The Witcher 3
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eNoodles

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eNoodles

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25 comments

  1. RazorVayne
    RazorVayne
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    All around, really nice work.
    I was only hoping for an option to disable the objective complete sound after every kill, otherwise superb.
  2. JonasCP
    JonasCP
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    Vi eNoodles.

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

      Humm... sou lv in hud.
    3. Lone1Wolf
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      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
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      yes... this Lome!Wolf TY
  3. DarkZeroPhoenix
    DarkZeroPhoenix
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    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
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      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
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      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
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      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
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      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
  4. JonasCP
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    This is perfect with Random Encounters and ESGO.
  5. Novaposhta
    Novaposhta
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    Great mod, thanks!
  6. Moahofer30
    Moahofer30
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    Great idea. Thanks for the mod. Would it be possible to create a version, where the received XP only get shown after the end of a battle? So, that all the values of the single enemies get summed up at the end of battle, would be pretty cool that way.
    1. legened999
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      +1
  7. Moahofer30
    Moahofer30
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    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
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      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
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      Added option to show in action log (see last screenshot). It goes by pretty fast though, easy to miss.
    3. maneck
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      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
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      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
  8. Aquileon
    Aquileon
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    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
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      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
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      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 :)
  9. JonasCP
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    I have a sugestion for guys then use this mod with ESGO.

    in the D:\SteamLibrary\steamapps\common\The Witcher 3\mods\modESGO\content\scripts\game\npc Edit the line:

    witcher.AddPoints(EExperiencePoint, RoundF( ( expPoints * theGame.expGlobalMod_kills ) * Experience.ExperienceModifier() ), false ); // ESGO - combat XP modifier

    like this:

    witcher.AddPoints(EExperiencePoint, RoundF( ( expPoints * theGame.expGlobalMod_kills ) * Experience.ExperienceModifier() ), true ); // ESGO - combat XP modifier


  10. JonasCP
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    Thank you guy!

    I wish I could thank you using more words, but I don't have good English