V1.1+ notes. The fixed version will not allow the bug to appear but on saved games where you have experienced this bug you may need to equip/unequip skill multiple times until it starts to deactivate properly. This happened because in previous versions mod couldn't detect the skill that was activated first and with every try to unequip such skill it was added to the list of active skills again. In new versions such skill detected properly and it is not added to the list again and it removes from the list properly so you need to deactivate this skill so many times to remove all it's previous instances from the list.
If you have compilation errors not related to this mod (the errors messages starts with Error [content0]) try solutions from here http://www.nexusmods.com/witcher3/mods/1541/?
mod Elys - AllSkillsActive https://www.nexusmods.com/witcher3/mods/546?tab=description is better, cause the skills that grant passive bonuses will give that bonuses when activated without slot
Hey, Zur13. I downloaded a Mod Pack that conflicts with the slots, slots, slots mod. Was wondering if you could help me figure it out so I can add the slots mod to the game along with the mod pack. Here's a link to the mod pack and it's contents. Any help would be greatly appreciated :) https://www.gamepressure.com/download.asp?ID=67836
The big green link on the top of this mod description page says to use Slots Slots Slots mod instead. Use Slots?Slots!SLOTS!!1 mod it allows you to add more skill slots with working mutagen synergy bonuses and activate more then one mutation.
Awesome! I used elys' all skills active on previous playthroughs but felt the extra passive bonuses unbalanced the game(the stamina regen bonus alone made tawny owl pointless). Looking forward to using this on my next playthrough.
Well I planned on using it with FCR3 which changes mutations(according to the slotsslots description they might be incompat?) , together with a mod of my own that changes how mutagen bonuses work(diminishing returns for multiple mutagens of the same color) and I want to activate as many skills as I want while only getting passive bonuses from 12-16 skills, same as vanilla game and fcr3 are balanced for.
It's hard to tell but Slots mod should work with FCR3 with some tweaking (there was a suggestion to remove "fcr3_3_Padlock" or to use mod manager which supports mod priorities https://www.nexusmods.com/witcher3/mods/2678 like that I think).
134 comments
V1.1+ notes. The fixed version will not allow the bug to appear but on saved games where you have experienced this bug you may need to equip/unequip skill multiple times until it starts to deactivate properly.
This happened because in previous versions mod couldn't detect the skill that was activated first and with every try to unequip such skill it was added to the list of active skills again. In new versions such skill detected properly and it is not added to the list again and it removes from the list properly so you need to deactivate this skill so many times to remove all it's previous instances from the list.
If you have compilation errors not related to this mod (the errors messages starts with Error [content0]) try solutions from here http://www.nexusmods.com/witcher3/mods/1541/?
Or a similar mod?
https://www.nexusmods.com/witcher3/mods/546?tab=description
is better, cause the skills that grant passive bonuses will give that bonuses when activated without slot
is the mods compatible with the original steam version?
https://www.gamepressure.com/download.asp?ID=67836
Use Slots?Slots!SLOTS!!1 mod it allows you to add more skill slots with working mutagen synergy bonuses and activate more then one mutation.
What do you think?