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Czartchonn

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Czartchonn

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43 comments

  1. deleted124818208
    deleted124818208
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    Is this compatible with the latest version?
    1. Czartchonn
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      Yup, for Lazarus 6.51 and Gwent Redux 1.7.8. Been a while since either were updated.
    2. deleted124818208
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      Awesome, thanks
  2. hikamidikables
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    Hey i keep getting this error, even after deleting all the scripts in the redux folder and matching lazarus scipts...

    Could this be due to Lazarus being 6.51 now? I've just started a fresh install so all my mods are the latest versions.


    Error [mod_w3eelazarusproject]local\pndata.ws(558): Could not find function 'crossbowschematicfix'
    Error [mod_w3eelazarusproject]local\w3ee - scaling system.ws(4704): Could not find function 'crossbowschematicfix'

    Warning [mod0000_mergedfiles]game\actor.ws(215): Native function 'IsPlayingChatScene' was not exported from class 'CActor' in C++ code.
    Warning [mod_gwentreduxlazaruspatch]game\components\inventorycomponent.ws(7079): Native function 'NameToUniqueId' was not exported from class 'CInventoryComponent' in C++ code.
    Warning [mod_w3eelazarusproject]core\math.ws(590): Global native function 'IntToUint32' was not exported from C++ code.
    Warning [mod_w3eelazarusproject]core\math.ws(591): Global native function 'Uint32ToInt' was not exported from C++ code.
    Warning [mod_w3eelazarusproject]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [mod_w3eelazarusproject]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.


    Cheers for any help you can give!!
    1. Czartchonn
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      Yeah, mod needs to be updated. When using patches for Lazarus do not update until the patches update or you might not be able to play. Will update later today
    2. hikamidikables
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      ahhh okay cool. cheers for the reply I'll keep an eye out for the update
  3. Var0c
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    are the blob0.bundle and the meta.store also script files ?
    and if so, do I have to delete these in the gwent redux folder as well? 
    thanks for your work czar
    1. Czartchonn
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      No those are XML files which should override those from Gwent Redux. That way you can buy both the cards from Gwent Redux as well as the stuff from Lazarus
    2. Var0c
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      thank you !
  4. pesadelo
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    Thank you for the fast Update Czar you are a beast.
    1. Czartchonn
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      NP - not much needed for the update.
  5. baldalpaca
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    Sorry to bug, but when you can, would you update for the recent Lazarus patch? The small issue that's been bugging me is the fact that crafting menu displays sword damage values incorrectly.
    1. Czartchonn
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      Will update soon. A bit busy at work this weekend
    2. Czartchonn
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      Updated
    3. baldalpaca
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      Cheers, big ears! :)
  6. AyoubiMo
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    Hey Czar,

    Thanks for your work. Just a quick question about your latest update.. Idk if anyone else is having a problem, but as soon as I install your mod I get script comp errors. When I removed the mod I was able to get into the game normally. I'll attach the errors I'm getting.. there's not many, but I was hoping you could help me understand them.

    Error [mod_gwentreduxlazaruspatch]game\components\inventorycomponent.ws(4947): syntax error, unexpected TOKEN_ELSE, near 'else'
    Warning [mod_gwentreduxlazaruspatch]game\components\inventorycomponent.ws(7076): Native function 'NameToUniqueId' was not exported from class 'CInventoryComponent' in C++ code.

    Warning [mod_w3eelazarusproject]core\math.ws(590): Global native function 'IntToUint32' was not exported from C++ code.
    Warning [mod_w3eelazarusproject]core\math.ws(591): Global native function 'Uint32ToInt' was not exported from C++ code.
    Warning [mod_w3eelazarusproject]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [mod_w3eelazarusproject]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.
    1. wuwei31
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      Yep, same issue
    2. wuwei31
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      sorry, double post
    3. Czartchonn
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      Did you guys remove the script files from Lazarus with the same name? Otherwise I will take another look. Didn't have time to test as I did it at work  ;)
    4. Czartchonn
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      Nevermind. Made a stupid typo. Should work now :)
    5. baldalpaca
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      I'm still getting the same issue. EDIT: I think I fixed it, albeit blindly. xD

      I assume there's an error from the below section of code from inventoryComponent.ws, but I haven't been able to figure out what's up. No clue what levelDiff means in this case, so the if/else statements aren't making sense to me. :(

              if( dm.ItemHasTag(itemName, 'LightArmor') )
                  levelDiff = 40;
                  levelDiff = 50;
              else
              if( dm.ItemHasTag(itemName, 'MediumArmor') )
                  levelDiff = 60;
              else
                  levelDiff = 90;
                  levelDiff = 70;

      EDIT: Compared to the Lazarus script and it appears that a couple of the if/else lines were originally struck out in that place and accidentally kept whole here. So I simply changed the code to:

              if( dm.ItemHasTag(itemName, 'LightArmor') )
                  //levelDiff = 40;
                  levelDiff = 50;
              else
              if( dm.ItemHasTag(itemName, 'MediumArmor') )
                  levelDiff = 60;
              else
                  //levelDiff = 90;
                  levelDiff = 70;
    6. Czartchonn
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      Stupid me forgot to include the edited component file *facepalm* - should work now :P
    7. baldalpaca
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      ..I think you might have forgotten it again lol.
    8. AyoubiMo
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      Hey! Sry for the late reply, just got home for the night.

      I see there's an updated file - unfortunately, I'm still getting those script errors though. Regardless, thank you for your continued support. In the meantime, I'll try the fix baldalpaca suggested.
    9. Czartchonn
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      Yeah - I seem to be getting the error that even though I delete the earlier file and upload a new one - the old file is still the one being downloaded. The system seems to not recognize a new file is uploaded. Will change the name and see if that will fix it.
    10. Czartchonn
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      That seems to have done it. Don't know why it wouldn't properly update. Sorry, guys.
    11. AyoubiMo
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      Hey Czar - Yup! That worked. Thank you again. :)
    12. baldalpaca
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      Cheers, seems to work now.
  7. reamyusturd39
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    when i open my gwent deck the screen goes back.
    i did everything as advertised. i don't believe i screwed up deleting the (correct) script files from the lazarus and redux folders as prescribed on the description page. i was happy when the game actually started. at the start screen i exited the game and restarted, as one does to avoid errors. everything looked great. but upon opening the gwent deck from the game menu the screen goes black. i can hear appropriate noises when i press buttons, but nothing happens.
    if anyone knows where it all gwent wrong i'd be happy to learn something new.
    1. Czartchonn
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      I have no idea - but it is not this patch that causes this. Sounds more like some sort of driver issue or a faulty cable to your screen. You get normal screen without the patch?
    2. reamyusturd39
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      huh. i thought i replied to this... apparently not. i don't see how it could be a driver issue or especially a faulty cable. the screen would only go black when i opened the gwent deck. anyway, i gave up on it. i may try again at some point, but i've had a hell of a time getting other mods to work with EE/lazarus. sometimes (like this one) even when there aren't any script conflicts according to script merger. thanks for the reply though.
    3. reamyusturd39
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      so, i got it working now. first, lemme say i didn't notice i got a reply from the mod author before. thank you for that. the only thing i did different this time is that i adjusted the mod limit from 700 to 999. even though i only had about 6 mods before, i assume the overhauls like lazarus count as more than one mod, but i don't understand exactly how that works. i might've just screwed up before somehow.
      also this is an amazing mod. i'm actually enjoying playing gwent again, on my 3.5th playthrough. i know you didn't make gwent redux, but you made it possible for me to play it. thank you.
    4. Czartchonn
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      No problem. I also found Gwent Redux to be pretty great. Breathes new life into it. Also he made it really easy to make patches for it as he flagged all changes he made.
  8. deleted86426198
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    Should I use the W3EE patch too?
    1. Czartchonn
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      No
  9. Czartchonn
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    Tested for 4.43 - no update needed.
  10. GrimZ987
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    Is this still compatible with Lazarus 6.43?
    1. Czartchonn
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      That should be the case. I will have a look this weekend, but as long as it loads up the worst case is the latest fixes won't work.