Latest v6.2 compatible with game version 4.04 (Next-Gen Update). Updated to be compatible with latest game patch v4.04. Sorry had no much time for testing these days.
================================================= ========== READ ME FIRST ========== =================================================
================================================= ========== HOW TO WRITE HELP REQUEST ========== =================================================
Check DESC page and try to clear Script Merger merge results and re-merge mods from scratch before asking for help.
Your HELP request should contain the following information:
1. Your game version: GoG or Steam, DLCs and Slot Slots Slots mod version
2. List of installed mods
3. Did you use Script Merger before asking for help?
4. Did you clear Script Merger merge results and re-merged mods from scratch before asking for help?
5. Compilation errors that appear during game start if any Use spoiler tag to post compilation errors log like this: [ spoiler] place compilation error log between tags but REMOVE whitespace after "[ " bracket symbols of both open and closing spoiler tags [ /spoiler] if you have done all correctly you should see something like this after you submit your post:
Spoiler:
Show
place compilation error log between tags but REMOVE whitespace after "[ " bracket symbols of both open and closing spoiler tags
6. Other details about your problem you think may be helpful.
This mod will conflict with any mod that changes mutations, so before update you need to deactivate all active mutations activated by other mods and uninstall all other mods that modify mutations (follow the mod uninstall steps if provided by mod author). You don't need to do this if you are updating from Slots Slots Slots mod v3.0+.
Read Usage section of description for details.
FCR3 mod fixes
This tutorial image shows how to merge Slots mod with with FCR3 mod to fix HUD feedback.
If you don't see Slots mod tab controls on Character screen (Skill Slots screen): This is because FCR3 mod has changed same GUI panel and the changes in GUI panels could not be merged by script merger. This means that only one changed panel could be used by the game. If you have this problem it is shown in script merger like this. The possible fixes are: 1. Use only one such mod 2. Remove the changed panel from the FCR3 mod. 3. Use mod manager which supports mod priorities and set Slots mod priority higher than FCR3 mod so the game uses Slots mod panel.
No Levels mod fixes
When Slots mod installed with No Levels mod the skills unequipped from skill slots every time the game is loaded. It is caused by the difference in the mods the Slots mod allows to set minimal Unlock level for skill slots to 1 but No levels mod sets all skill slots unlock level to 0.
You can resolve it by yourself but you have to change one line in the Slots mod script. This is what you have to do:
1. In Slots mod settings in mod configuration GUI you should set: Level Requirements -> Unlock all skill slots = On Level Requirements -> Unlock all mutagen slots = On Level Requirements -> New skill slots level requirements increment step = 0 (You need Slots mod configuration GUI installed, check installation section on the mod description page for details).
2. Change one line in Slots mod script. You should open this file from modz_SSS5 folder:
The Witcher 3\mods\modz_SSS5\content\scripts\local\sss\logic\SlotsSlotsSlotsCfg.ws
Inside this file on line 202 you should find this line "function SSS_TargetSkillSlotLevelRequirementsBase(): int". You need to go a few lines down from it and on line 216 you will find the first appearance of this line: "return res;" You should replace "res" with zero digit "0" so the line will look like this: "return 0;" Check that the semicolon remains at the end of the line it is important.
If you have done all correctly after you save the game it should not unequip skills anymore.
E3 HUD & UI mod fixes
If you are using mod manager which supports mod priorities you can try the latest Slots mod version just set the Slots mod the highest priority. Tested with the "The Witcher 3 Mod Manager" which supports the mod priorities. All credits for the solution goes to the user Crygreg
Ghost Mod Fix
Spoiler:
Show
After Ghost mod update from 28.02.2018 there is one conflict which could not be solved automatically inside PlayerAbilityManager.ws file. You may use line from Ghost mod (B) to resolve it.
The next fix is for v3.5 only.
When Slots mod and Ghost Mod merged using Script Merger you may have this error when game starts:
Error [mod0000_mergedfiles]game\gui\menus\charactermenu.ws(987): Unable to convert from 'array:2,0,EPlayerMutationType' to 'EPlayerMutationType'
All credits for this fix goes to Zhorny (you should manually change line [987] inside Ghost Mod script game\gui\menus\charactermenu.ws and run script merger after that or change it using Script Merger)
Had the same thing happen to me, these are the relevant lines from Ghost Mode:
It does not related to the Slots mod it is the game fault. As far as I can tell it happens if you have too many large mods installed you can fix it by uninstalling some large mods you have (texture mods or other mods with size over 5Mb). In my test case I manage to load the save game when I uninstalled modNewGriffinArmor with size of 42Mb.
Blank character screen
Should be fixed in v4.8.2 by ensuring Slots mod loads last. Blank character screen problem related to the Save Game does not load problem. If you experience blank character screen problem try to uninstall some large mods (with size over 5Mb) and see if the problem gone. Please report if this fixed your problem.
I use this mod along FCR3 They have merge conflicts at playerWitcher.ws I always solve it this way and wanted to know if I did it correct? https://imgur.com/a/6Xn4s : I tried to keep them all "if" instead of "else if" and kept mutation7 in comments The game works, but I don't know for a 100% There was also a conflict with panel_character.redswf, but fixed it with mod priority for SSS mod, because it's only for fixing a visual glitch in the FCR3 mod
I hope this also helps some other people who try to use these together.
That part of code with mod conflict is responsible for active mutation effect. Slots mod modification at that part was made to allow multiple active mutations (I removed 'else' keywords before if's). As you can see FCR3 code commented the whole block of code about MUTATION7 by placing it inside multiline comment (symbols '/*' and '*/') so there is no difference what it is inside that commented block of code it is ignored by the game. I don't know FCR3 logic so I can't say for certain if merge is correct but it seems so.
Can I reupload and use your picture and recommendations in mod description?
I've made the tutorial image for merge with FCR3 mod with fix to HUD feedback tutorial image
Solution is unsatisfying. Is there any chance you could take a look at it? Because from what I've seen there are 4 conflicts and I'm not sure they should be solved this way. 4 photos in hd for you here:
@anonimousone What do you mean by unsatisfying? As I write above FCR3 code commented the block of code with one of the mutations so just use the FCR3 mod code there and ignore Slots mod changes. The 4 conflicts you mentioned related to the one block of code commented by FCR3 use FCR3 code version there and it should work.
The merge result when you use FCR3 version of changes is absolutely fine the only thing is some additional hud feedback at combat start due to missing check on mutation 8 but that is not critical at all. FCR3 developer mod commented one of mutations code blocks which was marked as hack fix by game developers I think maybe it was fixed by FCR3 mod developer in some other way.
I've made the tutorial image for merge with FCR3 mod with fix to HUD feedback tutorial image
Hey man, is it possible for you to make this mod compatible with E3 HUD UI mod? I want to play the game again with E3 HUD and also not limit myself with this mod.
GUI uses flash files and it is very painful process to modify it and especially manually merge changes between 2 flash files so I will not do this. But you still may use Slots mod v3.5 it does not change GUI and should work with E3 HUD mod.
If you are using mod manager which supports mod priorities you can try the new version just set the Slots mod the highest priority. Tested with the "The Witcher 3 Mod Manager" which supports the mod priorities.
I am getting an issue with running this mod alongside FCR3. I've merged them as shown in your guide, that all seems to work fine, but when I load in I cannot access the extra Slot menus, it's stuck to just one page (like vanilla), with no buttons to scroll through the extras. Any ideas what might be causing this? I'm guessing the functionality is being lost in a merge somewhere? Thanks for any help
GUI changes are made in redswf files and not in script files. Redswf files are compiled flash files and can't be merged using script merger. If you don't see GUI changes from Slots mod that means that you have some other installed mod which modifies the same GUI objects and can't be used with Slots mod. It looks like this
I have this exact problem and I am too dumb to understand if and where you suggested the solution to this, Zur... If the 'solution' is just to delete the conflicting file then users of this mod will have to delete a fix in FCR3 mod:
"Added a fix made by frasdoge to cosmetic interface issue in character development screen where padlocks indicated wrong amount of invested skillpoints needed to unlock another row of skills. Thank you for your help, frasdoge!"
Encountered this same problem.. Cant do anything to the "Non-text-NOT MERGEABLE" entry on the Script Merger, between "modFCR3_3_Padlock" and "modz_SSS5".. . Author stated: "FCR3 mod requires to use mod manager which supports mod priorities to use Slots mod version of GUI panel (this will lead to minor bug with FCR3 mod not showing invested skill points correctly as far as I know). Check first sticky post in this thread there are fixes for both" . EDIT: Took me long enough but solution to this problem is to give SSS higher priority than FCR3 as stated on the Stickypost..
Can someone please help me. I merged all the files with scriptmerger but this still shows up when I start the game. I don't know what to do.
Spoiler:
Show
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(5048): I dont know any 'EISPM_RadialMenuSlot3' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(5063): I dont know any 'EISPM_RadialMenuSlot1' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(5081): I dont know any 'EISPM_RadialMenuSlot4' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(5095): I dont know any 'EISPM_RadialMenuSlot2' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11777): Could not find function 'DisableRadialMenuInput' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11795): Could not find function 'SetRadialPotionUpperTimer' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11801): Could not find function 'SetRadialPotionLowerTimer' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11842): I dont know any 'EISPM_RadialMenuSteelOil' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11847): I dont know any 'EISPM_RadialMenuSilverOil' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]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.
these are the mods I'm using beside this one
Glowing Eyes AllwaysFullExp Fast Travel from anywhere Leveling Gear More Money For Traders No Skill Restrictions Over9000 weight limit mod PerksAlwaysActive QuickSaveMenu RealisticWeather
Hello i love this mod so much thank you so much for it. I have a question regarding a conflict with another mod, the so called accessoires mod for next gen
what my problem is it conflicts when i use both. Is there a possibility to make it work with both ? If you know a solution for it, a way to make it playable using both mods at the same time, please let me know. Much appreciated.
i dunno why.. once I install the gui menu, my game keep reverting to default settings when I start up the game, the same if I uninstall it, I tried to make them read only the same, tried to set steam to offline the same, tried to shut down the internet the same.. anyone has the same problem?
I have a conflict in the merger script between sss6 and sss6 gui menu and I don't know how to solve it (I already installed sss6 gui menu) I don't know English to guide myself in the configuration (I think it shows in this comment haha)
I have GUI mod, what settings I have to do so that I only unlock the skill and mutagen slots without mutagen getting full bonus without any synergy skills? TL;DR I just want all locked slots (due to low level) unlocked without any additional stuffs.
3078 comments
========== READ ME FIRST ==========
=================================================
========== HOW TO WRITE HELP REQUEST ==========
=================================================
Check DESC page and try to clear Script Merger merge results and re-merge mods from scratch before asking for help.
Your HELP request should contain the following information:
1. Your game version: GoG or Steam, DLCs and Slot Slots Slots mod version
2. List of installed mods
3. Did you use Script Merger before asking for help?
4. Did you clear Script Merger merge results and re-merged mods from scratch before asking for help?
5. Compilation errors that appear during game start if any
Use spoiler tag to post compilation errors log like this:
[ spoiler]
place compilation error log between tags
but REMOVE whitespace after "[ " bracket symbols of both open and closing spoiler tags
[ /spoiler]
if you have done all correctly you should see something like this after you submit your post:
place compilation error log between tags
but REMOVE whitespace after "[ " bracket symbols of both open and closing spoiler tags
6. Other details about your problem you think may be helpful.
=================================================
This mod will conflict with any mod that changes mutations, so before update you need to deactivate all active mutations activated by other mods and uninstall all other mods that modify mutations (follow the mod uninstall steps if provided by mod author). You don't need to do this if you are updating from Slots Slots Slots mod v3.0+.
Read Usage section of description for details.
This tutorial image shows how to merge Slots mod with with FCR3 mod to fix HUD feedback.
If you don't see Slots mod tab controls on Character screen (Skill Slots screen):
This is because FCR3 mod has changed same GUI panel and the changes in GUI panels could not be merged by script merger. This means that only one changed panel could be used by the game. If you have this problem it is shown in script merger like this. The possible fixes are:
1. Use only one such mod
2. Remove the changed panel from the FCR3 mod.
3. Use mod manager which supports mod priorities and set Slots mod priority higher than FCR3 mod so the game uses Slots mod panel.
When Slots mod installed with No Levels mod the skills unequipped from skill slots every time the game is loaded. It is caused by the difference in the mods the Slots mod allows to set minimal Unlock level for skill slots to 1 but No levels mod sets all skill slots unlock level to 0.
You can resolve it by yourself but you have to change one line in the Slots mod script. This is what you have to do:
1. In Slots mod settings in mod configuration GUI you should set:
Level Requirements -> Unlock all skill slots = On
Level Requirements -> Unlock all mutagen slots = On
Level Requirements -> New skill slots level requirements increment step = 0
(You need Slots mod configuration GUI installed, check installation section on the mod description page for details).
2. Change one line in Slots mod script. You should open this file from modz_SSS5 folder:
The Witcher 3\mods\modz_SSS5\content\scripts\local\sss\logic\SlotsSlotsSlotsCfg.ws
Inside this file on line 202 you should find this line "function SSS_TargetSkillSlotLevelRequirementsBase(): int".
You need to go a few lines down from it and on line 216 you will find the first appearance of this line:
"return res;"
You should replace "res" with zero digit "0" so the line will look like this:
"return 0;"
Check that the semicolon remains at the end of the line it is important.
If you have done all correctly after you save the game it should not unequip skills anymore.
If you are using mod manager which supports mod priorities you can try the latest Slots mod version just set the Slots mod the highest priority.
Tested with the "The Witcher 3 Mod Manager" which supports the mod priorities.
All credits for the solution goes to the user Crygreg
After Ghost mod update from 28.02.2018 there is one conflict which could not be solved automatically inside PlayerAbilityManager.ws file. You may use line from Ghost mod (B) to resolve it.
The next fix is for v3.5 only.
When Slots mod and Ghost Mod merged using Script Merger you may have this error when game starts:
Error [mod0000_mergedfiles]game\gui\menus\charactermenu.ws(987): Unable to convert from 'array:2,0,EPlayerMutationType' to 'EPlayerMutationType'
All credits for this fix goes to Zhorny (you should manually change line [987] inside Ghost Mod script game\gui\menus\charactermenu.ws and run script merger after that or change it using Script Merger)
Had the same thing happen to me, these are the relevant lines from Ghost Mode:
[986] //modSigns
[987] equippedMutationId = GetWitcherPlayer().GetEquippedMutationType();
[988] if( equippedMutationId != EPMT_None )
[989] {
[990] equippedMutation = [GetWitcherPlayer().GetMutation( equippedMutationId );
[991] }
[992] if( slotID1 >= BSS_SkillSlot1 && !equippedMutation.colors.Contains( thePlayer.GetSkillColor( skill1 ) ) ||
[993] slotID2 >= BSS_SkillSlot1 && !equippedMutation.colors.Contains( thePlayer.GetSkillColor( skill2 ) ) )
[994] {
[995] OnPlaySoundEvent("gui_global_denied";
[996] }
[997] else
[998] {
If I change line [987] manually in ScriptMerger by adding "SSS_", the game starts. But to be honest, I have absolutely no idea about scripting.
equippedMutationId = GetWitcherPlayer().SSS_GetEquippedMutationType();
It does not related to the Slots mod it is the game fault. As far as I can tell it happens if you have too many large mods installed you can fix it by uninstalling some large mods you have (texture mods or other mods with size over 5Mb). In my test case I manage to load the save game when I uninstalled modNewGriffinArmor with size of 42Mb.
Should be fixed in v4.8.2 by ensuring Slots mod loads last. Blank character screen problem related to the Save Game does not load problem. If you experience blank character screen problem try to uninstall some large mods (with size over 5Mb) and see if the problem gone. Please report if this fixed your problem.
They have merge conflicts at playerWitcher.ws
I always solve it this way and wanted to know if I did it correct?
https://imgur.com/a/6Xn4s : I tried to keep them all "if" instead of "else if" and kept mutation7 in comments
The game works, but I don't know for a 100%
There was also a conflict with panel_character.redswf, but fixed it with mod priority for SSS mod, because it's only for fixing a visual glitch in the FCR3 mod
I hope this also helps some other people who try to use these together.
Can I reupload and use your picture and recommendations in mod description?
I've made the tutorial image for merge with FCR3 mod with fix to HUD feedback
tutorial image
I think it works.
Is there any chance you could take a look at it? Because from what I've seen there are 4 conflicts and I'm not sure they should be solved this way. 4 photos in hd for you here:
https://imgur.com/a/tNwai
What do you mean by unsatisfying? As I write above FCR3 code commented the block of code with one of the mutations so just use the FCR3 mod code there and ignore Slots mod changes. The 4 conflicts you mentioned related to the one block of code commented by FCR3 use FCR3 code version there and it should work.
The merge result when you use FCR3 version of changes is absolutely fine the only thing is some additional hud feedback at combat start due to missing check on mutation 8 but that is not critical at all.
FCR3 developer mod commented one of mutations code blocks which was marked as hack fix by game developers I think maybe it was fixed by FCR3 mod developer in some other way.
I've made the tutorial image for merge with FCR3 mod with fix to HUD feedback
tutorial image
I need the version that I can put unlimited skills
Tested with the "The Witcher 3 Mod Manager" which supports the mod priorities.
If the 'solution' is just to delete the conflicting file then users of this mod will have to delete a fix in FCR3 mod:
"Added a fix made by frasdoge to cosmetic interface issue in character development screen where padlocks indicated wrong amount of invested skillpoints needed to unlock another row of skills. Thank you for your help, frasdoge!"
Cant do anything to the "Non-text-NOT MERGEABLE" entry on the Script Merger, between "modFCR3_3_Padlock" and "modz_SSS5"..
.
Author stated: "FCR3 mod requires to use mod manager which supports mod priorities to use Slots mod version of GUI panel (this will lead to minor bug with FCR3 mod not showing invested skill points correctly as far as I know).
Check first sticky post in this thread there are fixes for both"
.
EDIT: Took me long enough but solution to this problem is to give SSS higher priority than FCR3 as stated on the Stickypost..
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(5063): I dont know any 'EISPM_RadialMenuSlot1'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(5081): I dont know any 'EISPM_RadialMenuSlot4'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(5095): I dont know any 'EISPM_RadialMenuSlot2'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11777): Could not find function 'DisableRadialMenuInput'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11795): Could not find function 'SetRadialPotionUpperTimer'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11801): Could not find function 'SetRadialPotionLowerTimer'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11842): I dont know any 'EISPM_RadialMenuSteelOil'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11847): I dont know any 'EISPM_RadialMenuSilverOil'
Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]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.
these are the mods I'm using beside this one
Glowing Eyes
AllwaysFullExp
Fast Travel from anywhere
Leveling Gear
More Money For Traders
No Skill Restrictions
Over9000 weight limit mod
PerksAlwaysActive
QuickSaveMenu
RealisticWeather
https://drive.google.com/file/d/1d51TtGPQcLLo1080bITACaiH86jZAwIX/view
what my problem is it conflicts when i use both. Is there a possibility to make it work with both ? If you know a solution for it, a way to make it playable using both mods at the same time, please let me know.
Much appreciated.
Presets - Előre beállított
Synergy Presets - Előre beállított mutagén bónusz
Level Requirements Presets - Előre beállított szint követelmény
General - Általános
Synergy - Mutagén bónusz
Level Requirements - Szint követelmény
I don't know English to guide myself in the configuration (I think it shows in this comment haha)
TL;DR I just want all locked slots (due to low level) unlocked without any additional stuffs.