The Witcher 3
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eNoodles

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97 comments

  1. JC69UK
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    Great Mod eNoodles , using this mod with Darker Nights & setting them up so they fade in & out with one another is just perfect. Keep up the good work bud, will endorse...JC
  2. FireFoxEnergy
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    Hi, thank you for the mod, it is great!

    Would it be possible to add the option (maybe through the menu) to activate the cat vision automatically (in dark place and/or night) when only using the witcher senses?
    1. eNoodles
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      Yeah, but there are already mods that do that. I might add it to this mod as an option later, so that people could just use one mod, but atm I'm busy and working on other things.
    2. FireFoxEnergy
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      yes, i suggested it so only one mod needs to be used to achieve all the different possibility...but of course i understand you have other priority.
    3. Zowbaid
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      I 100% +1 the crap out of this. Take your time eNoodles. Hope you work everything out :)
  3. LoganRiviiskiy
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    Hi eNoodles!!!
    Your mod are very useful. Can you add witcher vision under water ?
    Thank you !
  4. nickraven
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    I love your mod)
  5. howfastest
    howfastest
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    nice work , who need torch ?
  6. dkzzzy
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    I've been enjoying this mod since the day it was uploaded on Nexus Mods, thank you for your hard work. I've noticed a tiny bug that does not bother me one bit, though I decided to mention it here, in case that kind of small things bother you and you want to get as close as possible to perfection.

    Okay so the issue appears when riding a horse (Roach in our case):
    1. If you were riding Roach during time change that triggers the mod to start working, the effect will not appear until you'll get off the horse.
    2. If you turn on/off the mod while riding Roach, the change will not appear until you get off the horse.

    That's pretty much it, thank you once again
    1. SilentAssassin2
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      Same issue happens with boats night eye won't turn off till you stop operating the boat
    2. eNoodles
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      Does that issue still persist? I fixed it in 1.6, works correctly with horses for sure, didn't test boats though.
    3. SilentAssassin2
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      I noticed that bug a few versions back maybe it is fixed will test it when I get around to playing again
  7. nickraven
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    A great mod!!! Thank you! This is what I've been waiting for from 2017
  8. hilalex07
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    The last version NCV 1.8 don't work with immersive cam / meditation / motion mods
    I'm sad
    1. eNoodles
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      Is there a conflict or something?
    2. Amongog
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      Yeap, can't merge. Here's a pic of ScriptMerger https://imgur.com/a/yUYDNhj
    3. eNoodles
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      Um, what's the problem? A and B are blank lines, just select C.
  9. Kalel9
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    Works perfect now for Geralt. Notification for toggle is better and faster now.

    I tried adding toggle key Ciri related sections in input settings. Toggle message works for Ciri but has no cat vision effect like Geralt has
    1. eNoodles
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      Yes, that's correct. Ciri does not have Witcher eyes and cannot take the cat potion. The fact that the toggle works is because you are simply turning the mod on and off.
  10. RevanFanMan
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    Can't seem to get this to work for some reason. Maybe due to an incompatibility with New Game Plus Plus or Immersive Real Time Cutscenes? The latter makes more sense to me but I don't know the first thing about this sort of thing. I made sure to toggle the cutscenes off with this mod so I don't rightly know what's causing it.
    1. eNoodles
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      So, what exactly isn't working? Were there issues merging, is it not activating, etc.
    2. RevanFanMan
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      Had to do a manual merge with something to do with playing as Ciri and New Game Plus Plus. I honestly don't think it had anything to do with this mod but I'm not ruling it out. And the issue is, even though I have the mod active, it's not working, went to grab the Cat schematics under temple isle with the mod enabled, but it's still pitch black in the cave.
    3. eNoodles
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      Did you enable it in the menu/with the key?
    4. RevanFanMan
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      Not with the hotkey. I was under the impression that the hotkey was optional. It wasn't mentioned in the installation process. I went to options>mods>natural cat>on
      Could the solution be as simple as doing it strictly from the title menu and not in game?
      Edit: Apparently it's not that simple.
    5. RevanFanMan
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      Hang on, it appears to be working now. Just had to meditate it seems. I'll post any other issues if they arise.
      Edit: Okay so it works with exteriors but turns off when entering an interior.
    6. eNoodles
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      Night mode? Yeah, I made it turn off in interiors (that aren't dark)
    7. RevanFanMan
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      Eh, but the caves too? The basement in the tower near Novigrad? Those are pretty dark and it didn't activate.
    8. eNoodles
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      Ah, its probably not marked as a dark place. Here's what I wrote in the description:
      Note: If it's not activating, that probably means you are not within a "dark place" according to the game. Unfortunately there isn't anything that can be done about that (as far as I know), unless the "dark place" zones can be edited.

      Maybe if people report enough of these unmarked dark places something can be done, such as adding the coordinates with an area radius to the script.
      However, make sure that is indeed the problem. Check if it's activating in other caves.

    9. RevanFanMan
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      Ah, I must've glossed over that part. I'm not good with reading on a screen. Alright, well I'll check it out. But I can confirm it's not activating for me in the caves under Temple Isle specifically were you get the Cat Schematics, and in the Tower were you find the sword schematic for the Cat Gear, along with being part of the White Lady contract.
      Update: Can confirm that Est Tayiar is also an area not triggering the effect. And the Tower I mentioned before is Drahim Castle.
    10. eNoodles
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      Lmao you just keep on stumbling on these areas.

      I've actually significantly reworked the internals of the mod and created a system for adding custom "dark places". So far I've only added the cave under Temple Isle (was a pain in the ass cause it was partly bleeding into an area above ground), I was going to upload the new version, but now that you mentioned some more places I'll add those as well.
    11. RevanFanMan
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      I'll keep adding as I find them. Least I can do. You're doing all the heavy lifting, I'll just do the legwork.
    12. eNoodles
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      Two questions-
      1) Went to Drahim Castle, it doesn't seem like it's "dark" anywhere. There are torches in the cellar so it's decently lit
      2) Do you have a save before you go into Est Tayiar to look for Phillipa? I added the upper part of the cave, but I'm not sure about all the cave systems you access through portals, since the portals aren't there after the quest.
    13. RevanFanMan
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      1 wasn't a question but it is dark at night time and you have to light the torches yourself. And as for 2, I forgot to but it should be easy enough to go to an autosave. I hope.
    14. RevanFanMan
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      Got this error when trying to install the new version: Error [mod_ncv]game\player\states\vehicles\usevehicle.ws(237): I dont know any 'NCV'

      Warning [mod_ncv]local\ncv.ws(3): Native function 'IsInInterior' was not exported from class 'CNCV' in C++ code.
      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.
    15. Udafa
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      I second that - got the same problem... retrying scrypt compilations for me comes up with

      Error [mod_ncv]game\player\states\vehicles\usevehicle.ws(237): I dont know any 'NCV'

      Warning [mod_ncv]local\ncv.ws(3): Native function 'IsInInterior' was not exported from class 'CNCV' in C++ code.

      No further improvements on recompiling
    16. eNoodles
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      Ah, s***, I'm an idiot. Should be fixed now.

      Also, about the questions-
      Ik 1 wasn't technically a question, but it was alluding to one. Thing is, dark places are usually caves, caverns, etc. that don't have any light sources. If there are torches (even if they have to be lit first), I don't want cat vision being forced on the player.
      And about 2, if you do happen to find an autosave, could you send it to me? For testing. Although, if you recently completed that quest, do you perhaps remember if the mod was working? (as in, were those caves "dark places" and were they triggering the script?) Because if they were, then there's no need, since it works properly anyway.
    17. Kalel9
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      have same issue
      Error [mod_ncv]game\player\states\vehicles\usevehicle.ws(237): I dont know any 'NCV'

      EDit: No merge issue now with quick fix v1.7.1
    18. TheGreatest94
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      С предыдущей версией такое херни не было Error [mod0000_mergedfiles]game\player\playerwitcher.ws(517): syntax error, unexpected TOKEN_TIMER, expecting '{' or ';', near 'timer'
    19. eNoodles
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      @TheGreatest94 На 1.7.1? И ты уверен, что проблема в этом моде? Посмотри на 517 строке, что там за мод.
    20. TheGreatest94
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      Вот 1.6.1 работает идеально без ошибок слияние и заморочек с ручным объединением
    21. RevanFanMan
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      My saves are riddled with mods so I'm not sure if you'll be able to use them properly. However, if you still want them, I'll send them to you. As far as working, it did work in Aremas's Manor in the caves after teleporting.
      Update: Can confirm working in Est Tayiar in latest version.
      Update: doesn't work in cave where you get Enhanced Feline Boots schematic/Royal Wyvern contract. Also doesn't appear to work in Novigrad sewers in the area where you do the quest A Dangerous Game. Or the sewers when doing Carnal Sins. Heck might be all of Novigrad's sewers.
    22. Udafa
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      1.7.2 solves the issue for me, thanks!
    23. eNoodles
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      Modded saves shouldn't be a big problem.
      So, from what I understand, Est Tayiar and all of the caves are fully working, right?

      About the Novigrad sewers, I'll check them out, but I don't remember them being that dark (and they probably do have torches). Perhaps there are a few dark areas that need to have the effect, but for the most part I'd rather not touch it. As I previously mentioned, I don't want cat vision being forced in situations where it isn't necessarily needed. On top of that, with every custom dark place I add, the game has to check more coordinates every single tick. I'm worried about affecting performance. And those sewers stretch really far, I'd have to add multiple radius areas and there's a chance they would bleed into the area above ground, which would require a lot of testing.
      I'm thinking of maybe changing how often the NCV check is performed in the next update. I might just add a timer function that checks it every second or so, instead of having it be a part of the player tick.

      Edit: I've created a forum topic for reporting unmarked dark places, so from now on let's discuss that there.
    24. RevanFanMan
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      Will do.