The Witcher 3
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rfuzzo

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  1. rfuzzo
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    == Update ==
    - Added Portuguese-Brazil (br) localization
  2. evillsurgeon
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    shouldn't your description say otto bamber and not gremist like what achenar359 said? ;)
  3. deleted112569083
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    hey .it costs more than 2k crowns :-o i use lorefriendly mod and sweat for every single crown :'(
    since most players regard money balance in their game ,it would be nice to reduce the price as other recipes of the game, if its not too much trouble. thanks
  4. Achenar459
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    Question about finding the recipe. In the description, you say that it's at the Herbalist near Oxenfurt (Gremist). Otto Bamber is the herbalist at the Herbalist's Hut near Oxenfurt... Gremist is the druit herbalist that can be found sitting outside his cave at Gedyneith. Bamber doesn't have the recipe. Do I need to talk to Gremist in Gedyneith (Ard Skellig in The Skellig Isles, southwest of the Whale Graveyard and northeast of the Abandoned Sawmill) to get the recipe?
    1. rfuzzo
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      huh you're right... it should be Bamber then
  5. gunggong
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    Kindly help me with this:

    Error [modmapquestobjectivesfull]wmkmapmenufunctionsex.ws(7): 'wmkMapMenu' is not a member of '&handle:W3PlayerWitcher'
    Error [modmapquestobjectivesfull]wmkmapmenufunctionsex.ws(: 'wmkMapMenu' is not a member of '&handle:W3PlayerWitcher'
    Error [modmapquestobjectivesfull]wmkmapmenufunctionsex.ws(9): 'wmkMapMenu' is not a member of '&handle:W3PlayerWitcher'
    Error [modmapquestobjectivesfull]wmkmapmenufunctionsex.ws(12): 'wmkMapMenu' is not a member of '&handle:W3PlayerWitcher'
    Error [modmapquestobjectivesfull]wmkmapmenuex.ws(53): 'wmkMapMenuData' is not a member of '&handle:W3PlayerWitcher'
    Error [modmapquestobjectivesfull]wmkmapmenuex.ws(54): 'wmkMapMenuData' is not a member of '&handle:W3PlayerWitcher'
    Error [modmapquestobjectivesfull]wmkmapmenuex.ws(57): 'wmkMapMenuData' is not a member of '&handle:W3PlayerWitcher'

    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.

    1. rfuzzo
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      :D I'm pretty sure it has nothing to do with my mod (it doesn't even modify maps). It must be some other mods conflicting.

      you could try installing the Unification Patch - see if that helps...
    2. gunggong
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      I figured out that I really needed to use W3MM & W3SM.
      Thanks for making this mod!
      Cheers!
  6. DontBlnkBadWolf
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    The whole time I've been talking to you about the WolvenKit, I never realized you did this one and the Boat Speed mod, both of which I use, which you know. I am still glad you added the one for a poor Witcher.

    Been away from the game, getting ready to start another playthrough, and I haven't thought of anything else as ingredients. Then again, I think they are now fine as they currently stand.
    1. rfuzzo
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      thanks man!
  7. fluffcookie
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    A few missing information & misinformation in mods description :)

    Location of potion recipes are Herbalist near Oxenfurt (generic Halfling) AND Gremist (Skellige).
    Price of recipes is 1000*merchant multipiler (~2500 coins each).
    1. rfuzzo
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      haha, thx! did you check Gremist? (I forgot that I added him too - or maybe they share an inventory ID?)
      for me it was always exactly a thousand... but you are probably right! :D
    2. fluffcookie
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      Only halfling has them, probably nobody bothered checking with that grumpy old man :'D
    3. fluffcookie
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      If you're trying to set it to 1000 check how Potion of Clearance is coded (vanilla one). It always costs 1000 coins regardless of merchant :)

      Could you also add exact recipe ingredients to the description (desc. of separate files or general mod description) so it would be easier to select the right one? :D
    4. rfuzzo
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      To be honest, I don’t care much about the price, so I probably won’t bother. but maybe...

      I will fix the description. Thanks for the eye for detail! And, yeah, I’ll add the ingredients.
  8. DontBlnkBadWolf
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    Ideas for recipes:

    Use items that we collect but have no contribution to anything. Like sap, resin, coal, lead, oil, beers and lagers, wine, lemon schnaps, rotting meat, other types of animal pelts. There is a ton of monster parts we don't use, even when it gets dismantled.

    If most of these items get used, it will make all of the looting worth something else besides 1-15 crowns.
    1. DontBlnkBadWolf
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      And instead of bottles, use vials. Ashes is a good mixer, to make it more like a thick potion and take the place of the alchemy substances. I would go crazy using a lot of items for each potion made, which could tie in to your added side effects. The beers, lagers and others could be used instead of White Gull, making it feel more like a poor man's potion.

      Because, really, we are poor. After having to give 35,000 crowns to the rune-wright, we can't afford 1,000 crowns for potion of clearance.
    2. rfuzzo
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      These are all good ideas. And to be honest - super easy to do. I might upload such a version soon
    3. DontBlnkBadWolf
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      Glad I could be of help. I wonder if there are other things to create. Shame that the system won't allow for oil coated Bolt Tips
    4. rfuzzo
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      ah I was actually gonna do that for another mod...
    5. rfuzzo
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      so, I added a 'Poor Mans' version!

      and you actually gave me a new mod idea - because I wasn't satisfied with the limited options of this mod (only one ingredient, and very static). So stay tuned for a new alchemy brewing mod!
    6. DontBlnkBadWolf
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      Thanks for the mention, and glad I got you thinking on other things. It's strange that I never got an notification that a new message was posted since I am tracking this. I'm getting the Poor Man's version now.
  9. FullMetalWitcher
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    Hi, I'd like to use your mod, but i supposed the text will be in english...is it possible to add the Italian translation if I help you translating the text? i would do it by myself, but i still haven't figured out on how to edit w3strings files.

    let me know!
    1. rfuzzo
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      sure. very possible and easy to do. I have uplaoded the strings as a csv file. if you want, send me the translated csv file and I'll add the italian translation!
    2. FullMetalWitcher
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      Perfect, thank you very much....I will do it this evening.
    3. FullMetalWitcher
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      Hi again,

      here is the italian translation for your mod, i have created few different versions:

      1) Vanilla Potion of restoration (i have included this just in case you would like to create a version of your mod which doesn't include your mutagen "fix") the translation match perfectly with the vanilla game.

      ;meta[language=it]
      ; id |key(hex)|key(str)| text
      2112718000|98b73fe1||Rimette i punti abilità spesi per sviluppare mutazioni nello spazio disponibile per poterli ridistribuire. I mutageni utilizzati per sviluppare mutazioni non saranno restituiti.
      2112718001||item_name_potion_restoring2|Pozione di Recupero
      2112718002||item_desc_potion_restoring2|Rimette i punti abilità spesi per sviluppare mutazioni nello spazio disponibile per poterli ridistribuire. I mutageni utilizzati per sviluppare mutazioni non saranno restituiti. L'assunzione potrebbe causare effetti collaterali.
      2112718003||item_name_potion_clearance2|Pozione di Liberazione
      2112718004||item_desc_potion_clearance2|Rimette i punti abilità spesi per sviluppare abilità nello spazio disponibile per poterli ridistribuire. L'assunzione potrebbe causare effetti collaterali.

      2) Modded Potion of restoration (this is for your current mod, potion returns ability points and mutagen)

      ;meta[language=it]
      ; id |key(hex)|key(str)| text
      2112718000|98b73fe1||Rimette tutti i punti abilità e mutageni spesi per sviluppare mutazioni nello spazio disponibile per poterli ridistribuire.
      2112718001||item_name_potion_restoring2|Pozione di Recupero
      2112718002||item_desc_potion_restoring2|Rimette tutti i punti abilità e mutageni spesi per sviluppare mutazioni nello spazio disponibile per poterli ridistribuire. L'assunzione potrebbe causare effetti collaterali.
      2112718003||item_name_potion_clearance2|Pozione di Liberazione
      2112718004||item_desc_potion_clearance2|Rimette i punti abilità spesi per sviluppare abilità nello spazio disponibile per poterli ridistribuire. L'assunzione potrebbe causare effetti collaterali.

      P.S.: Home-Brewed potion of restoration/clearance would be: Pozione di Recupero/Liberazione fatta in casa , but it doesn't sound nice to me even if the translation is correct, also all geralt's potion are home-brewed, so i would stick with just the standard name: Pozione di Recupero/Pozione di Liberazione.

      I hope everything is clear, if not...please let me know.

      P.P.S.: how do you encode csv file to w3string? i have tried to do it, but without result...do you use strings encoder gui? i can decode w3strings to csv, but not the opposite.
    4. rfuzzo
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      hi! :) thanks! great, i'll update the mod as soon as possible.

      on how to use strings encoder. read the cdpr forum post, which is linked on the mod page carefully. it takes some time, but once you get it, it's easy:
      1. put the w3strings.exe and the .csv file in on folder.
      2. open console and navigate to the directory / or make a file named e.g. encode.bat and type in
      w3strings.exe -e it.csv -i xxxx
      (xxxx stand for a unique number you can choose, usually the nexus id of the mod the strings are for)
      3. enter in the console or double-click on the encode.bat and you're done. w3strings encoder creates 2 files (.w3strings and .ws) you need the first
    5. DontBlnkBadWolf
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      Well, everything is coming together nicely for the change of ingredients along with a new translated version.
    6. FullMetalWitcher
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      Now it is clear...thanks!

      Edit: the script folder in your mod is only to add the side effects? If i don't want them, can i just remove the folder?
    7. rfuzzo
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      thanks! have a look if it works.

      about the effects: its not that easy, part of the added scripts is needed to trigger the actual effect of the potion. but its not much code and should be easy to figure out what triggers the effects!
  10. User_1867404
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    Hi.. me again ;)

    So I'm tring to merge v1.1.2 and is giving me a weird error:


    first time this happens with a mod.
    sorry for the bother.
    1. rfuzzo
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      No worries, look at the file structure. I have packed the mod like this: Inside the archive there are two folders 1. DLC and 2. mods. One contains the dlc and one the mod.
      the error happens when you have something like this: mods/modALchemy/mods/modAlchemy. I'll re-upload it, you are right, it could be confusing.
    2. User_1867404
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      oh forgot to check for folder structure issues!
      Yep for DLC you pack the mod like this:

      modAlchemyRespecSimple (main mod)
      DLCAlchemyRespecSimple (DLC stuff)

      This even NMM will install the mod in the proper folders
    3. rfuzzo
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      ah really? oh well I don't use NMM... but thanks!
  11. HeavenlyxRage
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    @rfuzzo
    I am having trouble getting both this mod and your other mod "Restoration Potion 'Fix'" to work. I get script errors after merging either one of them. I was wondering if you had a fix or if there was some way you could update them so they would be compatible.

    Here is a list of mods I am using that edits playerWitcher.ws
    Spoiler:  
    Show

    playerWitcher.ws
    FriendlyHUD
    Autoloot All-in-One
    Hunter Instinct Skill Patch
    Sharpening FIlter for Toussaint
    Quest Objectives n Map Full
    Crossbow Damage Boost and Balance
    Axii Always Active in Dialogue
    Extra Skill Slots and Mutations - Extra Slots Only

    All of my mods are merged and work until I merge either Recipes for Clearing and Restoration Potions and/or Restoration Potion "Fix" so I know it is these mods.
    Here is the following error.
    Spoiler:  
    Show

    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(4735): syntax error, unexpected TOKEN_VAR, near 'var'

    Warning [modtoussaintsharpening]engine\environment.ws(57): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modtoussaintsharpening]engine\environment.ws(59): 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.

    Without Sharpening Filter for Toussaint I get these errors.

    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(4735): syntax error, unexpected TOKEN_VAR, near 'var'

    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


    I know there have been issues with ghost's Ghost Mode in the past. I know Friendly HUD is also by him/her. I don't know if the recent update in Friendly HUD (December 29) is causing some of the issues or if this is merely me speculating. I am also thinking that the conflict error with playerWitcher.ws may be caused by the merge with Extra Skill Slots and Mutations - Extra Slots Only. This again is merely a guess on my part from what I saw when merging files.


    Any fixes or updates to resolve this would be greatly appreciated!

    --EDIT -- So funny thing. The problem it is having with the unexpected token_var near 'var' is when I am trying to merge something from Extra Mods slots called //LZ_Slots_Begin Which looks like almost the exact code from your mod. I just now noticed it said on the Extra Slots (I Think it is) //Original work by rfuzzo. Hopefully this provides some insight. I am going to leave it as is without adding what your mods have since it is the pretty much the exact lines of code and see if that fixes anything.

    --EDIT 2-- Okay, so I got it to work by keeping the mutagen restoration part of the code from the Extra Slots mod like I said since it was the same line of code that it was conflicting with. Hopefully everything works as it should. You can disregard the comment. Have a great day and thank you for this mod!
    1. rfuzzo
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      Hi! haha, seems like you got it working.

      just to clear things up, I think you had triple code. Because both 'Extra Skills Slots' and this mod already include my 'Restoration Potion Fix' mod. So, if you use Extra Skills slots, you don't need 'Restoration Fix'. Script merger sometimes can't handle duplicate code.

      But, thanks for bringing this up! Thinking about it, I think I'm gonna remove 'Restoration Potion Fix' from this mod - it really has nothing to do with adding extra recipes... Cheers!

      EDIT: added a new version without the 'Restoration Potion Fix' - this should merge without problems now.
    2. HeavenlyxRage
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      Thank you so much! I really appreciate you being active and interacting with the people who use your mods as well as updating the mod! It merged perfectly with no unresolved conflicts. Cheers!
    3. rfuzzo
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      Thanks for the kind words!
      Glad to hear it merges fine (it should, I use GM too and the script part is small).