Before posting any issues here, please ensure that you've used Script Merger to solve all conflicts, including merging bundled files if needed. The conflicts should be automatically solved (let me know otherwise) so there's no reason not to.
If another mod explicitly tells you not to merge something, ignore it. At the very least, you need to make sure the following bundled files are conflict-free for the mod to work properly:
EDIT: Starting with version 1.31.2, a message will periodically be displayed if the mod isn't properly installed. It will also disable scaling to avoid unforeseen issues that might occur from running a partially installed mod.
Hey there folks! I just got a certain request/question Does anyone knows how to change numbers/levels at scaling? My request is particulary about a steel and silver swords damage scaling per level I know that damage does increases for 7 AND for 8 each 5 (or 6?) level for a steel swords and for 9 at every level for a silver swords swords (if I don't confuse anything, I will be glad if you correct me) So, what I'd like to change: damage increasing for 8 for a steel swords per EVERY level and for 10 for a silver swords. Any suggestions how to do this?
P.S Xcuz me for English if anything, haven't good practice for a long time
Amazing mod, thank you. Any way to disable downleveling and just enable upleveling? Would be amazing as I want to keep some kind of item progression but not totally kill off old items, cheers.
+1 and if you do eventually do it would be awesome to also have a version that only includes relics and the highest crafted witcher gear. This way you still are forced to progress through gear normally. And you could pair relics are unique mod.
Can anyone help me? I get Error [mod0000_mergedfiles]game\gui\_old\components\guitooltipcomponent.ws(2088): I dont know any 'itemInvComponent' 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 fixed it removing //#mod --ItemLevelsNormalized++ Get Aerondight scaled damage boost //val_1 = itemInvComponent.GetItemModifierFloat( sword, 'PermDamageBoost' ); val_1 = GetWitcherPlayer().levelManager.extensions.GetScaledDamageBoost(itemInvComponent, sword); //#endmod @woodbyte what does this piece of code do?
Thanks, I managed to run the two modes together, I entered the Cleardevelop command line in the merge conflict section, I entered the Item Level Normalized command line in the No Src Line section, and I eliminated the conflict in the middle :)
Similar to MeveOfLyriaa, I selected "B" (Cleardevelop) in the conflict and entered the Item Levels Normalized part before "delete levelmanager" like so - I'm guessing this will function the same as putting it in the "No Src Line" section, but if someone thinks it would cause problems, please let me know.
I have (had) a level 11 silver sword that did awesome damage. Now its a level 4 sword that does meh damage. I wouldnt have installed this had I known that. Any way to reverse that. Uninstall maybe??
It should be noted at the top of the description page how easy it is to phuck yourself.
got this running with Vlad UI. just make sure ILN has conflict priority over vlad UI and do not create a merge for guiTooltipComponent.ws when the unresolved conflict prompt shows up
Which version of Vlad UI? I'm using the Vlad UI X E3 UI Next Gen Overhaul mod. I keep getting a script error old tool or something. And I cant get it the ILN to work with it.
Hi! Looks like your mod can up crossbows' level, cause up their stats too. For example, cat crossbow attack power increases from 225% to 300% and bear from 210% to 300% in 48lvl.
After tutorial sparring with Vesemir and Ghouls fight at WO, witcher steel sword have no base damage. But IF i choose to skip combat tutorial, everything is normal. Any ideas?
701 comments
If another mod explicitly tells you not to merge something, ignore it. At the very least, you need to make sure the following bundled files are conflict-free for the mod to work properly:
\gameplay\items\def_item_weapons_relic_autogen.xml
\gameplay\items_plus\def_item_weapons_relic_autogen.xml
EDIT: Starting with version 1.31.2, a message will periodically be displayed if the mod isn't properly installed. It will also disable scaling to avoid unforeseen issues that might occur from running a partially installed mod.
I just got a certain request/question
Does anyone knows how to change numbers/levels at scaling?
My request is particulary about a steel and silver swords damage scaling per level
I know that damage does increases for 7 AND for 8 each 5 (or 6?) level for a steel swords and for 9 at every level for a silver swords swords (if I don't confuse anything, I will be glad if you correct me)
So, what I'd like to change: damage increasing for 8 for a steel swords per EVERY level and for 10 for a silver swords.
Any suggestions how to do this?
P.S Xcuz me for English if anything, haven't good practice for a long time
if( inv.GetItemLevel(itemId) >= player.GetLevel() ) return;
to line 177 of file, itemLevelsNormalized.ws, still work?
Read this in one of your replies to another post that this should effectively disable downscaling any item, but it was 2 years old.
I get
Error [mod0000_mergedfiles]game\gui\_old\components\guitooltipcomponent.ws(2088): I dont know any 'itemInvComponent'
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.
//#mod --ItemLevelsNormalized++ Get Aerondight scaled damage boost
//val_1 = itemInvComponent.GetItemModifierFloat( sword, 'PermDamageBoost' );
val_1 = GetWitcherPlayer().levelManager.extensions.GetScaledDamageBoost(itemInvComponent, sword);
//#endmod
@woodbyte what does this piece of code do?
Can someone recommend an alternative mod?
Similar to MeveOfLyriaa, I selected "B" (Cleardevelop) in the conflict and entered the Item Levels Normalized part before "delete levelmanager" like so - I'm guessing this will function the same as putting it in the "No Src Line" section, but if someone thinks it would cause problems, please let me know.
Now its a level 4 sword that does meh damage.
I wouldnt have installed this had I known that.
Any way to reverse that. Uninstall maybe??
It should be noted at the top of the description page how easy it is to phuck yourself.
After tutorial sparring with Vesemir and Ghouls fight at WO, witcher steel sword have no base damage. But IF i choose to skip combat tutorial, everything is normal. Any ideas?