Localization included for german and english version. You can send me translations for other languages, I will upload them with giving credit to you.
Have fun!
2.1 is now up and it is the last Version before the Update by CDPR is coming. Maybe, if needed, I will update my mod to keep it compatible with the Update by CDPR.
Hi, i played on NG with this mod and had an issue when i won Geralt and Ciri card. Instead of the respective card, i won Lambert and Eskel. Comparing vanilla files and the one from your mod with wolven kit, i realise that in the def_card_final.xml NG, CDPR create two new cards for Geralt and Ciri with the same card Index than the one you used for Lambert and Eskel (26 and 27 if i recall correctly). I assume the xml that rules the reward know seek for this ID cards instead of the previous (was 6 and 7 i think). It's been a while i wanted to updated the mod for myself to avoid having this issues again and i wonder how can i change the index card for Lambert and Eskel ? Do i just need to replace the number 26 and 27 by whatever else that's not used by another card ? Is there a list of ID i can pick or a limit for them ?
No, not yet. I have not played the next-gen version so far, was busy with RL aswell as playing some other games. But I plan to return to the game later that year, then, I will also update my mod. For now, you could take the Roach-part from vanilla game if the card is important for you. From what I saw, in vanilla the card is pretty useless.
You can delete the bell pepper line from my mod. It does not belong to my mod but it was left of another mod I combined with Gwent Improvements Ultima that time. But, as this only is about the goods that some shopkeeper offers, you can also take my line and give priority to my mod. But generally, if you have other conflicts regarding food, you can safely choose the other mod for the merge. So, in your case, my choice would be that.
This has potential, but it needs a lot of work. There are some improvements, but also some definite problems. The first is the person in Vizima is way too hard for that point in the game. It's not about skill, just luck. Then there are too many spies and medics. The games take forever. And with so many cards being played, it feels like most games are just slugfests between who has the stronger deck, and there is actually very little skill involved. There are waaay too many scorch cards. I also feel like the decks have lost too much of their identity. The Scoiatel deck should be about versatility. The Nilfgaard about raw power. Monsters about summoning hordes of monsters. Northern Realms should be a balanced deck.
I haven't read the books, but many of the cards added have poor quotes: "I'm not fighting dragons, do not ally with Kings and amuse myself with sorceresses." That's not every grammatically correct. "You confuse the night sky with the stars reflected on the surface of a pond at night." That has no punch.
Greetings good man! I'm very interested in your mod and I appreciate the effort you put in, but I was wondering if this mod is compatible with Enhanced Edition?
I do not use EE/Lazarus, as I said. But some occuring merge problems in terms of def_loot_shops.xml could be manually solved (and in first instance not via Script Merger, as that seems not to be possible in this case), with a bit of understanding the file and a bit of work.
Use notepad++ with Compare Plugin after you uncooked my mod and EE/Lazarus regarding the def_loot_shops.xml to get them.
As you have both xmls then (mine and EE/Lazarus) you can compare both files and take my (as there are not so many) changes and put these changes into the EE/Lazarus xml.
If you make a backup of both xmls first, you could use the final resulting xml as a standalone mod, after you cooked it. And then you can give priority in the Merge Conflict in Script Merger to this new created "mod". Or you could also delete (after you created the new xml that has anything of my mod and EE/Lazarus in it) the xml of my mod and from EE/Lazarus. So that these mods do not include the file anymore and the new created "mod" works for both, my mod and EE/Lazarus as standalone (just for that xml-case). I hope, this was understandable:-)
Может кто подсказать? При установленном моде, что является частой проблемой, игра не запускается, а вместо этого вылазит красное окно Red3 и ничего ты с этим сделать не можешь. Скрипт-менеджер бесполезен, так как нет никах конфликтов между модами, то есть просто с этим модом игра не работает и все. Я понимаю, что может быть разница в версиях игры, и на версии 4.03 этот мод может не работать, но беда в том, что эта RED3 происходит и на актуальных под версию 4.03 модификациях
497 comments
New cards, tweaked Decks, tweaked cards.
Localization included for german and english version. You can send me translations for other languages, I will upload them with giving credit to you.
Have fun!
2.1 is now up and it is the last Version before the Update by CDPR is coming. Maybe, if needed, I will update my mod to keep it compatible with the Update by CDPR.
For the 1.31/1.32 - yes.
Instead of the respective card, i won Lambert and Eskel. Comparing vanilla files and the one from your mod with wolven kit, i realise that in the def_card_final.xml NG, CDPR create two new cards for Geralt and Ciri with the same card Index than the one you used for Lambert and Eskel (26 and 27 if i recall correctly). I assume the xml that rules the reward know seek for this ID cards instead of the previous (was 6 and 7 i think). It's been a while i wanted to updated the mod for myself to avoid having this issues again and i wonder how can i change the index card for Lambert and Eskel ? Do i just need to replace the number 26 and 27 by whatever else that's not used by another card ? Is there a list of ID i can pick or a limit for them ?
Then there are too many spies and medics. The games take forever. And with so many cards being played, it feels like most games are just slugfests between who has the stronger deck, and there is actually very little skill involved.
There are waaay too many scorch cards.
I also feel like the decks have lost too much of their identity. The Scoiatel deck should be about versatility. The Nilfgaard about raw power. Monsters about summoning hordes of monsters. Northern Realms should be a balanced deck.
I haven't read the books, but many of the cards added have poor quotes: "I'm not fighting dragons, do not ally with Kings and amuse myself with sorceresses." That's not every grammatically correct.
"You confuse the night sky with the stars reflected on the surface of a pond at night." That has no punch.
Use notepad++ with Compare Plugin after you uncooked my mod and EE/Lazarus regarding the def_loot_shops.xml to get them.
As you have both xmls then (mine and EE/Lazarus) you can compare both files and take my (as there are not so many) changes and put these changes into the EE/Lazarus xml.
If you make a backup of both xmls first, you could use the final resulting xml as a standalone mod, after you cooked it. And then you can give priority in the Merge Conflict in Script Merger to this new created "mod". Or you could also delete (after you created the new xml that has anything of my mod and EE/Lazarus in it) the xml of my mod and from EE/Lazarus. So that these mods do not include the file anymore and the new created "mod" works for both, my mod and EE/Lazarus as standalone (just for that xml-case). I hope, this was understandable:-)