I think that hexabytes abandoned his work so I tooked the initiative and updated this mod for the latest game version 4.04.
Just played a few days with it on my heavily modded game and seems to work properly without any issues. Iorveth is spawning exactly where the author meant him to spawn and fighting beside Geralt after talking to him.
Download the latest version of the original mod and install it, than download my update from HERE and simply replace the 2 files included in it.
It was a short and simple process to update it as the only thing I had to update was just the r4player.ws script and using the ocasion I've made a polish translation also, so in the PL localization he will be named "Iorweth" instead of "Iorveth".
for some reason it's not working for me, i don't know if i'm doing something wrong bc i'm super new to mods, or if i'm missing something but i tried to download it multiple times and it still doesn't work. script merger also doesn't see any errors, but i can't open the game bc of some errors. i don't know if it's bc of some other mods? the modiorweth file seems to be the problem but i also have no idea about coding so idk (when i take out the modiorweth file the game opens, with the mod not working). i'd reeally love to play with this mod, but i really have no idea what i'm doing wrong, so i'd really appriciate a reply and any help T-T
After you have downloaded the original mod from the download page and installed it (make sure that you copy both files, so dlcIorveth goes to your DLC folder and modIorveth to the mods folder in your Witcher 3 directory) than just download the file from the link I posted above and copy the modIorveth from my archive to your mods folder and replace the files when prompt.
Run Script Merger and you have to merge your scripts correctly. In most cases it should auto-merge but it depends on your mod list and if a conflict will appear than you will have to choose manually the lines from modIorveth but probabily also from the second mod. Anyway there is just one script that has to be merged (r4Player.ws) if any conflicts will show up.
If you need more assistance regarding it than please post a screenshot of the error that the compiler shows you or some more infos (your game version, other mods you're using etc.).
It is not as far as I know. 4.02 was the last available version. I was on 4.02 and when I updated to 4.03 it stopped working. Fortunately I'm on GOG so I was able to roll back my update to continue to use the mod. Wish it would get updated.
Thank you so much for updating to next gen!!! I thought Iorveth was gone forever!!! My favorite character in the Witcher universe and it's such a shame he was left out of the Wild Hunt, but this mod fixed it somewhat :) it's been lonely playing without him. I don't use any mods except this one and I just noticed it was updated. You made my week! However, I've noticed that he hardly does any damage (if any) anymore. Was something adjusted, or is something buggy on my end? Playing on lower levels previously he would almost one shot kill human enemies and now I'm on level 8 and he's barely making a dent in the health bar on similarly leveled human enemies, and he's not even touching any monsters whatever their level. He's a goo distraction, but I miss the help.
thank you SOOO much for the next gen update!!!!!!!!!!!!!!!!!!!!!!!!! i have been crossing my fingers for it and im so excited to play the update now that this works >:)))))
I love this mod! (: BUT.. is it possible to spawn him through console command? I always dismiss him during loothing.. *click click click.. "Gwynbleidd".. F*ck!*
Well I made a bit of a work around for myself because I had the exact same problem and I too kept dismissing him all the damn time :D I already had this mod https://www.nexusmods.com/witcher3/mods/1720 installed and I basically just added Iorveth to the script of that mod so now I can summon him using the same console commands as I would for any other follower in that mod. So you might wanna look into doing that yourself, it's not hard at all.
Bump! Bluecheese1985 and JosefineIronfall, will you share this widsom with us? What exactly needs to be taken from the Iorveth file to be accesible in MCM?
It's late, I know, but seeing as how I had the same question and no one has answered this yet, I'll do my best to explain what I did. First, you'll need to edit the SpawnCompanions.ws. There are three separate sections you'll need to edit, as there are three companion slots. Enter this into the Find tab to get to the bottom of the first section:template3 = (CEntityTemplate)LoadResource("dlc\bob\data\gameplay\templates\presets\knight_errant\ke_shield_sword_elite.w2ent", true);
There will be a bracket in the line beneath that, then an empty space. In that empty space, enter this: else if (nam == 'Iorveth' || nam == 'iorveth') { template3 = (CEntityTemplate)LoadResource("dlc\iorweth\data\quests\main_npcs\iorweth.w2ent", true); }
To enter in the remaining two edits, just replace "template3" in the codes to "template2", repeat, then "template1", repeat.
Since you have to respawn your companions every time you load a save with this mod, I also bound Iorveth to the ST (Spawn Team) code for the companions mod, as it's much quicker that way. Search for this code: exec function ST
I wanted just Iorveth, so I deleted the SpawnCompanionQuick2 and 3 entries, and just filled in his name to the remaining one.
Once you have all that finished, you'll need to make sure that you run the Script Merger, since these two mods conflict with each other. Hopefully that helps anyone else looking to make this work!
79 comments
Just played a few days with it on my heavily modded game and seems to work properly without any issues. Iorveth is spawning exactly where the author meant him to spawn and fighting beside Geralt after talking to him.
Download the latest version of the original mod and install it, than download my update from HERE and simply replace the 2 files included in it.
It was a short and simple process to update it as the only thing I had to update was just the r4player.ws script and using the ocasion I've made a polish translation also, so in the PL localization he will be named "Iorweth" instead of "Iorveth".
Have fun with Iorveth as Geralt's companion.
Run Script Merger and you have to merge your scripts correctly. In most cases it should auto-merge but it depends on your mod list and if a conflict will appear than you will have to choose manually the lines from modIorveth but probabily also from the second mod. Anyway there is just one script that has to be merged (r4Player.ws) if any conflicts will show up.
If you need more assistance regarding it than please post a screenshot of the error that the compiler shows you or some more infos (your game version, other mods you're using etc.).
I'm so sad that it's not working with the newest update :(
it would be amazing if you could please update this mod 🙏
This mod require an update for the 4.03 version.
Here the changelog for help:
Scripts 4.02 vs 4.03
I can offer my assistance to update this mod and share to you in Direct Message (No DP %, just my name in the description).
However, I've noticed that he hardly does any damage (if any) anymore. Was something adjusted, or is something buggy on my end? Playing on lower levels previously he would almost one shot kill human enemies and now I'm on level 8 and he's barely making a dent in the health bar on similarly leveled human enemies, and he's not even touching any monsters whatever their level. He's a goo distraction, but I miss the help.
hello, could you explain in details how you did with the files ? What I need to copy etc etc :c
will you share this widsom with us? What exactly needs to be taken from the Iorveth file to be accesible in MCM?
template3 = (CEntityTemplate)LoadResource("dlc\bob\data\gameplay\templates\presets\knight_errant\ke_shield_sword_elite.w2ent", true);
There will be a bracket in the line beneath that, then an empty space. In that empty space, enter this:
else if (nam == 'Iorveth' || nam == 'iorveth')
{
template3 = (CEntityTemplate)LoadResource("dlc\iorweth\data\quests\main_npcs\iorweth.w2ent", true);
}
To enter in the remaining two edits, just replace "template3" in the codes to "template2", repeat, then "template1", repeat.
Since you have to respawn your companions every time you load a save with this mod, I also bound Iorveth to the ST (Spawn Team) code for the companions mod, as it's much quicker that way. Search for this code:
exec function ST
I wanted just Iorveth, so I deleted the SpawnCompanionQuick2 and 3 entries, and just filled in his name to the remaining one.
Once you have all that finished, you'll need to make sure that you run the Script Merger, since these two mods conflict with each other. Hopefully that helps anyone else looking to make this work!