The Witcher 3
0 of 0

File information

Last updated

Original upload

Created by

eNoodles

Uploaded by

eNoodles

Virus scan

Safe to use

Tags for this mod

34 comments

  1. mdmax1
    mdmax1
    • member
    • 4 kudos
    1. MonsterR1
      MonsterR1
      • member
      • 0 kudos
      ty, works ng 4.04
  2. Aquileon
    Aquileon
    • premium
    • 25 kudos
    Nice mod idea! Good job ;)

    Any possibility to fix the "level up" message?
    I've noticed that since some patch, the game only shows the "level up" message when you reach the needed experience by recieving exp from quest, but not from monsters anymore.
    So if you reach the next level gaining experience by killing monsters, you won't notice that you've level up.

    I tried to fix it myself some time ago but without any lucky. Maybe you or someone else can find a way to do it...
    1. eNoodles
      eNoodles
      • premium
      • 138 kudos
      Turns out if you use this mod you will in fact get the level up message when you kill an enemy, provided the xp does "show". But I found a universal fix-
      Just edit levelManager.ws and on line 255 (of vanilla file) change if( GainLevel( show) ) to if( GainLevel( true ) ). That way you'll always get the level up message no matter where the xp came from )
    2. Aquileon
      Aquileon
      • premium
      • 25 kudos
      Thank you so much! It worked :D
      I was troubling with that since a long time ago and you finally found an easy fix.

      Do you mind if I upload a mod with just that simple fix for anyone who has troubles with modding or edditing files?
      Of course I will give you the credits for finding the fix :)
    3. lexx766
      lexx766
      • member
      • 1 kudos
      Hi. If you do this if(GainLevel(true)), then there will be a bug with taking the book after level up.
      For myself solved the problem by editing "npc.ws". Instead of line 2553
      witcher.AddPoints(EExperiencePoint, RoundF( expPoints * theGame.expGlobalMod_kills ), false );
      replaced by
      exp_kill = RoundF( expPoints * theGame.expGlobalMod_kills );
                      
      total_nextlevel = witcher.levelManager.GetTotalExpForNextLevel();
      total = witcher.levelManager.GetPointsTotal(EExperiencePoint);
                      
      if(total_nextlevel > 0 && exp_kill >= (total_nextlevel - total))
      {
          witcher.AddPoints(EExperiencePoint, exp_kill, true );
      }
      else
      {
          witcher.AddPoints(EExperiencePoint, exp_kill, false );
      }
      where the variables "exp_kill", "total_nextlevel", "total" are integers
  3. abrancruz
    abrancruz
    • premium
    • 0 kudos
    Endorsed
  4. raidersGB
    raidersGB
    • member
    • 0 kudos
    A mod works in next gen 4.01. If you have a bug in IsMountedByPlayer, just comment it out or remove bool value, Example ( IsMountedByPlayer(true) -> //IsMountedByPlayer(true) ) Тhis causes a bug for new game Hearth of Stone or BoW - is cheked! Thanks for the works.
  5. NookaS
    NookaS
    • member
    • 0 kudos
    I'm trying to use it in conjunction with the W3EE mod. Everything seems to be working. But I don't see a message about gaining experience for killing monsters. Probably because the W3EE mod disabled the message about getting the level of pumping Geralt.
  6. Macrophobic
    Macrophobic
    • member
    • 21 kudos
    Very useful, thanks!

    I found a minor bug, but It can be easily fixed by every user. The minimum XP is by default set to 10, and it only can be increased by 10, up to 200 (though you never get 200 XP from killing). I tweaked the slider, I set it to 1 and it appears I get only 3 XP, thats why it didn't work for me at first.

    So, the slider is like this:
             <Var id="kxpxps" displayName="kxp_xps" displayType="SLIDER;0;200;20" />

    should be (in my opinion):
             <Var id="kxpxps" displayName="kxp_xps" displayType="SLIDER;1;40;39" />
  7. Moahofer30
    Moahofer30
    • member
    • 28 kudos
    I have an idea. Could you also do it, so that the received XP only get shown in the "Action Log", like in the same text size and font???
    1. maneck
      maneck
      • member
      • 0 kudos
      I second that :)
      The massive popup can quickly get old, after killing 100+ enemies, and something much more subtle would do - either action log mention, or the way the loot shows.
    2. eNoodles
      eNoodles
      • premium
      • 138 kudos
      Added option to show in action log (see last screenshot). It goes by pretty fast though, easy to miss.
    3. maneck
      maneck
      • member
      • 0 kudos
      I am so impressed! Not only with how quickly you responded to the suggestion above, but also just how cool this mod works. Even better combined with Action Log mod (https://www.nexusmods.com/witcher3/mods/934) - this way you never lose track of the exp you’ve earned!

    4. maneck
      maneck
      • member
      • 0 kudos
      Also, seeing how easy it was for you, if you're looking for eternal glory and a challenging challenge - there is a well known mod out there, that definitely requires some love and attention, and someone to carry the good work, as the original author deleted his online presence.
      Comes with an immediate cry for help, in the posts section, from yours truly :)

      https://www.nexusmods.com/witcher3/mods/1996?tab=posts
    5. kedautinh12
      kedautinh12
      • member
      • 3 kudos
      New verhttps://www.nexusmods.com/witcher3/mods/6045
  8. DarkZeroPhoenix
    DarkZeroPhoenix
    • member
    • 0 kudos
    hi, is this compatible with ghost mode? just tried to merge the conflicts, but I'm not sure if it will work cuz they modify the same variables?

    also, will you publish a version with only a hud message without action log, that would probably solve at least some conflicts?

    otherwise great mod, thanks for your work :D
    1. eNoodles
      eNoodles
      • premium
      • 138 kudos
      Well, you could just test it out and see. I don't think conflicts would be a serious issue, mainly the fact that ghost mode alters experience rewards. I don't know at what stage the XP is calculated differently, so it's possible that the values my mod shows and what you actually get with ghost mode could be different.
    2. DarkZeroPhoenix
      DarkZeroPhoenix
      • member
      • 0 kudos
      hmm ok will try, so your mod purely shows the EX on the hud, but doesn't alter how the ex is counted am I right or?
    3. eNoodles
      eNoodles
      • premium
      • 138 kudos
      Yes, the XP it shows is the same amount that is awarded to the player (in vanilla). Looks like this- RoundF( expPoints * theGame.expGlobalMod_kills ). If a mod changes that (perhaps adding it's own multiplier to the equation), then it is incompatible. Unless it only changes the actual process of calculation and doesn't touch that line.
    4. DarkZeroPhoenix
      DarkZeroPhoenix
      • member
      • 0 kudos
      so I was messing a bit with the code and I've come up with this:

      //modSigns
      expPoints = RoundMath( expPoints * (1 + CalculateAttributeValue(bonusExp)) * theGame.expGlobalMod_kills );
      expPoints = Max(1, expPoints);
      //modSigns: final exp modifier
      if( theGame.params.GetMonsterExpModifier() != 0 )
      expPoints = RoundMath(expPoints * (1 + theGame.params.GetMonsterExpModifier()));

      //modShowKillXP
      if (( theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxplvlen') && npcLevel >= witcher.GetLevel()-StringToInt(theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxplvls')) || !theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxplvlen') )
      && ( theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxpxpen') && expPoints >=StringToInt(theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxpxps')) || !theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxpxpen') ))
      {
      if (theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxplog'))
      {
      xpmsg = IntToString( expPoints )+' experience points received from kill';
      hud = (CR4ScriptedHud)theGame.GetHud();
      hud.HudConsoleMsg(xpmsg);

      //modSigns: show exp given
      arrInt.PushBack(expPoints);
      theGame.witcherLog.AddMessage( GetLocStringByKeyExtWithParams("hud_combat_log_gained_experience", arrInt) );
      }
      if (theGame.GetInGameConfigWrapper().GetVarValue( 'KXP', 'kxpen')) GetWitcherPlayer().AddPoints(EExperiencePoint, expPoints, true );
      else GetWitcherPlayer().AddPoints(EExperiencePoint, expPoints, false );
      }
      else GetWitcherPlayer().AddPoints(EExperiencePoint, expPoints, false );
      //modShowKillXP

      Did some testing and I think it works, killed couple of monsters and it gave me the correct amount, still not 100% so I will test some more.
      If you notice anything wrong with the code pls let me know, and thank you for your help
    5. JonasCP
      JonasCP
      • BANNED
      • 0 kudos
      hi guy. can you make a mod with this?
  9. RazorVayne
    RazorVayne
    • member
    • 2 kudos
    All around, really nice work.
    I was only hoping for an option to disable the objective complete sound after every kill, otherwise superb.
  10. JonasCP
    JonasCP
    • BANNED
    • 0 kudos
    Vi eNoodles.

    Cam you a upgrade for show lv bar in HUD?
    1. eNoodles
      eNoodles
      • premium
      • 138 kudos
      Sorry, I don't really understand
    2. JonasCP
      JonasCP
      • BANNED
      • 0 kudos
      My English is horrible.

      Humm... sou lv in hud.
    3. Lone1Wolf
      Lone1Wolf
      • supporter
      • 0 kudos
      I could be wrong but i think he's asking if you can add an experience bar to the hud when you update this mod.
    4. JonasCP
      JonasCP
      • BANNED
      • 0 kudos
      yes... this Lome!Wolf TY