Any idea why none of mods work for me? I have 1.08.2 version of the game and it just won't start when any of mods from this site is located in /Mods folder.
Haven't tested it personally (just created the folder in the wrong place, s'all), but saw something in the CDPR forums about this. I don't exactly have the link handy right now, but you can google it. Goes like this:
1. Create mods folder as usual (make sure it's in the install directory) 2. Open Notepad 3. Copy text below to it 4. Save as telemetryKeyword.ws in your content0\scripts\engine folder
import class CR4TelemetryScriptProxy extends CObject { import final function Log( eventType : ER4TelemetryEvents ); import final function LogWithLabel( eventType : ER4TelemetryEvents, label : String ); import final function LogWithValue( eventType : ER4TelemetryEvents, value : int ); import final function LogWithValueStr( eventType : ER4TelemetryEvents, value : String );
import final function LogWithLabelAndValue( eventType : ER4TelemetryEvents, label : String, value : int ); import final function LogWithLabelAndValueStr( eventType : ER4TelemetryEvents, label : String, value : String );
import final function SetCommonStatFlt( statType: ER4CommonStats, value : float ); import final function SetCommonStatI32( statType: ER4CommonStats, value : int );
import final function SetGameProgress( value : float );
import final function AddSessionTag( tag : String ); import final function RemoveSessionTag( tag : String );
import final function XDPPrintUserStats( statisticName : String ); import final function XDPPrintUserAchievement( achievementName : String ); }
So, as a modding layman I'm curious as to how exactly this mod tool benefits modders... because judging by the descriptions of the sample mods, I'd wager the answer is a resounding "not all that much", seeing as how there were already mods around with similar functions/concepts before the coming of this mod tool (script edits/item edits/texture swaps)... or maybe I'm misreading something, I don't know.
For instance (and kind of a shameless mod request while we're at it, I guess), could it make Geralt shut up while riding Roach? What can and can't it do?
So far it will help in the modifying and normalization of existing mods. Creating of new mods that modify stuff already in the game. But without a proper development kit like redkit or the likes of bethesda creation kit new worldspaces, quests and new creatures can not be easily added.
"normalization of mods" -> Could I take that to mean modifications implemented via mod kit won't be as likely to break when patching the game? That would be moderately cool
Yes, since with this patch and modkit release there's now a proper path to add mods instead of modifying the original game content files, making patches less an issue to modders.
Thanks for clearing that up, thou must truly be the wisest of programming primates =)
Though I can't get over the bittersweet aftertaste of a lost opportunity in the fact that this tool exists as it is right now. The loss in terms of potential is significant...
These aren't suppose to be usuable mods but sample ones demonstrating how things can be modified and were to help mod creators. First one is Geralts starting outfit(altering textures). The second is changing Roach appearance by(alterating meshes and textures). The third is changing bombs by (altering spripts) and the last one is altering more scripts and creating new ones.
So unless you are mod creator the only sample that may interest you would be a silly textured Roach.
Woah... Honestly... I am very disappointed with CDPR for these "modding tools". Where the heck is RedKit2??? Why are they letting down the community like this?
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1. Create mods folder as usual (make sure it's in the install directory)
2. Open Notepad
3. Copy text below to it
4. Save as telemetryKeyword.ws in your content0\scripts\engine folder
/*
Copyright © CD Projekt RED 2015
*/
import class CR4TelemetryScriptProxy extends CObject
{
import final function Log( eventType : ER4TelemetryEvents );
import final function LogWithLabel( eventType : ER4TelemetryEvents, label : String );
import final function LogWithValue( eventType : ER4TelemetryEvents, value : int );
import final function LogWithValueStr( eventType : ER4TelemetryEvents, value : String );
import final function LogWithLabelAndValue( eventType : ER4TelemetryEvents, label : String, value : int );
import final function LogWithLabelAndValueStr( eventType : ER4TelemetryEvents, label : String, value : String );
import final function SetCommonStatFlt( statType: ER4CommonStats, value : float );
import final function SetCommonStatI32( statType: ER4CommonStats, value : int );
import final function SetGameProgress( value : float );
import final function AddSessionTag( tag : String );
import final function RemoveSessionTag( tag : String );
import final function XDPPrintUserStats( statisticName : String );
import final function XDPPrintUserAchievement( achievementName : String );
}
For instance (and kind of a shameless mod request while we're at it, I guess), could it make Geralt shut up while riding Roach? What can and can't it do?
"normalization of mods" -> Could I take that to mean modifications implemented via mod kit won't be as likely to break when patching the game? That would be moderately cool
Thanks for clearing that up, thou must truly be the wisest of programming primates =)
Though I can't get over the bittersweet aftertaste of a lost opportunity in the fact that this tool exists as it is right now. The loss in terms of potential is significant...
So unless you are mod creator the only sample that may interest you would be a silly textured Roach.
You will have to choose which mod you want to use OR you will have to merge all code changes from all mods you use and cook a new one for yourself...
The deception was real. let's make things right