Q: If I'm using just this mod, Friendly HUD and All Quest Objectives Full, do I still need the compatibility files? Or, do I merge them without that file, cause that compatibility file seems to mess everything up. A: Compatibility fixes are there to allow you to play with FCR, FHUD and Quest Objectives without merging, just installing it is enough. If you are using only FCR + FHUD + Quest Objectives + other mods without scripts, then you don't need to merge scripts, because compatibility fix already fixes conflicts. If you are using FCR ( + FHUD ) ( + Quest Objectives ) + other mods with scripts, you'd need to merge scripts and then compatibility fix might help you or not.
Q: When I run the game, a popup window with plenty of errors appears: Error [modfcr3_2]game\(...) (...) A: There are couple of possibilities: 1) A conflict between mods that requires merging scripts. To merge scripts, use "script merger" available here on nexus, 2) Mod file didn't download correctly and installation is incomplete or corrupted. Redownload the mod and try again. 3) Using mod manager or editing config files by hand messed up mod load order and compatibility fixes don't have higher priority than main mod package. If you don't know what is it all about then it's most likely not the cause, as it's rather impossible to change load order unintentionally. 3) Mod was installed to wrong folder due to incorrect settings in mod manager. Make sure that modfcr3_* folders are in the following directory: ...\[game installation folder]\mods\.
Q: Is there a way to turn off Cat effect when going into combat in dark places? A: If you don't like the effect, delete focus.ws, interiorArea.ws scripts and in playerWitcher.ws delete lines with EET_Mutation12Cat words in it.
Q: I want loot reduction and no change in prices, I still think if I collect everything, I will have more than enough money. A: Delete guiShopInventoryComponent.ws and guiTooltipComponent.ws files from all packages to remove price multiplier, though keep in mind that guiTooltipComponent.ws also contains a fix for Dumplings runeword food items tooltip. You can also edit it manually instead of deleting to preserve Dumplings fix, just search for FCR in script. No need for exmplanation, as you'll know immediately which change is price change, it's self-explanatory.
Q: I downloaded the mod, played with it a bit and uninstalled. Now I want to try it again but skills are not reset and still have 5 levels. A: To forcibly reset character development and skill definitions type "ResetCharacterDevelopment" or "rcd" (lazy version) without quotation marks in console to activate it. You'll know that it worked from camera shake effect. After typing it save and reload the game.
Q: One of the latest versions of the mod added gameplay\gui_new\swf\character\panel_character.redswf file. This conflicts with the XYZ mod. Is there a way to disable it for this mod or a version without it? A: Just delete modFCR3_3_Padlock folder. Cannot get easier than that.
Q: Will have no problems running along with X, Y and Z mod? A: Only mutually exclusive features can't work together, ie. two mods changing the same skill. You need to merge the scripts though.
If anyone else want to get rid of the Cat effect during combat only, while still being able to use it during Focus mode, in dark places, here's how I did it. You just have to do some some minor edits in three files: focus.ws, interiorArea.ws and playerWitcher.ws.
A lot of these changes are redundant, but I'm too lazy to test and optimize them AND I really didn't want to change any of the original code logic, just to accommodate my changes. That way I'm 100% sure I'm not breaking anything (even though the code is pretty simple and straight forward, but you never know). You can probably get away with just editing the "playerWitcher.ws" file tbh, but I haven't actually tested it. I've only tested with all the changes present, and it works perfectly.
I'd like to nerf the follower damage you've introduced with this mod. I really enjoy the idea, but gameplay-wise, I think it's not that well balanced. It may very well be lore-friendly, but I think considering how true to vanilla the rest of the mod is, that change throws the whole mod a bit off.
I'd really like to make it so all the followers can do damage, but not too much. Maybe 1/3 of a regular fast sword swing of Geralt at most (maybe 1/2). Not more, or they will reck enemies alone. Letho is a beast. Vesemir is a beast. The sorceresses (all of them) are ridiculously overpowered in my opinion. I don't know about less notable characters (just random followers, like the Baron and his men during "Return to Crookback Bog"), or stuff like the Ice Giant fight where you have three companions during the fight, if I'm not mistaken. And then there's the Battle of Kaer Morhen, where all the damage that's introduced by this mod suddenly accumulates if I had to guess.
If you could nudge me in the right direction, it'd be greatly appreciated. I'm not sure if I should do xml edits, or if the damageManagerProcessor.ws script is the answer. Probably a combination of the two. I just want less damage for all of them, especially witchers and sorceresses. I also want to make sure that all the other followers aren't overpowered.
Did you ever discover what is needed to do this? I'm also interested in nerfing follower damage. You often have these followers during boss fights that are supposed to feel challenging and these guys can solo them without you. It might be appropriate lore wise, but it isn't fun.
I like FCR3 as well but didn't like followers doing all the work. I am only early in the game so this comment may need adjustment but to address follower damage I have changed
\The Witcher 3\Mods\modFCR3_2_Nitpicker\content\scripts\game\gameplay\damage\damageManagerProcessor.ws going to line 1859 (end of "private function CalculateDamage" method add before "return finalDamage;" with if( !playerAttacker && actorVictim && !action.IsDoTDamage() && !thePlayer.IsFistFightMinigameEnabled() && GetAttitudeBetween( thePlayer, actorAttacker ) == AIA_Friendly && !actorAttacker.HasAbility( 'ForceInstantKill' ) && !thePlayer.IsCiri() ) { finalDamage = finalDamage / 8 ; }
where the number i.e. 8 here reduces follower damage but that factor.
It seems Next Gen has fixed it in a very similar way: the max damage of followers is capped to 1/6 of Geralt's damage. If someone wants to backport it to Classic, edit this file:
This way, in my tests, the damage of followers, specially witchers/sorcerers, is more reasonable, and it is possible to enjoy these battles. It is still greater than vanilla 1.32 (and more immersive too), but not as much as FCR3 where you can just sit and watch how your companions kill everything.
There's another way for balancing the combat. You can make your enemies stronger. I've been enjoying the Enemy Scaling Overhaul mod since its launch and things have got a lot more interesting with FCR3 + ESO combined (basic script merging knowledge is vital for a proper playthrough). Now when I Aard at higher levels, they don't stay down for an eon anymore!
The ESO mod is one of many mods on nexus which enhances the enemies in combat. Hope you find what you need! Cheers
@Andrzej Kwiatkowski. Hello friend! You said something about tweaking the FCR3 for next gen so I wanted to ask if you got any news regarding the matter.
I like it, now I can play the game like the next gen without some of the built-in sh!t that make the game unplayable. Im just another guy trying to turn the classic into next gen. Don't like the next gen, my pc can't handle it. Its definitely the HD PROJEKT.
Look, we're approaching Q4 and I just wanted to ask you to be at the ready for when the next gen patch comes out because I simply can't play the game without this mod (and I do tweak your mod to match what I need and for balancing, thought you should know).
Thank you so much for the best mod on Nexus! Cheers
I came here to voice the same. I hope that Andrzej is doing well and that he (and/or his crew) are able to update FCR3 to work fully with the the next-gen version being released.FCR3 made my Witcher 3 experience. I can't imagine playing Witcher 3 without it.
Hey, I'm doing well. Majority of this mod will be incorporated into next-gen patch, not all of it though. I'll try to find time to make the mod compatible with new patch, clean it up and optimize. Most likely in January. As far as I remember, components that didn't make it into the patch are changes to runes, runewords, reduced loot option and couple of other smaller things.
I want to congrats you FlashInTheFlesh for the partial integrated of your mod. CDPR recognise your valuable works and it's great that everyone have your mod, even for console players.
@Andrzej. Cheers indeed! My friend! Cheers indeed! That's what I wanted to hear, wouldn't have been a PROPER next-gen patch, had they not done so! Take all the time you need and make this mod even better come January going forward. Thanks for the reply! This definitely counts among the best Christmas gifts! I am excited to the moon and beyond! <3
Guess it's too early to say this but I'm gonna go ahead and wish you and this hearty Witcher community a Merry Christmas! And a warm and pleasant holiday season as well! Here's to 2023 and many more years to come! <3
@ESW77Eternal yes, same! When I first started playing TW3 (without FCR3) the skill progression just felt...off. Once I found FCR3, and it fixed not only the skills, but dozens of other things, I was ecstatic! Played it almost exclusively for about 15-16 months straight.
@FlashInTheFlesh Thanks! It looks like the PC version is currently a little rough with settings turned up. Might need a patch or two.
Hi there...I have installed this mod...is there a certain way I can see it is working? How do I check? When i do "rcd" nothing happens. Dont seem have witcher vision in dark and die from meager heights idk what else i can do please help
"Hi there...I have installed this mod...is there a certain way I can see it is working? How do I check? When i do "rcd" nothing happens. Dont seem have witcher vision in dark and die from meager heights idk what else i can do please help"
It's already included in the next gen update so no need to install anything yet until Andrzej releases the updated version of the mod some time in 2023
Hey, im currently on Mext gen and im wondering how to reset the acquired tolerance change back to 1 for every formula instead of 0.5. could you help me find what i need to change. i cant find any mods to do this for me. thanks for the help
"Added reaction to stealing for commoners. There are two severities of reactions and two results for each of them depending on npc AI. Commoners will react depending on the priority of tasks they are undergoing at the moment. The effect is that some of the npcs will ignore you stealing stuff, others will call you out on it, some will just stare. There will be also rare cases when someone will be become intimidated, cover in fear or possibly run away. The effect is especially visible in Novigrad, less in Skellige and least in Toussaint, where even guards ignore player stealing." - That would be my favourite feature of this mod. NPC's don't seem to react when you steal their stuff, so I gues that didn't get included in the next gen update?.. If not, a standalone version of this feature would be amazing
I am using witcher 3 classic edition (1.32) but am not sure how to install this mod since I do not use Nexus Mod Manager... I use W3 Mod Mnaager instead, or just install mods manually...would love to know.
Witcher 3 Mod Manager can install any mod, even if the instruction say "use NMM or Vortex". By the way, you should not use NMM or Vortex, they might break the mod, or the game!
Hello there, I'd really like to use this mod but cannot get it to work. I downgraded to the 4.0.3 version and confirmed other mods to work. Even when using only this, the error I get is:
Error [content0]game\gameplay\effects\effects\potion\reinaldphiltre.ws(12): Unable to parse value 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.
Aside from that, I'd ask about compatibility patches. Do I need to install friendlyhud/stash and the quest objective one AND the compatibility patch, or just the compatability patch?
1572 comments
Q: If I'm using just this mod, Friendly HUD and All Quest Objectives Full, do I still need the compatibility files? Or, do I merge them without that file, cause that compatibility file seems to mess everything up.
A: Compatibility fixes are there to allow you to play with FCR, FHUD and Quest Objectives without merging, just installing it is enough. If you are using only FCR + FHUD + Quest Objectives + other mods without scripts, then you don't need to merge scripts, because compatibility fix already fixes conflicts. If you are using FCR ( + FHUD ) ( + Quest Objectives ) + other mods with scripts, you'd need to merge scripts and then compatibility fix might help you or not.
Q: When I run the game, a popup window with plenty of errors appears:
Error [modfcr3_2]game\(...)
(...)
A: There are couple of possibilities:
1) A conflict between mods that requires merging scripts. To merge scripts, use "script merger" available here on nexus,
2) Mod file didn't download correctly and installation is incomplete or corrupted. Redownload the mod and try again.
3) Using mod manager or editing config files by hand messed up mod load order and compatibility fixes don't have higher priority than main mod package. If you don't know what is it all about then it's most likely not the cause, as it's rather impossible to change load order unintentionally.
3) Mod was installed to wrong folder due to incorrect settings in mod manager. Make sure that modfcr3_* folders are in the following directory: ...\[game installation folder]\mods\.
Q: Is there a way to turn off Cat effect when going into combat in dark places?
A: If you don't like the effect, delete focus.ws, interiorArea.ws scripts and in playerWitcher.ws delete lines with EET_Mutation12Cat words in it.
Q: I want loot reduction and no change in prices, I still think if I collect everything, I will have more than enough money.
A: Delete guiShopInventoryComponent.ws and guiTooltipComponent.ws files from all packages to remove price multiplier, though keep in mind that guiTooltipComponent.ws also contains a fix for Dumplings runeword food items tooltip. You can also edit it manually instead of deleting to preserve Dumplings fix, just search for FCR in script. No need for exmplanation, as you'll know immediately which change is price change, it's self-explanatory.
Q: I downloaded the mod, played with it a bit and uninstalled. Now I want to try it again but skills are not reset and still have 5 levels.
A: To forcibly reset character development and skill definitions type "ResetCharacterDevelopment" or "rcd" (lazy version) without quotation marks in console to activate it. You'll know that it worked from camera shake effect. After typing it save and reload the game.
Q: One of the latest versions of the mod added gameplay\gui_new\swf\character\panel_character.redswf file. This conflicts with the XYZ mod. Is there a way to disable it for this mod or a version without it?
A: Just delete modFCR3_3_Padlock folder. Cannot get easier than that.
Q: Will have no problems running along with X, Y and Z mod?
A: Only mutually exclusive features can't work together, ie. two mods changing the same skill. You need to merge the scripts though.
You just have to do some some minor edits in three files: focus.ws, interiorArea.ws and playerWitcher.ws.
In the file: focus.ws
Line 216.
Replace this:
// FCR3 --
if( GetWitcherPlayer().IsInDarkPlace() && !thePlayer.HasBuff( EET_Mutation12Cat ) )
//if( GetWitcherPlayer().IsInDarkPlace() && GetWitcherPlayer().IsMutationActive( EPMT_Mutation12 ) && !thePlayer.HasBuff( EET_Mutation12Cat ) )
// -- FCR3
{
thePlayer.AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
With this:
// FCR3 --
if( GetWitcherPlayer().IsInCombat() && thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.RemoveAllBuffsOfType( EET_Mutation12Cat );
}
else if( GetWitcherPlayer().IsInDarkPlace() && !thePlayer.HasBuff( EET_Mutation12Cat ) && !GetWitcherPlayer().IsInCombat() )
{
thePlayer.AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
//if( GetWitcherPlayer().IsInDarkPlace() && GetWitcherPlayer().IsMutationActive( EPMT_Mutation12 ) && !thePlayer.HasBuff( EET_Mutation12Cat ) )
// -- FCR3
Line 289.
Replace this:
// FCR3 --
if( thePlayer.IsInCombat() && GetWitcherPlayer().IsInDarkPlace() )
{
//
}
else
{
//thePlayer.RemoveBuff( EET_Mutation12Cat );
if ( thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.RemoveAllBuffsOfType( EET_Mutation12Cat );
}
else
{
if ( !thePlayer.HasBuff( EET_Cat ) )
{
DisableCatViewFx( 1.0f );
}
}
}
// thePlayer.RemoveBuff( EET_Mutation12Cat );
// -- FCR3
With this:
// FCR3 --
//thePlayer.RemoveBuff( EET_Mutation12Cat );
if ( thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.RemoveAllBuffsOfType( EET_Mutation12Cat );
}
else
{
if ( !thePlayer.HasBuff( EET_Cat ) )
{
DisableCatViewFx( 1.0f );
}
}
// thePlayer.RemoveBuff( EET_Mutation12Cat );
// -- FCR3
Line 426.
Replace this:
if( GetWitcherPlayer().IsInDarkPlace() && !thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
// FCR3 --
/*
else if( !GetWitcherPlayer().IsInDarkPlace() && thePlayer.HasBuff( EET_Mutation12Cat ) )
With this:
if( GetWitcherPlayer().IsInCombat() && thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.RemoveAllBuffsOfType( EET_Mutation12Cat );
}
else if( GetWitcherPlayer().IsInDarkPlace() && !thePlayer.HasBuff( EET_Mutation12Cat ) && !GetWitcherPlayer().IsInCombat() )
{
thePlayer.AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
// FCR3 --
/*
else if( !GetWitcherPlayer().IsInDarkPlace() && thePlayer.HasBuff( EET_Mutation12Cat ) || GetWitcherPlayer().IsInCombat() ) // FCR3
----------------------------------------------------------------
In the file: interiorArea.ws
Line 35.
Replace this:
// FCR3 --
if( GetWitcherPlayer().IsInDarkPlace() && GetWitcherPlayer().IsInCombat() && !thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
// -- FCR3
With this:
// FCR3 --
if( GetWitcherPlayer().IsInDarkPlace() && GetWitcherPlayer().IsInCombat() && thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.RemoveAllBuffsOfType( EET_Mutation12Cat );
}
else if( GetWitcherPlayer().IsInDarkPlace() && !GetWitcherPlayer().IsInCombat() && !thePlayer.HasBuff( EET_Mutation12Cat ) )
{
thePlayer.AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
// -- FCR3
----------------------------------------------------------------
In the file: playerWitcher.ws
Line 2588.
Replace this:
// FCR3 --
if( IsInDarkPlace() && !HasBuff( EET_Mutation12Cat ) )
{
AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
With this:
// FCR3 --
if ( HasBuff( EET_Mutation12Cat ) )
{
RemoveAllBuffsOfType( EET_Mutation12Cat );
}
else if( IsInDarkPlace() && !HasBuff( EET_Mutation12Cat ) && !IsInCombat() )
{
AddEffectDefault( EET_Mutation12Cat, thePlayer, "Mutation12 Senses", false );
}
----------------------------------------------------------------
A lot of these changes are redundant, but I'm too lazy to test and optimize them AND I really didn't want to change any of the original code logic, just to accommodate my changes. That way I'm 100% sure I'm not breaking anything (even though the code is pretty simple and straight forward, but you never know).
You can probably get away with just editing the "playerWitcher.ws" file tbh, but I haven't actually tested it. I've only tested with all the changes present, and it works perfectly.
I'd really like to make it so all the followers can do damage, but not too much. Maybe 1/3 of a regular fast sword swing of Geralt at most (maybe 1/2). Not more, or they will reck enemies alone. Letho is a beast. Vesemir is a beast. The sorceresses (all of them) are ridiculously overpowered in my opinion. I don't know about less notable characters (just random followers, like the Baron and his men during "Return to Crookback Bog"), or stuff like the Ice Giant fight where you have three companions during the fight, if I'm not mistaken. And then there's the Battle of Kaer Morhen, where all the damage that's introduced by this mod suddenly accumulates if I had to guess.
If you could nudge me in the right direction, it'd be greatly appreciated. I'm not sure if I should do xml edits, or if the damageManagerProcessor.ws script is the answer. Probably a combination of the two. I just want less damage for all of them, especially witchers and sorceresses. I also want to make sure that all the other followers aren't overpowered.
\The Witcher 3\Mods\modFCR3_2_Nitpicker\content\scripts\game\gameplay\damage\damageManagerProcessor.ws
going to line 1859 (end of "private function CalculateDamage" method add before "return finalDamage;" with
if( !playerAttacker && actorVictim && !action.IsDoTDamage() && !thePlayer.IsFistFightMinigameEnabled() && GetAttitudeBetween( thePlayer, actorAttacker ) == AIA_Friendly
&& !actorAttacker.HasAbility( 'ForceInstantKill' ) && !thePlayer.IsCiri() )
{
finalDamage = finalDamage / 8 ;
}
where the number i.e. 8 here reduces follower damage but that factor.
\content\scripts\game\gameplay\damage\damageManagerProcessor.ws
Search for:
// follower damage cannot be higher or lower than Geralt's attacks
curStats = GetWitcherPlayer().GetOffenseStatsList();
playerStlDmg = MaxF(0, curStats.steelStrongDmg - resistPoints);
playerStlDmg *= 1 - resistPercents;
playerFastSlvDmg = MaxF(0, curStats.silverFastDmg - resistPoints);
playerFastSlvDmg *= 1 - resistPercents;
playerSlvDmg = MaxF(0, curStats.silverStrongDmg - resistPoints);
playerSlvDmg *= 1 - resistPercents;
playerSlvCritDmg = MaxF(0, curStats.silverStrongCritDmg - resistPoints);
playerSlvCritDmg *= 1 - resistPercents;
And replace it by:
// follower damage cannot be higher or lower than Geralt's attacks
curStats = GetWitcherPlayer().GetOffenseStatsList();
playerStlDmg = MaxF(0, curStats.steelStrongDmg - resistPoints);
playerStlDmg *= 1 - resistPercents;
playerStlDmg /= 6;
playerFastSlvDmg = MaxF(0, curStats.silverFastDmg - resistPoints);
playerFastSlvDmg *= 1 - resistPercents;
playerFastSlvDmg /= 6;
playerSlvDmg = MaxF(0, curStats.silverStrongDmg - resistPoints);
playerSlvDmg *= 1 - resistPercents;
playerSlvDmg /= 6;
playerSlvCritDmg = MaxF(0, curStats.silverStrongCritDmg - resistPoints);
playerSlvCritDmg *= 1 - resistPercents;
playerSlvCritDmg /= 6;
This way, in my tests, the damage of followers, specially witchers/sorcerers, is more reasonable, and it is possible to enjoy these battles. It is still greater than vanilla 1.32 (and more immersive too), but not as much as FCR3 where you can just sit and watch how your companions kill everything.
The ESO mod is one of many mods on nexus which enhances the enemies in combat. Hope you find what you need! Cheers
Thank you
Let us be patience.
Look, we're approaching Q4 and I just wanted to ask you to be at the ready for when the next gen patch comes out because I simply can't play the game without this mod (and I do tweak your mod to match what I need and for balancing, thought you should know).
Thank you so much for the best mod on Nexus! Cheers
I hope that Andrzej is doing well and that he (and/or his crew) are able to update FCR3 to work fully with the the next-gen version being released.FCR3 made my Witcher 3 experience. I can't imagine playing Witcher 3 without it.
Majority of this mod will be incorporated into next-gen patch, not all of it though. I'll try to find time to make the mod compatible with new patch, clean it up and optimize. Most likely in January. As far as I remember, components that didn't make it into the patch are changes to runes, runewords, reduced loot option and couple of other smaller things.
Cheers,
Andrzej
partialintegrated of your mod.CDPR recognise your valuable works and it's great that everyone have your mod, even for console players.
Guess it's too early to say this but I'm gonna go ahead and wish you and this hearty Witcher community a Merry Christmas! And a warm and pleasant holiday season as well! Here's to 2023 and many more years to come! <3
Well deserved, mate! High time they brought real character building mechanics to the world of Geralt of Rivia.
When I first started playing TW3 (without FCR3) the skill progression just felt...off. Once I found FCR3, and it fixed not only the skills, but dozens of other things, I was ecstatic! Played it almost exclusively for about 15-16 months straight.
@FlashInTheFlesh Thanks! It looks like the PC version is currently a little rough with settings turned up. Might need a patch or two.
To say the least!
It's already included in the next gen update so no need to install anything yet until Andrzej releases the updated version of the mod some time in 2023
Find "Better Skill" mod.
Aquired Tolerance Rollback by dnbnhlp
Unnerf Euphoria (Next Gen) by killer442
Hope you find what you need! Cheers
I am using witcher 3 classic edition (1.32) but am not sure how to install this mod since I do not use Nexus Mod Manager...
I use W3 Mod Mnaager instead, or just install mods manually...would love to know.
By the way, you should not use NMM or Vortex, they might break the mod, or the game!
Even when using only this, the error I get is:
Error [content0]game\gameplay\effects\effects\potion\reinaldphiltre.ws(12): Unable to parse value
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.
Aside from that, I'd ask about compatibility patches. Do I need to install friendlyhud/stash and the quest objective one AND the compatibility patch, or just the compatability patch?
So remove it.