I was able to make it work for ng 4.04. Here are the steps: 1/ go to "content\content0\scripts\game\player" and copy the vanilla "playerWitcher.ws" somewhere else then open it with notepad++ 2/ go to "mods\mod_SEP\content\scripts\game\player" and open the mods "playerWitcher.ws" with notepad++ 3/ Search for ""modSEP" you gonna find this
Spoiler:
Show
//++modSEP SEP = new CSEP in this; SEP.Init(); //--modSEP
this
Spoiler:
Show
//++modSEP if ( SEP.modmenu.GetVarValue( 'SEP', 'sepstash') && (inv.GetItemCategory(previousItemInSlot)=='armor' || inv.GetItemCategory(previousItemInSlot)=='boots' || inv.GetItemCategory(previousItemInSlot)=='pants' || inv.GetItemCategory(previousItemInSlot)=='gloves' || inv.GetItemCategory(previousItemInSlot)=='silversword' || inv.GetItemCategory(previousItemInSlot)=='steelsword') ) { for (i=1; i<=10; i+=1) { if ( FactsDoesExist('fit'+IntToString(i)+inv.GetItemName(previousItemInSlot)) ) GetHorseManager().MoveItemToHorse(previousItemInSlot); //move preset item to stash } } //--modSEP
and this
Spoiler:
Show
//++modSEP if ( SEP.modmenu.GetVarValue( 'SEP', 'sepstash') && (inv.GetItemCategory(item)=='armor' || inv.GetItemCategory(item)=='boots' || inv.GetItemCategory(item)=='pants' || inv.GetItemCategory(item)=='gloves' || inv.GetItemCategory(item)=='silversword' || inv.GetItemCategory(item)=='steelsword') ) { for (i=1; i<=10; i+=1) { if ( FactsDoesExist('fit'+IntToString(i)+inv.GetItemName(item)) ) GetHorseManager().MoveItemToHorse(item); //move preset item to stash } } //--modSEP
Copy these and paste them at the same locations on the vanilla "playerWitcher.ws" you copied somewhere else and save that file 4/ take that newly modified "playerWitcher.ws" and overwrite the old "playerWitcher.ws" located in the mods files Voila
For me, it doesn't restore the trophy or the rest of the horse's accessories. 4 slots empty. And if someone modifies it to work with slots slots slots, it will be a miracle.
High functionality as it exists, but I have been rummaging around in the scripts trying to figure out how to modify to allow the mod to distinguish between the various cape types from the Hoods mod... as well as multiple copies of the same item with different dyes applied. I'm just learning to script/make mods for W3... ;)
Hi eNoodles, this is really great mod! I'm using ASM+FBH version and it's really work fine with "Firearm" and "shields! Fantasitic!
I'm wondering that this is not compatible with "Magic Spell" mod?(https://www.nexusmods.com/witcher3/mods/5007) I guess your mod need to specify curtain item ID which can be saved and loaded, so Items come from other mods is out of scope, or might not(only my merging script was not good....).
If you are still interest with upgreading your mod, could you correspond to "Magic Spell"? Magic Spell is using not only "Pocket" slots but also "Trophy” slot.
I aprogize my poor english and such a desperate requests. If you could that would be really appreciated but couldn't, still appreciated to release such a great mod! Cheers!
I don't really feel like updating this mod itself, because of the various compatibility versions it has (and the fact that it isn't very popular). But I suppose I could make a custom version for you. Tell me, which version do you use personally? SEP for ASM or SEP for FBH and ASM?
Thank you for your quck reply! I'm really happy with you will create costom one!
I would like to have "SEP for FBH and ASM" version. It would be really appreciate!
P.S I tried to correspond to have compatibility with myself and red "SEP.ws" and Masic Spell source. I figured out you added mod compatibility part such as, ------------------------------------------- //mod compatibility- CheckItems('hood', fitslot, true); CheckItems('cape', fitslot, true); CheckItems('ring', fitslot, true); CheckItems('helmet', fitslot, true); CheckItems('Decorations', fitslot, true); CheckItems('decorations', fitslot, true); CheckItems('ArdHood', fitslot, true); CheckItems('ArdCape', fitslot, true); CheckItems('ArdHat', fitslot, true); ------------------------------------------- To check item, for 4 of similar part, I added the line, e.g.
"CheckItems('misc', fitslot, true);"
because Magic spell tome items what I want to correspond are "misc" category. (I uncook the "dlc\MagicSpellsRevamped" and check "MagicSpellsRevamped\dlc\magicspellsrev\xml\magicspells_items.xml".)
After modification of your SEP.ws, I checked the behaviour, but it was not working correctly. Once I equip Magic Spell items on "Pocket” slots and save slot with (F4+Num0). and load with (Num0), Magic Spell items are reequipped on "Accesory" slots.... It was not enough to add "misc" category on your SEP.....This was what I was tried yesterday, this is the limit for my poor skills at this moment..)
I red SEP.ws carefully again, I could found what I did wrong.
On the Londing function part, I added 'misc' as follows at first, ---------------------------------------------------------------------------- //mod compatibility- case 'hood': case 'cape': case 'ring': case 'mask': case 'helmet': case 'Decorations': case 'decorations': case 'ArdHood': case 'ArdCape': case 'ArdHat': case 'misc': { if (FactsQuerySum(fact)==1) GetWitcherPlayer().EquipItem(category, EES_Acc1); else GetWitcherPlayer().EquipItem(category[i], EES_Acc2); break; ----------------------------------------------------------------------------
However it should be added here as follows, ---------------------------------------------------------------------------- //mod compatibility- case 'hood': case 'cape': case 'ring': case 'mask': case 'helmet': case 'Decorations': case 'decorations': case 'ArdHood': case 'ArdCape': case 'ArdHat':
{ if (FactsQuerySum(fact)==1) GetWitcherPlayer().EquipItem(category, EES_Acc1); else GetWitcherPlayer().EquipItem(category[i], EES_Acc2); break; } case 'usable': case 'misc': { if (FactsQuerySum(fact)==1) GetWitcherPlayer().EquipItem(category[i], EES_Quickslot1); else GetWitcherPlayer().EquipItem(category[i], EES_Quickslot2); break; ----------------------------------------------------------------------------
It is working right now for pocket! (what a shame I am so careless...)
But adding save/load for "Trophy" slot, its too hard for me, so if you could give some helps, that would be really appreciated. :)
Regarding your custom SEP.ws, it worked for pocket slots, but unfortunately trophy slot did not work...
I expect the chance you might feel to redo one day. At that time, if you could feel to correspond to compatibility of "More Quick Slots" mod, that would be really cool as well!
Hmm, that's strange, the trophy slot should've worked. And yes, when I redo it, it should be compatible with MQS by default. The way I designed this version was not optimal.
Edit: Regarding the trophy slots, did you make sure to resave existing presets?
>>>Edit: Regarding the trophy slots, did you make sure to resave existing presets? Yes, I did the resave slots with equipping the trophy.
I tred to clean install and tried again, but not working for trophy slot still. (even not only the MagicSpell trophies but also other vanilla trohies) following was the environment what i tried with almost clean. -------------------------------------- Communitiy Patch Base ASM(main one) Firearm and FBH2.0 SEP(ASM&FBH compatibility ver + your cutom SEP.ws) Magic Spell --------------------------------------
I red your custom SEP.ws for me, and i guessed it might be needed to add one line as follows, but that was not a correct part for root cause... Still not working. -------------------------------------------------- function CheckEmpty(fitslot:int, reset:bool) { var i : int; var fact : string; var slotnames : array<EEquipmentSlots>; slotnames.PushBack(EES_Armor); slotnames.PushBack(EES_Boots); slotnames.PushBack(EES_Pants); slotnames.PushBack(EES_Gloves); slotnames.PushBack(EES_Mask); slotnames.PushBack(EES_SilverSword); slotnames.PushBack(EES_SteelSword); slotnames.PushBack(EES_RangedWeapon); slotnames.PushBack(EES_Quickslot1); slotnames.PushBack(EES_Quickslot2); slotnames.PushBack(EES_Petard1); slotnames.PushBack(EES_Petard2); slotnames.PushBack(EES_Potion1); slotnames.PushBack(EES_Potion2); slotnames.PushBack(EES_Potion3); slotnames.PushBack(EES_Potion4); slotnames.PushBack(EES_Acc1); slotnames.PushBack(EES_Acc2); slotnames.PushBack(EES_HorseTrophy); --------------------------------------------------------------------------------
BTW, I'm really glad to hear you might correspond to MQS! Really looking forward to it!!! :)
Hi eNoodles, Do you have any idea why trophy is not working in my environment? I have been playing alound with your custom SEP.ws, but no solution at this moment.
122 comments
1/ go to "content\content0\scripts\game\player" and copy the vanilla "playerWitcher.ws" somewhere else then open it with notepad++
2/ go to "mods\mod_SEP\content\scripts\game\player" and open the mods "playerWitcher.ws" with notepad++
3/ Search for ""modSEP"
you gonna find this
SEP = new CSEP in this;
SEP.Init();
//--modSEP
this
if ( SEP.modmenu.GetVarValue( 'SEP', 'sepstash') &&
(inv.GetItemCategory(previousItemInSlot)=='armor' || inv.GetItemCategory(previousItemInSlot)=='boots' || inv.GetItemCategory(previousItemInSlot)=='pants'
|| inv.GetItemCategory(previousItemInSlot)=='gloves' || inv.GetItemCategory(previousItemInSlot)=='silversword' || inv.GetItemCategory(previousItemInSlot)=='steelsword') )
{
for (i=1; i<=10; i+=1)
{
if ( FactsDoesExist('fit'+IntToString(i)+inv.GetItemName(previousItemInSlot)) ) GetHorseManager().MoveItemToHorse(previousItemInSlot); //move preset item to stash
}
}
//--modSEP
and this
if ( SEP.modmenu.GetVarValue( 'SEP', 'sepstash') &&
(inv.GetItemCategory(item)=='armor' || inv.GetItemCategory(item)=='boots' || inv.GetItemCategory(item)=='pants'
|| inv.GetItemCategory(item)=='gloves' || inv.GetItemCategory(item)=='silversword' || inv.GetItemCategory(item)=='steelsword') )
{
for (i=1; i<=10; i+=1)
{
if ( FactsDoesExist('fit'+IntToString(i)+inv.GetItemName(item)) ) GetHorseManager().MoveItemToHorse(item); //move preset item to stash
}
}
//--modSEP
Copy these and paste them at the same locations on the vanilla "playerWitcher.ws" you copied somewhere else and save that file
4/ take that newly modified "playerWitcher.ws" and overwrite the old "playerWitcher.ws" located in the mods files
Voila
(Anyone know how to tag users in these posts?)
High functionality as it exists, but I have been rummaging around in the scripts trying to figure out how to modify to allow the mod to distinguish between the various cape types from the Hoods mod... as well as multiple copies of the same item with different dyes applied. I'm just learning to script/make mods for W3... ;)
Would be really keen to see a next gen update so its compatible soon! (if you have time of course)
Many thanks!!!
I'm wondering that this is not compatible with "Magic Spell" mod?(https://www.nexusmods.com/witcher3/mods/5007)
I guess your mod need to specify curtain item ID which can be saved and loaded, so Items come from other mods is out of scope, or might not(only my merging script was not good....).
If you are still interest with upgreading your mod, could you correspond to "Magic Spell"?
Magic Spell is using not only "Pocket" slots but also "Trophy” slot.
I aprogize my poor english and such a desperate requests.
If you could that would be really appreciated but couldn't, still appreciated to release such a great mod! Cheers!
I'm really happy with you will create costom one!
I would like to have "SEP for FBH and ASM" version.
It would be really appreciate!
P.S
I tried to correspond to have compatibility with myself and red "SEP.ws" and Masic Spell source.
I figured out you added mod compatibility part such as,
-------------------------------------------
//mod compatibility-
CheckItems('hood', fitslot, true);
CheckItems('cape', fitslot, true);
CheckItems('ring', fitslot, true);
CheckItems('helmet', fitslot, true);
CheckItems('Decorations', fitslot, true);
CheckItems('decorations', fitslot, true);
CheckItems('ArdHood', fitslot, true);
CheckItems('ArdCape', fitslot, true);
CheckItems('ArdHat', fitslot, true);
-------------------------------------------
To check item, for 4 of similar part, I added the line, e.g.
"CheckItems('misc', fitslot, true);"
because Magic spell tome items what I want to correspond are "misc" category.
(I uncook the "dlc\MagicSpellsRevamped" and check "MagicSpellsRevamped\dlc\magicspellsrev\xml\magicspells_items.xml".)
After modification of your SEP.ws, I checked the behaviour, but it was not working correctly.
Once I equip Magic Spell items on "Pocket” slots and save slot with (F4+Num0).
and load with (Num0), Magic Spell items are reequipped on "Accesory" slots....
It was not enough to add "misc" category on your SEP.....This was what I was tried yesterday, this is the limit for my poor skills at this moment..)
On the Londing function part, I added 'misc' as follows at first,
----------------------------------------------------------------------------
//mod compatibility-
case 'hood':
case 'cape':
case 'ring':
case 'mask':
case 'helmet':
case 'Decorations':
case 'decorations':
case 'ArdHood':
case 'ArdCape':
case 'ArdHat':
case 'misc':
{
if (FactsQuerySum(fact)==1) GetWitcherPlayer().EquipItem(category, EES_Acc1);
else GetWitcherPlayer().EquipItem(category[i], EES_Acc2);
break;
----------------------------------------------------------------------------
However it should be added here as follows,
----------------------------------------------------------------------------
//mod compatibility-
case 'hood':
case 'cape':
case 'ring':
case 'mask':
case 'helmet':
case 'Decorations':
case 'decorations':
case 'ArdHood':
case 'ArdCape':
case 'ArdHat':
{
if (FactsQuerySum(fact)==1) GetWitcherPlayer().EquipItem(category, EES_Acc1);
else GetWitcherPlayer().EquipItem(category[i], EES_Acc2);
break;
}
case 'usable':
case 'misc':
{
if (FactsQuerySum(fact)==1) GetWitcherPlayer().EquipItem(category[i], EES_Quickslot1);
else GetWitcherPlayer().EquipItem(category[i], EES_Quickslot2);
break;
----------------------------------------------------------------------------
It is working right now for pocket!
(what a shame I am so careless...)
But adding save/load for "Trophy" slot, its too hard for me, so if you could give some helps, that would be really appreciated. :)
honestly, I could've written this mod much better, I might redo it one day
Regarding your custom SEP.ws, it worked for pocket slots, but unfortunately trophy slot did not work...
I expect the chance you might feel to redo one day.
At that time, if you could feel to correspond to compatibility of "More Quick Slots" mod, that would be really cool as well!
Edit: Regarding the trophy slots, did you make sure to resave existing presets?
Yes, I did the resave slots with equipping the trophy.
I tred to clean install and tried again, but not working for trophy slot still. (even not only the MagicSpell trophies but also other vanilla trohies)
following was the environment what i tried with almost clean.
--------------------------------------
Communitiy Patch Base
ASM(main one)
Firearm and FBH2.0
SEP(ASM&FBH compatibility ver + your cutom SEP.ws)
Magic Spell
--------------------------------------
I red your custom SEP.ws for me, and i guessed it might be needed to add one line as follows, but that was not a correct part for root cause...
Still not working.
--------------------------------------------------
function CheckEmpty(fitslot:int, reset:bool)
{
var i : int;
var fact : string;
var slotnames : array<EEquipmentSlots>;
slotnames.PushBack(EES_Armor);
slotnames.PushBack(EES_Boots);
slotnames.PushBack(EES_Pants);
slotnames.PushBack(EES_Gloves);
slotnames.PushBack(EES_Mask);
slotnames.PushBack(EES_SilverSword);
slotnames.PushBack(EES_SteelSword);
slotnames.PushBack(EES_RangedWeapon);
slotnames.PushBack(EES_Quickslot1);
slotnames.PushBack(EES_Quickslot2);
slotnames.PushBack(EES_Petard1);
slotnames.PushBack(EES_Petard2);
slotnames.PushBack(EES_Potion1);
slotnames.PushBack(EES_Potion2);
slotnames.PushBack(EES_Potion3);
slotnames.PushBack(EES_Potion4);
slotnames.PushBack(EES_Acc1);
slotnames.PushBack(EES_Acc2);
slotnames.PushBack(EES_HorseTrophy);
--------------------------------------------------------------------------------
BTW, I'm really glad to hear you might correspond to MQS!
Really looking forward to it!!! :)
Do you have any idea why trophy is not working in my environment?
I have been playing alound with your custom SEP.ws, but no solution at this moment.
yes ,i need more more Trophy slot slot slot!!!!