The Witcher 3
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stefan3372 with update by Haldar

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Haldar1248

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100 comments

  1. BialaWilczyca83
    BialaWilczyca83
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    Hello, I tried to install this mode but I have a problem with hud. I don' t see it. I don't know how much Geralt is tired and how is the level of urine and feces. Because of it I don't know when to eat and drink. The key F 12 prescribed to hud doesn't work in the game. I apologise for my English but it is not my native language.
    1. Haldar1248
      Haldar1248
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      See inputs.txt
  2. Zowbaid
    Zowbaid
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    Hi there. I noticed that you said you fixed the Canteen Water not being a Junk item as GM has made it, but it still appears as a junk item, and I can't craft it anymore. Is this a fix that only shows up in the script changes, or in the bundled xmls? Thank you.
    1. Haldar1248
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      It was only xml change iirc. I've delved into it and found that there's just a name change of item, no scripts or such attached to it.
    2. Zowbaid
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      Hmm, strange, cuz I'm not seeing the change in the def_item_edibles.xml. I could be wrong, but isn't the flask supposed to be in the def_item_ingredients.xml section since vanilla game considers it a junk item that can be deconstructed? Whereas with the change you're providing, it turns it into an edible, right? I couldn't find "flask" in the edibles section. Was it maybe not uploaded in the mod folder?
    3. Haldar1248
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      No.

      I've found that junk item 'flask' (non-consumable) was renamed into non-consumable 'boiled water'.

      And I've changed it back. Simple as that.
  3. Unplugged90
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    I'm trying to install this mod. Everything seems to work but the food. The food is still there, but it doesn't replenish my hunger nor my thirst. I've tried every possible combination between GM and this mod and nothing seems to fix this. Any clues?
    1. Haldar1248
      Haldar1248
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      Try easy route 1st. GM first, check if it works, then add PN with AGM PN, overwrite when asked. It should work this way.
    2. Unplugged90
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      Thank you! I got it wrong then. I thought this was a standalone. Should I be installing both mod folders, modFPrimalNeeds and modPrimalNeeds?
    3. Haldar1248
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      No, modPrimalNeeds is not needed in this case. It is standalone (and not touched by me). You need modFPrimalNeeds and Ghost Mode and overwrite original Ghost Mode with my changes from archive.
  4. Zowbaid
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    Hi there. I'm having a really bizarre issue. So I've merged everything correctly I'm sure, as I have the hunger/thirst/fatigue meters and it's all running. Only problem is, none of my foods are showing how much thirst or hunger they replenish. They only show their vitality regen. Is this intended? How am I supposed to know what to eat to to replenish how much hunger. I thought it was maybe a problem with priority in the edibles.xml bundle, but this mod has higher priority over GM, so the values should show on the food. But it's not showing. Any ideas what's going on here? Thank you.


    EDIT: Nvm. Solved the problem. I had an incorrect inventoryComponent.ws in my compatibility mods.
  5. Peps66
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    Hi, can someone tell me how to fix this?

    Error [modghostmode]game\player\playerwitcher.ws(514): Unknown type 'EEnemyType' for property 'et'.
    Error [modghostmode]game\player\playerwitcher.ws(520): Unknown type 'EEnemyType' for property 'et'.
    Error [modghostmode]game\player\playerwitcher.ws(525): Unknown type 'EEnemyType' for property 'et'.
    Error [modghostmode]game\player\playerwitcher.ws(2346): Unknown type 'W3Effect_PhantomWeapon' for property 'phantomWeapon'.
    Error [modghostmode]game\player\playerwitcher.ws(6384): Unknown type 'W3Effect_PhantomWeapon' for property 'phantomWeapon'.
    Error [modghostmode]game\player\playerwitcher.ws(9239): Unknown type 'W3Effect_PhantomWeapon' for property 'phantomWeapon'.
    Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modsharedimports]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.
    1. Peps66
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      I managed to get past these errors and into the game. I can see that the mod is installed and I can change the values from within the game. But, only meditation and drinking from shallow water works. When I drink or eat an item nothing happens. Anyone know if this mod actually works or should I stop trying to make it work?
    2. Peps66
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      It all works now when using the correct load order of the mods.
    3. Haldar1248
      Haldar1248
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      LO is defined by mod naming, should be okay by default.
  6. skybellrock
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    Got this error message:

    Error [mod0000_mergedfiles]game\player\r4player.ws(1358): Unknown type 'W3Effect_PhantomWeapon' for property 'phantomWeapon'.
    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(576): Unknown type 'EEnemyType' for property 'et'.
    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(582): Unknown type 'EEnemyType' for property 'et'.
    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(587): Unknown type 'EEnemyType' for property 'et'.
    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(2439): Unknown type 'W3Effect_PhantomWeapon' for property 'phantomWeapon'.
    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(6489): Unknown type 'W3Effect_PhantomWeapon' for property 'phantomWeapon'.
    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(9373): Unknown type 'W3Effect_PhantomWeapon' for property 'phantomWeapon'.
    Warning [mod0000_mergedfiles]game\actor.ws(246): Native function 'IsPlayingChatScene' was not exported from class 'CActor' in C++ code.
    Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modsharedimports]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.

    I am fairly confident that I have merged them correctly. No idea what causes this error. I have not even encountered the unknown types in the files. Is this still compatible with the latest Ghost mode 4.1 release? Ghost modes files have been edited after this mod was uploaded but it is still the same version.
    1. Haldar1248
      Haldar1248
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      Yep, should be okay.
    2. Peps66
      Peps66
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      I get the same errors, did you solve this?
  7. ivanivanov33
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    Hallo, Have problem whit build mods (GOG ver1.32 +32DLS, WMM and script editor, unlocked max mods,CP Base, CP S)
    I wanna install Naked Geralt he need:
    This mod. - parts of Primal Pants - (Primal Needs patch) . this mod need parts of AGM Primal Needs, then Ghost Mode + Primal Pants - (Primal Needs patch) .......... And between all of this mishmash need somewere  i wanna ru translations and Complete Animations Redux.
      (modFPrimalNeeds have some conflicts whit modGhostMode from AMG)
     
    Please help me what mod need install first, what second, whit manual or WMM method for every one, what priority ..esc.
    Thanks.
    1. Haldar1248
      Haldar1248
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      Try easy route 1st. GM first, check if it works, then add PN with AGM PN, overwrite when asked. It should work this way.
  8. bargainsale
    bargainsale
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    Is this version compatible with Friendly meditation?

    edit:
    Apparently it's not. Just use the patch on Primal Needs page
    1. Haldar1248
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      Dunno.

      I use Preparations - it is older mod that has FM merged in.

      Works okay with it, with script merger.
    2. bargainsale
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      Hey, I have an issue with the Gourmet (connoisseur) perk. Some food still gives toxicity. I couldnt find which file changes this skill, only the duration it adds to alcohol. Can you help with this?
    3. Haldar1248
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      Not now unfortunately.
  9. bargainsale
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    I made a patch to make this mod compatible with NEW SET BONUSES Witcher 2 meets Ghost Mode at The Witcher 3 Nexus - Mods and community (nexusmods.com)

    Installing AGM Primal Needs and More Robes Rebalanced for Ghost Mode replaces files on Ghost Mode's mod folder.
    They both contain inventoryComponent.ws and playerWitcher.ws making these mods incompatible.
    All I did was add the changes of both to the same file, so after installing these mods (and BEFORE MERGING SCRIPTS) you just need to extract this to your mods folder and replace when asked.

    https://www.mediafire.com/file/qpdihqyqeswwjsp/AGM_Primal_Needs_and_More_Robes_Rebalanced_GM_Patch.7z/file

    EDIT:
    Also made a patch for Brothers in Arms and Ghost Mode (if using both). Just give this higher priority than those mods

    https://www.mediafire.com/file/n6jb48h6vknahxf/Primal_Needs_Patch_for_BiA_GM.7z/file
  10. Zowbaid
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    Hey there! So after installing this mod and trying it out, I realized something....how am I supposed to build any stamina? GM removes any way for you to increase your stamina regen speed from investing into Signs. So since that's gone, my out of combat stamina is firmly stuck at 12/sec, which is really slow. I can boost my in combat stamina by taking potions or equipping certain armors, but my out of combat is firmly stuck. Is there a way around this?
    1. Haldar1248
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      It's intended to be this way. Same stamina regen speed both situations.