If you have permission to do so, you should make it clear on the page. Especially bootstrap and shareImport seem to me to be distributed without the mods author permission.
For those who are interested, there's an updated version of this mod that fixes a lot of the problems that people are discussing in the comments. Been playing with it for the past day, and IMHO it improves also on the features and logic quite a bit. Also, hunts work now! And you can play with bruxa, skeletons, vampires, etc.
If you guys want to disable city spawns this is what you must do:
vmellado468 wrote: Found a workaround fix for those of us having trouble with the random city spawns despite the options being off. Open re_Zones.ws located in modRandomEncounters\content\scripts\local folder and look for the city zone entries:
EDIT: If you want I can send you the fixed files, so you can update your mod. The changes I've done to the files fix Ekimara, Katakan, Bruxa, Group and Custom Frequency Group spawns. They also remove city spawns properly.
Or you could post 2 versions of the mod. One with city spawns and one without 'em.
Yes Cyclolock, please make the fixed city spawn files available, it would help save NPCs and their children, and other players save some valuable gaming time :) Just a dropbox link or similar would be very much appreciated. Cheers!
Instructions say to skip the modBootstrap files if you already have Bootstrap and Shared Imports installed. However, that's not entirely correct.
You still have to go to your mods_registry.ws file in modBootstrap-registry/content/scripts/local and add the following line add(modCreate_RandomEncounters());
Like this:
class CModRegistry extends CModFactory { protected function createMods() { // add mod creation calls here, like this: // // add(modCreate_<ModName>());
I managed to get this mod to work without this step, following the instructions that go to the mod. I deleted all the mods that I had and first put this mod. Then I added all the other mods. There are more than 100 of them. It was not possible to put only the mod at the speed of the boat, it conflicts with random encounters, despite the merger. The instruction worked for me. Thanks to the creators! The world has become even more alive and dangerous.
197 comments
Especially bootstrap and shareImport seem to me to be distributed without the mods author permission.
UN SALUDO
https://www.nexusmods.com/witcher3/mods/5018
vmellado468 wrote: Found a workaround fix for those of us having trouble with the random city spawns despite the options being off. Open re_Zones.ws located in modRandomEncounters\content\scripts\local folder and look for the city zone entries:
zone = REZ_CITY;
and change them to:
zone = REZ_NOSPAWN;
but honestly. I don't find those too annoying, they nearly always appear at the same places. So, i know where i should watch out for monsters.
EDIT: If you want I can send you the fixed files, so you can update your mod. The changes I've done to the files fix Ekimara, Katakan, Bruxa, Group and Custom Frequency Group spawns. They also remove city spawns properly.
Or you could post 2 versions of the mod. One with city spawns and one without 'em.
PM me in case you're interested.
this was
so not my question.
You still have to go to your mods_registry.ws file in modBootstrap-registry/content/scripts/local and add the following line add(modCreate_RandomEncounters());
Like this:
class CModRegistry extends CModFactory {
protected function createMods() {
// add mod creation calls here, like this:
//
// add(modCreate_<ModName>());
add(modCreate_RandomEncounters());
}
}
in the game's folder, just bellow DLC and Content
https://forums.nexusmods.com/index.php?/topic/3285789-random-encounters/page-173#entry77066028