errornoaccess has created a far more sophisticated version of this mod that not only works for any version of the game but also requires no merging: All Containers Glow
Hi, is there any chance you might update this mod for next gen 4.4? I tried using All Containers Glow but it has some annoying pulse and xray effect applied, and mod options menu to turn it off does not work. I tried to contact the mod maker but he does not replies. I simply want to use this basic version of rare items glowing, nothing more fancy.
Yeah, just waiting for the mod-breaking patching & hotfixing thing to stabilize a bit: we had 1 patch & 2 hotfixes in the first week and possibly another patch coming before the year's over. There's little point to updating, testing and publishing a mod (or in my case dozens of them) only to have a new hotfix come out a few hours later that breaks it.
People looking to play the game with mods right now would probably be better off sticking to 1.32 while the next gen edition is still so buggy and requiring frequent updates that break their mods, but I get that it's hard to resist and go back to the older version when there's a shiny new one just released.
The retail version of next-gen is releasing in a couple of days, and I imagine there will be a day one patch. Bad news: probably won't be updating this mod. Good news: it's because errornoaccess has created a way better mod that should effectively replace this one (and lootbags glow). Still testing it, but you can check it out on the wolven workshop discord.
Good news: it's because errornoaccess has created a way better mod that should effectively replace this one (and lootbags glow). Still testing it, but you can check it out on the wolven workshop discord.
do u have a link to the mod I've looked in mod archives couldn't find it what's the name of mod
okay i Tried the latest on discord, LOVE IT! although if youre taking suggestions i'd probly prefer just the Sparkles thingy exactly like this MOD does, so its less distracting and ill have no problem leaving it Turned ON...
hopefully in the future there will be a: --separate toggle to turn on/off the Glow --separate toggle to turn on/off the Sparkle Glitter thingy
Try this link, 1.click Explore public server,input the witcher3 2.click Wolven Workshop 3.just download the latest zip which at the bottom of the post.And there is a demonstration video in the post.
Works on next gen BUT you lose the small animation and autoloot when you loot herbs. It's up to you to decide what you need more. Hopefully the mod author is gonna give us an update.
Open up Mods\modrareitemsglow\content\scripts\game\gameplay\containers\container.ws On or around line 569, replace if(skipInventoryPanel || usedByCiri) { TakeAllItems(); with if(skipInventoryPanel || usedByCiri || ((W3Herb)this) ) {
I'd planned to update within days as I assumed they wouldn't be making more changes to the gameplay-related files, but in the week following the next gen update we also had 2 stealth hotfixes which changed those same files again breaking mods that had already been updated for the next gen edition.
For now I think those looking to play the game with mods are better off sticking to 1.32 rather than see their mods break and require updates several times per week.
There's a bunch of things that absolutely need to work for Witcher 3 next-gen and some of your mods are among them. This is a must have, mate! Hope you come back!
Mod works fine but sometimes it still lights up for duplicate book items(happens rarely but still possible). Also mod appears to take some time to work for objects. Like if you are a bit far away then the glow effect is not visible at all,coming closer will enable it but it takes time to do so(glow doesn't appear instantly like for quest items). Rest the mod works fine.
Good day. I think the mod is working, the only problem is the mod menu doesn't show up. Any idea guys? By the way, the mod has conflict with autoloot mod, but script merger fixed it. I'm not sure if that's the reason why there is no mod menu. Thanks for the help.
i find your glowing effect a bit hard to see sometimes. it would be nice if there were different glow effect options to choose from, like the game's regular yellow outline one
Yeah, I've been working on a mod that makes all lootable containers/chests glow the same as if you had your witcher senses turned on so that you effectively never have to use your witcher senses to figure out what is lootable (my other mods already disable more than 95% of lootable containers so the glow would be rare). But I'm having a hard time getting it to work right, might even give up on modding TW3 for a replay if I can't get it to work.
^ Kind of given up. Here's the mods that I'd still need before I'd go for a modded replay: - a mod that makes all lootable containers automatically glow exactly the same as if you had your witcher senses turned on - a mod that disables all preknown map markers/contract board quest markers - a mod that delays the start of the hearts of stone expansion until after the main quest is finished - a mod that delays the start of the blood&wine expansion until after the hearts of stone expansion is finished - a mod that delays all sidequests that aren't connected nor refer to the events of the main quest until after the main quest is done (and similarly with the expansions' own sidequests relative to their own main quest)
I really love this mod, one thing that would make it even better is a non book or alternate book version. I don't like to immediately read every book I pickup, so with the current state of the mod I'm constantly picking up duplicate book copies. Even better a version that instead of checking if the book is read, it checks if the book is already in your inventory! What do you think?
I already have made mods that remove randomly spawned books from containers, which would drastically reduce the amount of repeat books you'd find (see reduced lore friendlier loot or handplaced rare items). And if you hit the read popup button whenever you get a new book its contents will get permanently added to your glossary, so you can actually read the text at your leisure any time, even after you've sold the book. The vanilla game also already tries to hide already-read books that are randomly spawned in containers, same as it does already-obtained gwent cards (though it requires a reload after you've read one before they're hidden from new containers, and non-random books usually don't get hidden even if already read), so there's no real benefit to not "reading" them(not marking them as read) as soon as you get them.
106 comments
All thanks should go to him.
how can i fix it? I need a simple explanation, because I'm bad at these things
p.s. sorry for my bad english but i'm an italian girl
Is there a chance this mod will be updated?
People looking to play the game with mods right now would probably be better off sticking to 1.32 while the next gen edition is still so buggy and requiring frequent updates that break their mods, but I get that it's hard to resist and go back to the older version when there's a shiny new one just released.
Bad news: probably won't be updating this mod.
Good news: it's because errornoaccess has created a way better mod that should effectively replace this one (and lootbags glow). Still testing it, but you can check it out on the wolven workshop discord.
do u have a link to the mod I've looked in mod archives couldn't find it what's the name of mod
works great no merging are Ya'll gonna add the mod menu like this one, make only rare items glow
GG's
okay i Tried the latest on discord, LOVE IT! although if youre taking suggestions i'd probly prefer just the Sparkles thingy exactly like this MOD does, so its less distracting and ill have no problem leaving it Turned ON...
hopefully in the future there will be a:
--separate toggle to turn on/off the Glow
--separate toggle to turn on/off the Sparkle Glitter thingy
Try this link,
1.click Explore public server,input the witcher3
2.click Wolven Workshop
3.just download the latest zip which at the bottom of the post.And there is a demonstration video in the post.
Open up Mods\modrareitemsglow\content\scripts\game\gameplay\containers\container.ws
On or around line 569, replace
if(skipInventoryPanel || usedByCiri)
{
TakeAllItems();
with
if(skipInventoryPanel || usedByCiri || ((W3Herb)this) )
{
if( !thePlayer.IsAnyWeaponHeld() && !thePlayer.IsHoldingItemInLHand() )
thePlayer.RaiseEvent('LootHerb');
TakeAllItems();
For now I think those looking to play the game with mods are better off sticking to 1.32 rather than see their mods break and require updates several times per week.
Endorsed for a gread idea anyway, thanks for your work!
Kind of given up. Here's the mods that I'd still need before I'd go for a modded replay:
- a mod that makes all lootable containers automatically glow exactly the same as if you had your witcher senses turned on
- a mod that disables all preknown map markers/contract board quest markers
- a mod that delays the start of the hearts of stone expansion until after the main quest is finished
- a mod that delays the start of the blood&wine expansion until after the hearts of stone expansion is finished
- a mod that delays all sidequests that aren't connected nor refer to the events of the main quest until after the main quest is done (and similarly with the expansions' own sidequests relative to their own main quest)