212
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    Needs an update for 4.04 plzzzz!!!
    1. eastwood002
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      he is no longer updating this mod its near the bottom of his pinned post
    2. lulaby212
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      Awww mannnnn , it was such a cool mod too. Didn't make you op but it made you quite a bit stronger. I'm soo sadge rn:(...
    3. VReavenV
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      Few days ago i lean my head on this mod to make work. To be honest with you i have already Compiled scripts corectly but i have problems with Script function  to make it mod done:  (To be precise that lines of codes generate an error)

      Error [mod0000_mergedfiles]game\gameplay\ability\playerabilitymanager.ws(3755): Could not find function 'NGE_SetUsedPoints'
      Error [mod0000_mergedfiles]game\gameplay\ability\playerabilitymanager.ws(3756): Could not find function 'NGE_SetFreePoints'

      If someone knows how to resolve problem and  help me.
      I will appreciate for giving me a hand.
    4. szogo87
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      @VReavenV I will take a look on it durring the Christmas period as I will have more free time and will try to adapt and update it to the 4.04 game version. If I manage to get it to work than will post it here.

      >>>UPDATE 18.12.2023<<<
      So, I've updated Extra Skill Slots & Mutations to game version 4.04. All files and scripts have been updated with CursedWitcher's scripts from his ESS NextGen Edition and vanilla 4.04 ones. The rest I've tweaked a bit and had to fix some functions. Also I've removed the script responsible for leveling and used the method which CursedWitcher used in his mod. Everything tested and works as intended. Still the RAGING WOLF mutation is WIP as Lim3zer0 left it and remains untouched. I didn't had any ideas for it what to implement, so if anybody wants than feel free to do it and continue updating this mod. As a bonus I made a Polish Translation for it and included it with the files.

      Cheers!

      Extra Skill Slots & Mutations 4.04

      Credits: 
      Lim3zer0 (for his great work),
      CursedWitcher (for some scripts and updates), 
      szogo87 (for updating and tweaking it to game version 4.04 and the Polish Translation)


      >>>UPDATE 21.02.2024<<<
      I had a bit more free time so I decided to take a closer look to this mod and came to an idea to remade it a bit and I'm nearly finished. The "Raging Wolf" Mutation will be finished finally (I have two implementations for it and need to chose one) and currently fixing some functions and testing it. Also I have written new codes and functions for another 2 new mutations but need to re-edit the redswf file to include them. I won't reveal more for now but will definitely release it soon here on NexusMods when everything will be working tip top. Thanks.
    5. Yhanz03
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      Will this work on Vlad UI?
    6. szogo87
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      @Yhanz03  Sure, it will work but only the mod functions without proper displaying on screen.
      Shortly explaining, your skill and mutations menus interface on your game will look like crap because ESS modifies the character_panel.redswf file which is responsible for their display and Vladimir UI also does. This version has been made for vanilla menus and mixing it together with Vlad will cause weird and broken menu displays. 

      Instead use this Extra Skill Slots Vlad UI NG 4.04 Patch. It's the same mod made for Vlad UI especially but with proper character_panel.redswf edits with the exception of the mutations. So if you don't care about the new mutations and want only the extra skill sockets than this is the way to go.

      Just unpack it into your mods folder and give higher priority than Vladimir UI's main file in your mod load order.
    7. Yhanz03
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      Thank you!
    8. Yhanz03
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      I have a question
      If I leave the no src line will the mod work properly? When I'm merging mod I see so many of those
    9. szogo87
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      @Yhanz03  You're welcome, no problem. 

      To your question, it all depends with what other mods you're trying to merge it and in which scripts it gives you the NO SRC LINE. Usually if it shows you this and it doesn't replace any functions than it should work without any problems. Vladimir UI gives you a lot of them in one or two  scripts (can't remember in which exactly) while merging but it's completely fine as it covers just some whitespaces between the lines and not any important functions.
      Sometimes Script Merger shows you a conflict even when, let's say for example on line 745 in the first mod you have a blank space and the second one has there no line at all.
    10. mattic0
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      hey man, i intalled the version you uploaded but i have most of the new slots blocked with either a number that says "10" or a text that asks me to be level 9999999 or soemthing like that, know what can i do?
    11. szogo87
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      @mattic0  Hi. It's probably caused by a bad merge, so you will need to re-merge your scripts correctly or it's another mod that overrides the changes made by ESS, so please check for conflicts in Script Merger and give ESS higher priority if needed.

      PS. When the mod is installed correctly than when you first load a save game and go to your skills tab a popup will show up asking you if you want to reset all your skills etc. You need to hit YES to apply the mod effects so the changes will work properly. Don't worry you won't loose any skill points or mutagens, it will just give you them back to the pool. You could also try to run this command: ess_reset() which will work the same as you would click YES on the popup window.
    12. WizardLumps
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      Hey! Thanks for updating this mod. I tried to install and merge, then tried to run it alone and I got the following errors:

      Error [content0]game\player\r4player.ws(3473): Could not find function 'MonsterCategoryToOilNames'
      Error [content0]game\commongame.ws(350): Could not find function 'UpdateAO2CorrespondRT'
      Error [modextraslotsandmutations]game\r4game.ws(532): Could not find function 'CheckSaveAvailability'
      Error [modextraslotsandmutations]game\r4game.ws(546): Could not find function 'OnHDRChanged'
      Error [modextraslotsandmutations]game\r4game.ws(817): Could not find function 'OnRefreshActiveUserDisplayName'
      Error [content0]game\gui\main_menu\ingamemenu.ws(1335): To few params in call to function 'LoadGameInit'
      Error [content0]game\gui\popups\overlaypopup.ws(70): Could not find function 'GetIngameMenu'
      Error [content0]game\gui\popups\overlaypopup.ws(139): Could not find function 'GetIngameMenu'
      Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
      Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
      Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.

      Any insight? do I need to re-install? or backup and remove my old saves? I just dropped the file in my mods folder, was there something else I needed to do? it's been a while since I have played this game, so I may have forgotten some steps. 
    13. szogo87
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      @WizardLumps  Hello. You're welcome. Did you merged your scripts correctly and checked if there are any conflits with other mods using Script Merger? It's very important, cause if any other mod conflicts or/and has higher priority than ESS (doesn't matter if set prio manually or has higher load order by name), it will override it. Looking at the error list you provided I have to ask what game version you're running?
      The mod has been updated to 4.04 so if you are on older Witcher 3 version than it probabily won't work. It looks like you're running an older version of the game or some other mod/mods you're using are outdated and causing these kind of problems. To avoid any errors/problems it is always best to keep all your mods up to date.

      If nothing helps, try these steps:

      1.Backup all your saves and mods
      2.Reinstall the game and update it to version 4.04a
      3.Verify your game files if you have Steam or GOG
      4.Run the game once and exit
      4.Put your game saves back
      5.Put only the modExtraSlotsAndMutations into your mods folder (avoid using mod managers just do a manual installation) and try to run the game
      6.If the game was runing without any problems than put the rest of your mods back (but remember they have to be up to date)
      7.Run Script Merger and check if there are any conflits. Merge all your scripts correctly and set up mod load order by setting up priorities (lower value means always higher priority and mods with zero will always have highest prio)
      8.If there will be any bundled conflits remember to set higher prio to ESS
      8.Run the game

      If you did everything correctly and load up a save go into your skills tab and a popup will appear, asking to reset all your skills and mutations, you'll have to hit YES so all the changes can apply and take effect.
    14. Diabolo07
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      Hi When will Raging Wolf be available? 
    15. Diabolo07
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      https://zapodaj.net/plik-Ro8fmaDwlQ conflikt 
    16. szogo87
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      @Diabolo07  Hello. Sorry for late answer but I'm currently have a couple real life problems and stopped modding and playing games since then but I'm slowly coming back to it. For now it's hard to say when I will have it finished but I'm aiming at around end of May.

      For your conflict, select first the line from Shrine Buff Restoration, so B than C from LZ_Slots and you'll be good to go.

      Greetings
    17. Diabolo07
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      thanks for the answer, I've already figured it out, played around a bit and it works
    18. Diabolo07
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      If you have time, you could take a look at the code and fix the mod so that it is compatible with your modem, because it would work together nicely . link https://www.nexusmods.com/witcher3/mods/7250?tab=files thanks and Have a nice day.
    19. szogo87
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      What's wrong with them? I'm using the Yellow Mutagens mod with ESS Vlad UI version and everything works just fine.

      Thanks. Have a good one also. 
    20. Diabolo07
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      when we download the Yellow Banner in Character Menu Add-on Smooth GUI compatible (ver. A) mod, it does not show the changed graphics in the game, it is only standard, even though everything was done in accordance with the installation description. mod Only works when there is no new graphics

    21. szogo87
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      Ok. So it means that it edits the same redswf file and needs a patch for it. I will take a look on it when will have more free time but can't promise that will make this kind of patch.
    22. Diabolo07
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      ok thanks 
  5. Diabolo07
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    Hi When will Raging Wolf be available? 
  6. bumoldbum
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    that mod doesn't work=( i dkn how it install, mb coz the version game 4.0.4 now.
    1. TheoryDotEXE
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      https://drive.google.com/file/d/1sEQmO3UWK5KFqyiqOcFk5-cqMG2PSIcq/view

      link to working 4.04 version thanks to szogo87 and others that helped him
  7. kuczaja
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    Calling for help. I'm trying to create a compatch between this mod (or at least it's new sockets functionality) and VladimirUI. So far 4 bonus mutation-related slots are fully working, but 6 auxiliary slots are broken. 2 of them seem to act as if they were bonusSocket7 and bonusSocket8 and last 4 aren't working at all. Anyone have an idea why those 6 slots do not work?

    PS. layout is heavily WIP. I will tweak it to look good when i'll have all those slots fully operational. 


    1. iakoboss7
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      Hello, did you find any solution?
    2. szogo87
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      He already did, a long time ago. It's on the Vladimir UI download page under optional files but unfortunately it's not working on Next Gen version cause the scripts were outdated and the redswf file wasn't displaying properly. 

      Anyway, if you're looking for a working NG 4.04 Vlad patch, than I updated Kuczaja's patch with 4.04 vanilla scripts, CursedWitcher's NG version of Extra Skill Slots and tweaked a bit the redswf file to get it to work and display properly. You can find it HERE on the comments page. Of course all the credits go to  CursedWitcher, Lim3zer0 and Kuczaja.

      
  8. yogiseptia99
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    Can someone make some videos to this mod?

    Thank you.
  9. lulaby212
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    Error [modslotsonly]local\debug\console_commands.ws(18): Function 'ResetMutationsDev' does not take 1 param(s)
    Error [modslotsonly]local\essnotification.ws(20): Function 'ResetMutationsDev' does not take 1 param(s)
    Error [modslotsonly]local\essuninstallation.ws(72): Function 'ResetMutationsDev' does not take 1 param(s)
    Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.

    Didn't this use to work with Old Gen too?
  10. BloodInTheInk
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    This mod is the only one I decided to install. When launched, Script Merger does not show any lines, but shows the presence of 1 mod and 8 scripts in the lower right corner.
    When you start the game with this mod, it displays the following text:

    Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(88): I dont know any 'Platform_Xbox_SCARLETT_LOCKHART'
    Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(104): I dont know any 'Platform_PS5'
    Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(943): I dont know any 'Platform_PS5'
    Error [content0]game\gui\main_menu\ingamemenu\igmoptions.ws(943): I dont know any 'Platform_Xbox_SCARLETT_ANACONDA'
    Error [content0]game\gui\main_menu\ingamemenu\igmutilities.ws(60): Unable to find suitable operator 'OperatorLogicAnd' for given types (void, String)
    Error [content0]game\gui\main_menu\ingamemenu\igmutilities.ws(85): Property 'comboStatus' exists but was not imported from C++ code.
    Error [content0]game\gui\main_menu\ingamemenu\igmutilities.ws(116): Property 'comboStatus' exists but was not imported from C++ code.
    Error [content0]game\gui\main_menu\ingamemenu\igmutilities.ws(151): I dont know any 'Platform_PS5'
    Error [content0]game\gui\main_menu\ingamemenu\igmutilities.ws(164): I dont know any 'Platform_PS5'
    Error [content0]game\gui\main_menu\ingamemenu\igmutilities.ws(307): I dont know any 'Platform_PS5'
    Error [content0]game\gui\main_menu\ingamemenu\igmutilities.ws(425): I dont know any 'Platform_PS5'
    Error [content0]game\localizedcontent.ws(28): I dont know any 'Platform_PS5'
    Error [content0]game\localizedcontent.ws(38): I dont know any 'Platform_Xbox_SCARLETT_ANACONDA'
    Error [content0]game\localizedcontent.ws(39): I dont know any 'Platform_Xbox_SCARLETT_LOCKHART'
    Error [content0]game\quests\quest_function.ws(8865): I dont know any 'Platform_PS5'
    Error [content0]game\quests\quest_function.ws(8976): I dont know any 'DT_SSD'
    Error [content0]game\quests\quest_function.ws(9006): Could not find function 'GetCannotUseUndying'
    Error [content0]game\quests\quest_function.ws(9015): Could not find function 'SetCannotUseUndyingSkill'
    Error [content0]game\scenes\scene_functions.ws(1124): I dont know any 'DT_SSD'
    Error [content0]game\temp.ws(14444): Function 'DebugForceCrash' does not take 1 param(s)
    Error [content0]game\temp.ws(14454): Function 'WritePGO' does not take 1 param(s)
    Error [content0]game\gameplay\items\spells\quenentity.ws(89): Could not find function 'IsSuperchargedSign'
    Error [content0]game\gameplay\items\spells\yrdenentity.ws(126): Could not find function 'IsSuperchargedSign'
    Error [content0]game\gameplay\ghosts\ghost.ws(39): Function 'HapticStart' does not take 1 param(s)
    Error [content0]game\player\r4player.ws(10132): Function 'HapticStart' does not take 1 param(s)
    Error [content0]game\player\r4player.ws(11212): Could not find function 'IsSuperchargedSign'
    Error [content0]game\projectile\playerboltprojectile.ws(254): I dont know any 'Platform_PS5'
    Error [content0]game\gameplay\items\itementity.ws(458): Function 'HapticStart' does not take 1 param(s)
    Error [content0]game\gameplay\items\itementity.ws(464): Function 'HapticStart' does not take 1 param(s)
    Error [content0]game\gui\main_menu\ingamemenu\igmstructurecreator.ws(99): I dont know any 'Platform_PS5'
    Error [content0]game\gui\main_menu\ingamemenu\igmstructurecreator.ws(104): I dont know any 'Platform_Xbox_SCARLETT_ANACONDA'
    Error [content0]game\gui\main_menu\ingamemenu\igmstructurecreator.ws(105): I dont know any 'Platform_Xbox_SCARLETT_LOCKHART'
    Error [content0]game\gui\main_menu\ingamemenu\igmstructurecreator.ws(188): Unable to find suitable operator 'OperatorLogicAnd' for given types (&Bool, void)
    Error [content0]game\photomodemanager.ws(103): Could not find function 'Activate'
  11. Alekson52
    Alekson52
    • member
    • 0 kudos
    Is it possible to install this mod together with the Vladimir UI mod?
    1. link0man
      link0man
      • member
      • 0 kudos
      same question
  12. ilybfd
    ilybfd
    • member
    • 0 kudos
    does this still work?
    1. lulaby212
      lulaby212
      • member
      • 0 kudos
      I don't think soo...
    2. lulaby212
      lulaby212
      • member
      • 0 kudos
      No , it doesn't work atm...