As u made an user interface mod, do u think is it possible to make a mod that could prevent pausing the game while using menu? If yes, can u make one? If not, can u tell me how could i make one? Thanks.
Error [mod0000_mergedfiles]game\player\playerinput.ws(596): syntax error, unexpected TOKEN_ELSE, near 'else' Warning [mod0000_mergedfiles]game\actor.ws(246): Native function 'IsPlayingChatScene' was not exported from class 'CActor' in C++ code. Warning [modimprovedmerchants]local\improvedmerchantsmenu.ws(31): Native function 'SaveUserSettings' was not exported from class 'ImprovedMerchantsMenu' in C++ code. 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.
i have 200 mods and have no idea where its conflicting. it was conflicting with autoloot but script merger solved that.
Is it possible to change the position of such messages (on a white background)? I play with a resolution of 1280x1024, and they are always outside the screen ...
Can you send a screenshot? It's not set at a fixed position, it uses the general HUD banner notification. If it's outside the screen, then other parts of the HUD should be outside of the screen too, like the map or wolf medallion... Same goes for any other messages that use this banner.
The fact of the matter is that this is the only part of the HUD that doesn't adapt to the aspect ratio. There are no problems with the rest of the parts. And yes, I know it’s not your mod, but the banner he uses. For example, when dissection objects, the same thing happens: I can only see the top lines if the list is large enough, otherwise I can't see it at all. I just thought that you might know how to change the position of such messages.
Thanks! Quite convenient. But, you have an error in your code in both versions, which makes it impossible to compile. You have like this: if ( thePlayer.GetIsWalkToggled() ) thePlayer.SetWalkToggle( false ); GetWitcherPlayer().DisplayHudMessage("Switched to running"); else thePlayer.SetWalkToggle( true ); GetWitcherPlayer().DisplayHudMessage("Switched to walking");
It should be like this: if ( thePlayer.GetIsWalkToggled() ) {thePlayer.SetWalkToggle( false ); GetWitcherPlayer().DisplayHudMessage("Switched to running");} else {thePlayer.SetWalkToggle( true ); GetWitcherPlayer().DisplayHudMessage("Switched to walking");}
Nice one, Darkrusos! Is there an option not to always auto-toggle sprint when you load a game? For me it's always in auto-sprint mode at the beginning.
Yes. I can write a small script that saves your walk/run state in your savegame and loads it on spawn. Bit busy rn, but I'll get back to you later today.
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Immersive Close Walking Camera at The Witcher 3 Nexus - Mods and community
Thanks.
Warning [mod0000_mergedfiles]game\actor.ws(246): Native function 'IsPlayingChatScene' was not exported from class 'CActor' in C++ code.
Warning [modimprovedmerchants]local\improvedmerchantsmenu.ws(31): Native function 'SaveUserSettings' was not exported from class 'ImprovedMerchantsMenu' in C++ code.
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.
i have 200 mods and have no idea where its conflicting. it was conflicting with autoloot but script merger solved that.
You have like this:
if ( thePlayer.GetIsWalkToggled() )
thePlayer.SetWalkToggle( false );
GetWitcherPlayer().DisplayHudMessage("Switched to running");
else
thePlayer.SetWalkToggle( true );
GetWitcherPlayer().DisplayHudMessage("Switched to walking");
It should be like this:
if ( thePlayer.GetIsWalkToggled() )
{thePlayer.SetWalkToggle( false );
GetWitcherPlayer().DisplayHudMessage("Switched to running");}
else
{thePlayer.SetWalkToggle( true );
GetWitcherPlayer().DisplayHudMessage("Switched to walking");}