The Witcher 3

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  1. plasticmetal
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    Troubleshooting:
    Game won't launch, I'm getting script compilation Error messages
    Spoiler:  
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    The warnings that pop up aren't relevant, but the errors are.  These will point to problems in specific files, or say that a function couldn't be found in a file.  In case of the latter that often means the file in question is trying to find a function defined in another unnamed file.
    The only way to resolve script compilation issues is with script merger.  If you already ran it, you might have old out-dated merges in your mod_0000_mergedfiles folder.  Delete that and re-run script merger.  If compilation errors still come up, then double check that your game and all your mods are build for the same version of the game.  The current release of Modular Eyes is meant for Next Gen 4.00 Hotfix 2, make sure all your other mods are compliant and your merge is sound.
    If during script merger a merge could not be resolved automatically, a window will appear asking you to choose between mod source B or mod source C when resolving a conflict.  Modular Eyes only adds new code, and that's likely true for most script mods you might install.  If this occurs, in the menu bar try clicking B, then clicking C.  If there's an icon with multiple downward blue arrows with a red arrow, click that to go to the next unresolved conflict, and repeat the same process.  Once that blue + red arrow icon is grayed out, click the save icon then close.  If that didn't work try the same thing but this time click C then B.  Most of your manual merge conflicts will be solved this way unless another mod is doing something peculiar in the same location that Modular Eyes must inject code.

    Game launches after first time install of Modular Eyes but I didn't get a pop-up message after loading a save file
    Spoiler:  
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    Double check that modmodulareyes exists in your mods folder.  If you have a mod manager, make sure Modular Eyes is enabled.  Vortex is not supported - manual installation is mostly a copy paste, plus a step to ensure the settings file is read (new for next gen), a step to add keybind toggle for Modular Eyes (technically optional if you don't plan on using manual keybind controls), and another step to allow in game remapping of that keybind toggle (also technically optional).  If you have an old merged mods folder, delete it and redo your script merges.  Make sure every file that lists modmodulareyes gets merged with your other script mods.

    Game launches and I get a pop up saying that dlcmodulareyes could not be found
    Spoiler:  
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    This means your dlcmodulareyes folder isn't in your dlc folder, or its structure was broken.  The full directory should look like The Witcher 3 Wild Hunt GOTY\dlc\dlcmodulareyes\content\(blob0.bundle etc).  Double check if you need to enable anything with a mod manager if you're using one.

    Game launches and I get a pop up saying that modulareyesconfig.xml could not be found
    Spoiler:  
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    This means your settings file couldn't be located.  It should be in The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc\.  In addition, at that same location are the new next gen files dx11filelist.txt and dx12filelist.txt.  Open both and in each add a new line modulareyesconfig.xml and save.

    Modular Eyes still isn't working
    Spoiler:  
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    Either your Modular Eyes settings are incorrect, or you have an unusual mod that's circumventing Modular Eyes in some way.  First confirm that you can get Modular Eyes working when no other mods or non-vanilla dlc are installed (the vanilla dlc are dlc1-20, ep1 and bob).  If it still doesn't work, use console command medefault to reinvoke the mod settings reset tool and click Yes.  Getting toxicity above 70% with default settings should make the eyes black.  If you installed the button toggles correctly, Numpad 9 will also turn the eyes black.  Once you confirm these works you can go back and adjust the mod settings to your liking.

    Modular Eyes works but I believe I'm seeing unexpected behavior
    Spoiler:  
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    Use console command mereport.  This will list every actor that currently has an instance of Modular Eyes, their current head name, their current vein state, Activation Conditions being checked, and which Activation Conditions are being detected as Active.  For example, if under Toxicity there's Black Eyes ACTIVE listed, then Modular Eyes believes that the player's current toxicity is greater than the Toxic Percent Threshold.  Each green colored ACTIVE represents an Activation Condition that's currently met and declaring Alt Eyes need to be active.  Likewise each blue ACTIVE represents conditions being met for Black Eyes.

    Both Alt Eyes and Black Eyes look the same
    Spoiler:  
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    This is intended.  Modular Eyes is a framework for other mod makers to make their own eye textures for the Alt Eye state, Black Eye state, vanilla eye state, or some combination thereof.  Searching "Modular Eyes" on Nexus should find compatible texture mods to install in addition to Modular Eyes.

    _________________
    Settings explanations
    __________________
    Activation Conditions:
    Spoiler:  
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    Toxicity Threshold:  Checks if current toxicity >= Eye Activation Toxicity Percent
    Darkness:  Checks if player is in a dark place or if its dark outside
    Toxicity and Darkness:  Checks if both of the above are concurrently valid.  Meant as an alternative to Toxicity Thresholdabove
    Cat Potion Active:  Checks if Cat potion is active.  Night Sight support doesn't exist for EE
    Darkness:  Checks if player is in a dark place or if its dark outside
    Combat - Day:  Checks if player is in combat during day
    Combat - Night:  Checks if player is in combat during night
    Witcher Senses:  Checks if Witcher Senses (focus mode) is active
    Black Eyes Button Trigger:  Enables keybind for forcing Black Eyes active (cycles on and off).  Default keybind is numpad 9
    Alt Eyes Button Trigger:  Enables keybind for forcing Alt Eyes active (cycles on and off).  Default keybind is numpad 8
    Force Always On:  Forces the selected eye state to be always active.  Keep this set to None if you want any form of dynamic behavior.
    Toxicity Controls:
    Spoiler:  
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    Eye Activation Toxicity Percent:  Minimum toxicity percentage at which eyes activate.  Pairs with Toxicity Threshold setting above.
    Potion Required:  Requires a potion effect to be active in addition to being above the Toxicity Threshold in order for eyes to activate from toxicity
    Darkness Required:  Requires darkness in addition to being above the Toxicity Threshold in order for eyes to activate from toxicity

    Enable Remapping Toxic Vein Thresholds:  Allows you to change the minimum toxicity percentage at which a vein effect activates.  Leave off if you use another mod that changes when veins activate and you want to keep that behavior.
    Toxic Vein Threshold Level 1:  Minimum toxicity percentage at which first vein effect plays ('toxic_000_025').  Vanilla Default is 1
    Toxic Vein Threshold Level 2:  Minimum toxicity percentage at which first vein effect plays ('toxic_025_050').  Vanilla Default is 25
    Toxic Vein Threshold Level 3:  Minimum toxicity percentage at which first vein effect plays ('toxic_050_075').  Vanilla Default is 50
    Toxic Vein Threshold Level 4:  Minimum toxicity percentage at which first vein effect plays ('toxic_075_100').  Vanilla Default is 75
    **Note:  Keep thresholds in ascending order to ensure normal behavior, i.e ( Level 1 < Level 2 < Level 3 < Level 4)
    Vein Effects:
    Spoiler:  
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    Upgrade Vein Effect Level with Black Eyes:  If enabled, increases the expected Vein Effect by a set number of stages when Black Eyes are active
    Upgrade Amount with Black Eyes:  Number of stages Vein Effect will climb when Black Eyes are active

    Upgrade Vein Effect Level with Alt Eyes:  If enabled, increases the expected Vein Effect by a set number of stages when Alt Eyes are active
    Upgrade Amount with Alt Eyes:  Number of stages Vein Effect will climb when Alt Eyes are active

    **Ex:  If Upgrade Vein Effect Level with Black Eyes is enabled, and Upgrade Amount with Black Eyes is set to 2, then the following will happen**
    No vein effect active then Black Eyes activate > Vein Effect Level 2 will play ('toxic_025_050')
    Veins are currently at Level 1 due to toxicity ('toxic_000_025') and then Black Eyes activate > Vein Effect Level 3 will play ('toxic_050_075')
    Veins are currently at Level 4 due to toxicity ('toxic_075_100') and then Black Eyes activate > Same effect keeps playing as toxic vein effect can't upgrade beyond max level
    Other:
    Spoiler:  
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    Enable Mod: Activates mod, requires reload
    Cleanup and Disable Mod: While Enable Mod is on, toggle this on and exit the menu to have the game remove new heads and vein states for you.  It will prompt a save and reload when done.
    Reverse Priority: Alt Eyes Over Black Eyes:  Normally, if activation conditions for both eye types are both valid from different sources, Black Eyes will always win and override Alt Eyes.  If enables this setting will reverse that behavior
    Force Shave on Eye Change:  If enabled, it will indirectly shave Geralt when eyes change, and also prevent beard growth for every subsequent eye state change.  If previously enabled and you now wish to uninstall Modular Eyes, set this to off first, then toggle any eye state on and off to restore normal beard growth behavior.
    Prevent Head Change:  Minimizes risk of temporary broken lip animations.  While Speaking waits for an actor to stop talking before changing heads.  During Cutscenes blocks all head changes during cutscenes.
    Other Witchers:
    Spoiler:  
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    Enable Other Witchers: Enables Modular Eyes and vein effects for npc witchers.  Requires reloading when first enabled to take effect.  Activation conditions that affect Geralt also affect other witchers.
    Cleanup and Disable Other Witchers:  While Enable Mod is on, toggle this on to remove new heads and vein effects from NPCs only.  It will prompt a save and reload when done.
    Toxicity Type:  Inherited copies Geralt's toxicity effects for both eyes and veins.  Simulated gives npcs their own version of toxicity control.  With Simulated, if an npc witcher begins combat with a monster/wild hunt/enemy witcher, toxic eye state change will occur and veins will activate
    Simulated Duration:  Time in seconds that NPC Simulated toxic veins will be present
    Simulated Strength:  Starting vein strength for NPC Simulated toxic veins.  Degrades in intensity over its duration
  2. Si13n7
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    Is it possible to use both Alt and Black Eyes for Toxicity, so that for example Alt Eyes are used from 10 to 69 percent and Black Eyes are used from 70 percent upwards?
    1. plasticmetal
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      Not supported.  Would require redoing script logic
    2. Si13n7
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      Thank you for your quick response. I already thought so...

      So I've already changed the code in the Toxicity function in the local\ModularEyes.ws file.

      In case you are interested, here is the new code:
      var alteyes : bool = AltTox();
      var blackeyes : bool = BlackTox();
      var toxstat : float = GetWitcherPlayer().GetStat(BCS_Toxicity, false);
      var threshold : float;

      // Player has no toxicity, or potion is needed but no potion was detected, or it must be dark but it is light
      if (toxstat <= 0 || Potion() && !GetWitcherPlayer().HasPotionBuff() || ToxDark() && !IsInDarkPlace() && !theGame.envMgr.IsNight())
      {
          if (alteyes || blackeyes)
              SetAltStatusArray(0, false);
          if (blackeyes)
              SetBlackStatusArray(0, false);
          return;
      }

      toxstat = toxstat / GetWitcherPlayer().GetStatMax(BCS_Toxicity);
      threshold =  ToxicPercent();

      // Alt Eyes option is active
      if (alteyes)
      {
          SetAltStatusArray(0, toxstat >= threshold);
          return;
      }

      // Black Eyes option is active
      if (blackeyes)
      {
          // First use Alt Eyes for any toxicity below the specified threshold
          if (toxstat < threshold)
          {
              SetAltStatusArray(0, true);
              return;
          }
          SetAltStatusArray(0, false);

          // Next, use Black Eyes for a toxicity equal to or above the specified threshold
          SetBlackStatusArray(0, toxstat >= threshold);
      }


      I couldn't resist optimizing all the code. But it would also work if you add a few lines inside your code:
      Spoiler:  
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      if( GetWitcherPlayer().GetStat(BCS_Toxicity, false) > 0 && (!Potion() || (Potion() && GetWitcherPlayer().HasPotionBuff())) && (!ToxDark() || (ToxDark() &&(IsInDarkPlace() || theGame.envMgr.IsNight()))))
      {
          if (AltTox())
          {
              if ((GetWitcherPlayer().GetStat(BCS_Toxicity, false) / GetWitcherPlayer().GetStatMax(BCS_Toxicity)) >= ToxicPercent())
              {
                  SetAltStatusArray(0, true);
              }
              else
              {
                  SetAltStatusArray(0, false);
              }
          }
          if (BlackTox())
          {
              if ((GetWitcherPlayer().GetStat(BCS_Toxicity, false) / GetWitcherPlayer().GetStatMax(BCS_Toxicity)) < ToxicPercent())
              {
                  SetAltStatusArray(0, true);
              }
              else
              {
                  SetAltStatusArray(0, false);
              }
              if ((GetWitcherPlayer().GetStat(BCS_Toxicity, false) / GetWitcherPlayer().GetStatMax(BCS_Toxicity)) >= ToxicPercent())
              {
                  SetBlackStatusArray(0, true);
              }
              else
              {
                  SetBlackStatusArray(0, false);
              }
          }

      }
      else
      {
          if(AltTox())
          {
              SetAltStatusArray(0, false);
          }
          if(BlackTox())
          {
              SetAltStatusArray(0, false);
              SetBlackStatusArray(0, false);
          }
      }
    3. MinhHuy2005
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      hey can you give us the full toxicity function code ? I tried following your guide but end up with lots of script bugs. I don't have experience with writing scripts so I don't know how to fix it
    4. Si13n7
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      Hey,

      I've already done that... You need to look for function Toxicity() on line 2208 in your .\content\scripts\local\ModularEyes.ws file. There you need to replace all the code between the brackets (e.g between { and } characters) with the code I wrote without spoilers.

      If you're not familiar with scripting, it's probably better to replace the entire file to prevent mistakes. So I uploaded my .\content\scripts\local\ModularEyes.ws file here, just download and replace with your ModularEyes.ws file.

      (Please note that this file is only recommended for mod version 3.07. If the creator is going to update their mod at some point, you shouldn't replace the whole file anymore.)
    5. MinhHuy2005
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      thanks for your help man. It works  flawlessly  <3
  3. Poolshark78
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    I think "Wearable Pocket Items" (which btw has a 4.04 version linked in the comment section for anyone interested) and "Modular Eyes" do edit the exact same things. If you look at the screenshot, could anyone tell me if there is a possibility to merge both mods?


    https://imgur.com/1nX8jsS
  4. antuan1v4n0ff
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    After installation, the C button is triggered when I click on the left mouse button. How can I fix this?
  5. Ravenousity
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    It been so long since last time i mod the game and now it Next Gen, after followed every INSTRUCTION i encountered  this and  clueless what's wrong. Anyone have any idea and can help me ? Tysm

    Error [modmodulareyes]game\player\playerwitcher.ws(5063): I dont know any 'EISPM_RadialMenuSlot3'
    Error [modmodulareyes]game\player\playerwitcher.ws(5078): I dont know any 'EISPM_RadialMenuSlot1'
    Error [modmodulareyes]game\player\playerwitcher.ws(5096): I dont know any 'EISPM_RadialMenuSlot4'
    Error [modmodulareyes]game\player\playerwitcher.ws(5110): I dont know any 'EISPM_RadialMenuSlot2'
    Error [modmodulareyes]game\player\playerwitcher.ws(11778): Could not find function 'DisableRadialMenuInput'
    Error [modmodulareyes]game\player\playerwitcher.ws(11796): Could not find function 'SetRadialPotionUpperTimer'
    Error [modmodulareyes]game\player\playerwitcher.ws(11802): Could not find function 'SetRadialPotionLowerTimer'
    Error [modmodulareyes]game\player\playerwitcher.ws(11843): I dont know any 'EISPM_RadialMenuSteelOil'
    Error [modmodulareyes]game\player\playerwitcher.ws(11848): I dont know any 'EISPM_RadialMenuSilverOil'
  6. argonsGhost
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    hello what a great mod, but i have a problem, so i use beard lock mod set to no beard, and when isu the modular eys geralt beard began to grow can you help please 
  7. Ravenousity
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    It been so long since last time i mod the game and now it Next Gen, after followed every INSTRUCTION i encountered  this and  clueless what's wrong. Anyone have any idea and can help me ? Tysm

    Error [content0]game\player\playertypes.ws(222): 'ITEM_SET_TAG_NETFLIX' is not a member of 'handle:W3GameParams'
    Error [content0]game\quests\quest_function.ws(9006): Could not find function 'GetCannotUseUndying'
    Error [content0]game\quests\quest_function.ws(9015): Could not find function 'SetCannotUseUndyingSkill'
    Error [content0]game\gameplay\items\spells\yrdenentity.ws(126): Could not find function 'IsSuperchargedSign'
    Error [content0]game\player\player.ws(1010): Could not find function 'OnBlockingSceneStarted_OnIntroCutscene'
    Error [content0]game\player\r4player.ws(11212): Could not find function 'IsSuperchargedSign'
    Error [content0]game\components\inventorycomponent.ws(3902): 'ITEM_SET_TAG_NETFLIX' is not a member of 'handle:W3GameParams'
    Error [content0]game\components\inventorycomponent.ws(3921): 'ITEM_SET_TAG_NETFLIX' is not a member of 'handle:W3GameParams'
    Error [content0]game\components\inventorycomponent.ws(3922): 'ITEM_SET_TAG_NETFLIX' is not a member of 'handle:W3GameParams'
    Error [content0]game\vehicles\horse\horsecomponent.ws(247): Function 'IsMountedByPlayer' does not take 1 param(s)
    Error [content0]game\vehicles\horse\horsecomponent.ws(360): Function 'IsMountedByPlayer' does not take 1 param(s)
    Error [content0]game\photomodemanager.ws(82): Could not find function 'IsInCutsceneIntro'
    Error [content0]game\definitionsmanager.ws(365): 'ITEM_SET_TAG_NETFLIX' is not a member of 'handle:W3GameParams'
    Error [content0]game\gameplay\actions\baseaction.ws(712): Could not find function 'IsSuperchargedSign'
    Error [content0]game\gameplay\ability\playerabilitymanager.ws(2670): Cannot call private function 'RemoveExtraOilsFromItem' in class 'W3PlayerWitcher' here.
    Error [content0]game\gameplay\ability\playerabilitymanager.ws(2674): Cannot call private function 'RemoveExtraOilsFromItem' in class 'W3PlayerWitcher' here.
    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.
  8. TOLiHo
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    Will there be a version for next-gen W3EE Redux? Or how can they be combined?
  9. ExasperatedChicken
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    Not sure what could be causing it. I use beard lock stage 3. When alt eyes come on at night, it overwrites the lock mod and Geralts beard grows to stage 4 for the night. I'm using Netflix toxic face.. have the remapping option enabled.. and when toxicity gets to my custom set.. the eyes will turn on, but Geralt persists to have zero toxicity effect on his face. I'm using it with EE redux and a face mod which i gave the Netflix toxicity texture priority over and it still won't show when he hits the threshold
    1. plasticmetal
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      Beard locks change what a given head state looks like.  Modular eyes swaps heads based on what their true state is.  Technically incompatible.

      You can hack a workaround.  Go to modulareyes.ws, find the function shavecorrection, change return 0 to return 1, return 1 to return 7, return 16 to return 19, and return 24 to return 27.

      Then in game toggle Force Shave with Eye Change to On.  Instead of redirecting head swaps to be the shaved version of a head (normal head, tattoo head, demon mark head, tattoo and demon mark head) it will instead swap to head stage 3 for each of those.

      For remapping make sure each value used is higher than that of the previous stage.  Possibly some strange things happen at 100 and at 0.  The logic controller for that component changed when this mod moved to next gen, but from my tests back then it should still function correctly
    2. ExasperatedChicken
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      Thanks a ton man I'll test it out. If it doesnt work I'll disable beard lock because modular eyes is a must have mod for me. Upon further testing.. It just seems the custom map option isnt working. Wondering if I merged wrong or something. It is enabled and set to Eyes(60) Toxic stage 1 60, 2 70, 3 80, 4 90. Also tried turning the option off and just setting the option to upgrade veins with black eyes to level 4 and black eyes turn on at 60. But gerrry still has the veins starting from toxicity 1 and so on
    3. ExasperatedChicken
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      I even tried unmerging toxicity ws from redux but I run into the same error. Veins slightly show before the set number, I hit the set number, black eyes turn on with no veins. On a side funny note.. Since I edited the ws file with the numbers you gave me.. Geralts tattoo appeared lmao 
    4. plasticmetal
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      I see some code oversights.  It'll take a bit to sort it all out as vein controls have always been the finicky part of this mod
    5. ExasperatedChicken
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      No problem at all just wasn't sure if it was something on my end.. I'm removing beard lock in the meantime because it's no big deal and Gerry got a random tattoo from it somehow lol. I've been endorsed and followed over a year now so when the update comes i"ll see it. Thanks a ton man love the mod nonetheless!
    6. plasticmetal
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      Turns out there was an issue with both redux and modular eyes.  Here's a premerge of toxicity.ws that resolves both issues afaik until each gets updated.  Use this to replace your merged toxicity.ws.

      As for the shave correction, it looks like I had some errors in the base function.  Until I update, replace the entire shavecorrection function in modulareyes.ws with this instead:
      Spoiler:  
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      function ShaveCorrection( i :int) : int
      {
      switch(i)
      {
      case 0 :
      case 2 :
      case 4 :
      case 6 :
      case 8 :
      case 10:
      case 12:
      case 14:
      case 32:
      case 33:
      case 34:
      case 35:
      case 39:
      case 43:
      case 47:
      case 51:
      case 55:
      case 59:
      case 63:
      case 67:
      case 71:
      case 75:
      case 79:
      case 83:
      return 6;
      case 1 :
      case 3 :
      case 5 :
      case 7 :
      case 9 :
      case 11:
      case 13:
      case 15:
      case 36:
      case 40:
      case 44:
      case 48:
      case 52:
      case 56:
      case 60:
      case 64:
      case 68:
      case 72:
      case 76:
      case 80:
      case 84:
      return 7;

      case 16:
      case 17:
      case 18:
      case 19:
      case 20:
      case 21:
      case 22:
      case 23:
      case 37:
      case 41:
      case 45:
      case 49:
      case 53:
      case 57:
      case 61:
      case 65:
      case 69:
      case 73:
      case 77:
      case 81:
      case 85:
      return 19;

      case 24:
      case 25:
      case 26:
      case 27:
      case 28:
      case 29:
      case 30:
      case 31:
      case 38:
      case 42:
      case 46:
      case 50:
      case 54:
      case 58:
      case 62:
      case 66:
      case 70:
      case 74:
      case 78:
      case 82:
      case 86:

      return 27;

      default: return -1;
      }
      }

    7. ExasperatedChicken
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      You are my favorite mod author.. thanks so much for personally hooking me up! Absolutely love this!!!!
    8. ExasperatedChicken
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      It all works so flawless now. How different would the values be if I wanted to lock the beard for stage 2? Saving for future reference!
    9. plasticmetal
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      The returns should be in this order: 4, 5, 18, 26.  Though note that I probably forgot to exclude some heads from this function (namely the robbery mask heads).  Some case lines in that function could change in the next patch but if the returns in this post and the previous will still stay correct.
    10. ExasperatedChicken
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      No problem thank you so much! I'm not worried about any other heads if it bugs out for a couple special scenes it's not a big deal at all. The mod is flawless and I can't see the witcher 3 without it lol Been my number 1 must have from a year plus ago 
    11. GetTheDLater
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      what would be the values for beard 1?
  10. GetTheDLater
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    how do you remap keybinds?
  11. Darkstyler35
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    Hello,

    Just a little feed back about the mod : it works like a charm on NG 4.01 with unique witcher eyes (except Geralt)Young GeraltGlowing witcher eye : PIC
    I've changed the key bind to F11 and 12 as I use arrows keys on my keyboard and many others around to play. Mod is reactive and seems to be reliable, so it's a nice addition

    It's a real pleasure to change Geralt's face sometimes because one of the things that is missing in this game is to have the real built in opportunity to play as another gender/PC
    I know there are alternatives like Better call (Saul)...Ciri}   or Geralt doppler,  etc... but hey there have issues : tried the Ciri mod and it's not possible to have a real inventory and adapted voice during dialogs... but it works and is also reliable.

    What I find boring in this game is always starting a new playthrough with the same face, voice, history = I know lore friendly..; background etc..; but I don't care about that because my real motivation is imagination above everything and everybody has its own, right ?
    If only there was a NG mod like live another life...

    So this mod gives more immersion/diversity/depth and that's what I am seeking = a little bit more of imagination.

    Thanks for that and for sharing
    1. GetTheDLater
      GetTheDLater
      • member
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      how do you change the keybinds?
  12. Neferata13
    Neferata13
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    Will this run with the latest Henry Cavill reskin of Geralt?
    https://www.nexusmods.com/witcher3/mods/8895
    and
    https://www.nexusmods.com/witcher3/mods/8931

    Im guessing a submod to make them compatible will be required, but just wanted to ask
    1. MRBUGGLES
      MRBUGGLES
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      Bump, would also like to know. :)