People who experience the errors: Error [modesroverhaul]game\types.ws(53): Enum 'EAreaName' already defined. Error [modesroverhaul]game\types.ws(69): Enum 'EDlcAreaName' already defined.
Remove the file: The Witcher 3\content\content0\scripts\game\areaTypes.ws (It might came from the "Community Patch - Base" which you might installed previously). It should help with the problem.
Means that class CEntityTemplate was already exported. I think, that it is imported in both my mod and modSharedImports. So, you need to remove import of this class from one of the mods: open modSharedImports\content\scripts\local\CEntityTemplate.ws with a Notepad and remove import class CEntityTemplate ... - it is the first class in the file. The best way to do it is to put all the lines inside /* .......*/, like this: /* import class CEntityTemplate extends CResource { import var includes: array<CEntityTemplate>; import var overrides: array<SEntityTemplateOverride>; import var properOverrides: Bool; import var backgroundOffset: Vector; import var dataCompilationTime: CDateTime; import var entityClass: CName; //import var entityObject: ptr:CEntity; import var bodyParts: array<CEntityBodyPart>; import var appearances: array<CEntityAppearance>; import var usedAppearances: array<CName>; import var voicetagAppearances: array<VoicetagAppearancePair>; //import var effects: array<ptr:CFXDefinition>; import var slots: array<EntitySlot>; //import var templateParams: array<ptr:CEntityTemplateParam>; import var coloringEntries: array<SEntityTemplateColoringEntry>; import var instancePropEntries: array<SComponentInstancePropertyEntry>; import var flatCompiledData: array<Uint8>; import var streamedAttachments: array<SStreamedAttachment>; import var cookedEffects: array<CEntityTemplateCookedEffect>; import var cookedEffectsVersion: Uint32; } */ And dont forget to save the file :)
Just revisited the Wither 3 game and found that this Next Gen version gameplay completely sucks without my mod :). Although, I don’t have time to rewright my mod for Next Gen, I still decided to update it a little bit for 1.32 game version. I just removed script activation of sickness, since it was buggy, so that this effect can no longer be applied (remedy still present in the game, but you will never need it). Also made cold water effect a bit more user-friendly by increasing the safe time. For people who complained about OP monster types probably never read the mod description to the end, or didn’t figured out all new features, that were introduced. I, personally, don’t find any monster type to be OP, they just need a special approach. For example, mentioned insectoids and wraiths: - there are a lot of tools to fight insectoids: you can exhaust their stamina by hitting with Ard sign, by blocking in melee, by dodging and by kicking them. Hit them with the heavy attack to ignore their armor and use other armor reduction. - wraiths die like flies when you use physical resistance reduction from different sources, Yrden sign in particular.
In case you are still updating this maybe ... I have played through the whole game with this mod now and I keep using console commands to rid myself of several annoying features. I think an option for disabling them would be a good idea.
1. Sickness - After picking the game up again after a hiatus of almost two years, I actually thought this was a bug until reading through the feature list of this mod again. It's absolutely annoying at best and actually breaks the game at worst. If the sickness brings your HP down to zero, in combat or otherwise, the game breaks. You remain at zero health and can't open any menus, not even the main menu. You can't even ALT+F4 for christ's sake. 2. Hypothermia - Swimming in this game is bad enough as it is without having to worry about this added bit of "fun". I kept hammering "healme" into the console while being forced to swim for extended parts without any Killer Whale on me. 3. Inventory Access - There's an option in the menu to enable or disable inventory access in combat, but it doesn't seem to do anything. Access is always blocked, which is fine if you want to go hardcore (I originally did), but there are so many instances of you being thrown directly into combat after cutscenes ... not being able to equip Moon Dust in such a situation makes fighting werewolves impossible, wraiths and vampires at least highly unpleasant.
Also, Wraiths are completely OP. I can easily kill all big enemies, can handle groups of small enemies, but wraiths kill me again and again as soon as there are at least two of them. Yrden + Moon Dust are a must against these fuckers, while they kill me in 3-4 strokes. That's almost the damage a fiend or a chort causes, wtf?
EDIT: Also: MOTHERFUCKING ARACHNOIDS, WTF?!?! According to forums they are the worst enemies even in vanilla, but with ESR, they are straight from hell. It's extremely hard to dodge their webs, especially when facing more than one - then, once you're webbed, you're dead, as there is no way to free yourself. The fuckers rush you and unleash a flurry of attacks that just kills you in one go. And there is only one viable way of killing them - spam axii. No other possible tactic works realiably, whereas every other type of enemy can be approached in a myriad of different ways. I just die, reload, die, reload, die, reload, activate god mode, kill them, deactivate god mode and continue with the game. Seriously, these shits need to be nerfed, they're no fun AT ALL. JESUS f*#@ing CHRIST.
Hey there, I'm wondering if this is compatible with the mod Friendly hud, I'm trying to merge them together and it seems there are a few conflicting files that it can't solve automatically. Is there a workaround or maybe a patch?
Hey, where did you get the ability to use Killer Whale potion to negate this "cold effect" in Skellige waters? Is this based on the Icy Ocean mod, or some other mod?
So when installing Preparations and Friendly Meditation, do i need to install the input.xml files from each or will your's overwrite them? Starts getting complicated when adding in 3 different input files.
If anyone tried to merge this with E3 HUD this is the problem solver:
For characterstatspopup.ws chose ESR lines everywhere (kdiff option "chose B/C everywhere") After that u get a compilation error of a single line in inventorymenu.ws, just delete that single line and u good to go.
all the other merges are pretty much automatic or very easy to do manually :
182 comments
Error [modesroverhaul]game\types.ws(53): Enum 'EAreaName' already defined.
Error [modesroverhaul]game\types.ws(69): Enum 'EDlcAreaName' already defined.
Remove the file: The Witcher 3\content\content0\scripts\game\areaTypes.ws
(It might came from the "Community Patch - Base" which you might installed previously).
It should help with the problem.
See the changelog.
But I have this Error now...
Error [modsharedimports]local\centitytemplate.ws(1): Class 'CEntityTemplate' was already exported.
open modSharedImports\content\scripts\local\CEntityTemplate.ws with a Notepad and remove import class CEntityTemplate ... - it is the first class in the file. The best way to do it is to put all the lines inside /* .......*/, like this:
/* import class CEntityTemplate extends CResource {
import var includes: array<CEntityTemplate>;
import var overrides: array<SEntityTemplateOverride>;
import var properOverrides: Bool;
import var backgroundOffset: Vector;
import var dataCompilationTime: CDateTime;
import var entityClass: CName;
//import var entityObject: ptr:CEntity;
import var bodyParts: array<CEntityBodyPart>;
import var appearances: array<CEntityAppearance>;
import var usedAppearances: array<CName>;
import var voicetagAppearances: array<VoicetagAppearancePair>;
//import var effects: array<ptr:CFXDefinition>;
import var slots: array<EntitySlot>;
//import var templateParams: array<ptr:CEntityTemplateParam>;
import var coloringEntries: array<SEntityTemplateColoringEntry>;
import var instancePropEntries: array<SComponentInstancePropertyEntry>;
import var flatCompiledData: array<Uint8>;
import var streamedAttachments: array<SStreamedAttachment>;
import var cookedEffects: array<CEntityTemplateCookedEffect>;
import var cookedEffectsVersion: Uint32;
} */
And dont forget to save the file :)
For people who complained about OP monster types probably never read the mod description to the end, or didn’t figured out all new features, that were introduced. I, personally, don’t find any monster type to be OP, they just need a special approach. For example, mentioned insectoids and wraiths:
- there are a lot of tools to fight insectoids: you can exhaust their stamina by hitting with Ard sign, by blocking in melee, by dodging and by kicking them. Hit them with the heavy attack to ignore their armor and use other armor reduction.
- wraiths die like flies when you use physical resistance reduction from different sources, Yrden sign in particular.
1. Sickness - After picking the game up again after a hiatus of almost two years, I actually thought this was a bug until reading through the feature list of this mod again. It's absolutely annoying at best and actually breaks the game at worst. If the sickness brings your HP down to zero, in combat or otherwise, the game breaks. You remain at zero health and can't open any menus, not even the main menu. You can't even ALT+F4 for christ's sake.
2. Hypothermia - Swimming in this game is bad enough as it is without having to worry about this added bit of "fun". I kept hammering "healme" into the console while being forced to swim for extended parts without any Killer Whale on me.
3. Inventory Access - There's an option in the menu to enable or disable inventory access in combat, but it doesn't seem to do anything. Access is always blocked, which is fine if you want to go hardcore (I originally did), but there are so many instances of you being thrown directly into combat after cutscenes ... not being able to equip Moon Dust in such a situation makes fighting werewolves impossible, wraiths and vampires at least highly unpleasant.
Also, Wraiths are completely OP. I can easily kill all big enemies, can handle groups of small enemies, but wraiths kill me again and again as soon as there are at least two of them. Yrden + Moon Dust are a must against these fuckers, while they kill me in 3-4 strokes. That's almost the damage a fiend or a chort causes, wtf?
EDIT: Also: MOTHERFUCKING ARACHNOIDS, WTF?!?! According to forums they are the worst enemies even in vanilla, but with ESR, they are straight from hell. It's extremely hard to dodge their webs, especially when facing more than one - then, once you're webbed, you're dead, as there is no way to free yourself. The fuckers rush you and unleash a flurry of attacks that just kills you in one go. And there is only one viable way of killing them - spam axii. No other possible tactic works realiably, whereas every other type of enemy can be approached in a myriad of different ways. I just die, reload, die, reload, die, reload, activate god mode, kill them, deactivate god mode and continue with the game. Seriously, these shits need to be nerfed, they're no fun AT ALL. JESUS f*#@ing CHRIST.
First of all, love the mod.
Second, is there a way to manually change/modify the levelling and scaling of relic/witcher item ?
I know it screw the balance, am searching for a way to turn off that aspect in particular
For characterstatspopup.ws chose ESR lines everywhere (kdiff option "chose B/C everywhere")
After that u get a compilation error of a single line in inventorymenu.ws, just delete that single line and u good to go.
all the other merges are pretty much automatic or very easy to do manually :