This (and a few other mods by KiroKobra), are some of my favorite Witcher 3 mods. This mod is so good, after upgrading to the "next gen" version, I found it was difficult to play without it (wasn't working with the new patch).
So I spent some time and I believe I have a version that works with the new patch. I have done very little testing with this. I installed the mod, made sure there were no script compilation errors, booted the game, and crafted and equipped a sword that was above my current level. I would assume it should work without issue though.
KiroKobra, this wasn't intended to step on your toes or make light of your hard work. If there's a proper way you'd like me to update this mod, let me know.
No problems with merging, just a couple of easy conflicts. I'm using GhostMod and Leveling Relic armor, though, and I think there's something off with the math, especially if the items are of significantly higher level, maybe because of the percentages or how GhostMod handles armor and weapon degredation. For instance an armor that is 15 levels higher is -64 in it's armor stat compared to what I am wearing currently. That seems a bit off. Don't know if anyone else is seeing this. I really wish Ghost Mod would have a no levels version, but so far I find myself eventually just leveling with console commands and fiddling with enemy scaling to get the game experience I want.
I know it might be a bit odd, but I am using your mod in combination with "GearLevelsHiddenAndNoRequirements" (just for the levels hidden feature).
I was able to merge them in a way that i can retain all the features of your mod (so armors/weapons will be underpowered if geralt is underleveled) and still hide the items levels in the game inventary.
But I am having problem merging the 2 mods in "guyPlayerInventoryCompononent.ws". (which I think it seems to affect the "crafting menu" only).
This is the section in the script that seems to create the conflict (i have added the last couple of lines to your mod):
Do you have any suggestion on how to solve the problem? or is there a quicker way to hide the item level entirelly directly in your scripts without the need of "GearLevelsHiddenAndNoRequirements"?
I have a very basic script knowledge so the manual merge i did, might not be perfect. I don't want to bother you by asking you to create an alternative version of your mod, but if you could point me to the right direction to hide the item levels, it would be much appreciated.
or, as just a suggestion for your mod, it would be nice to have the minimum item level hidden once Geralt reach it.
Example: Geralt level = 1 - Item level = 10 -> item level shown in the inventory/crafting menu Geralt level => 10 - Item level = 10 -> item level hidden in the inventory/crafting menu (as it would not matter anymore)
If you're just wanting to hide level text, take a look at this line: /*targetObject.SetMemberFlashString("requiredLevel", requiredLevel);*/ As you can see, this line is commented-out via modGearLevelsHiddenAndNoRequirements. Simply remove /* from the beginning and */ from the end and levels will appear in the tooltips again.
If you only want the level text to appear when you're below the required level, try changing that line to: if(itemLevel > thePlayer.GetLevel()) targetObject.SetMemberFlashString("requiredLevel", requiredLevel);
Hi! thank you for replying to my message, i totally miss it. the first option worked as intended.
Just another question: does your mod affect crossbow too or just swords/armors? i can't see the reduced power value for any of the crossbows (even if i am level one), so i was wondering if i messed up your script or not?
High-level items could not be equipped due to https://www.nexusmods.com/witcher3/mods/3163?tab=description when combining two mods Besserwisser and Nitpicker и Brothers In Arms Bug Fix Master collectio I'm glad if this helped someone
There seems to be a hard incompatibility between Immersive Level Requirements and Slots Slots SLOTS that the script merger doesn't resolve. Is this known/to be expected, or should they work together and I'm doing something wrong?
I'm currently working on a quite in-depth weapon damage customization mod for Cyberpunk, one of the options being to scale V and NPCs to roughly the same level. So while I don't intend on adjusting weapon level requirements directly, a similar effect can be achieved by normalizing V and NPC levels.
That sounds more like your Ultimate Level Scaling mod. Ayway, would be cool to see the same feature as this mod does - decreasing effectiveness of the weapon based on player's level.
I just quickly made a simple polish translation. Zrobiłem na szybko polskie tłumaczenie.
Just put a string file in mod catalogue modImersive.../content next to the original en.w3strings Wystarczy wrzucic plik do folderu moda modImersive../content zaraz obok oryginalnego pliku en.w3strings
42 comments
Comments locked
The author has locked this comment topic for the time beingSo I spent some time and I believe I have a version that works with the new patch. I have done very little testing with this. I installed the mod, made sure there were no script compilation errors, booted the game, and crafted and equipped a sword that was above my current level. I would assume it should work without issue though.
https://mega.nz/file/rb4HyQ6Q#fSx08JgN-BrWZD579l7w7l4FeuEnFizFPfhAKdMzKnI
KiroKobra, this wasn't intended to step on your toes or make light of your hard work. If there's a proper way you'd like me to update this mod, let me know.
I know it might be a bit odd, but I am using your mod in combination with "GearLevelsHiddenAndNoRequirements" (just for the levels hidden feature).
I was able to merge them in a way that i can retain all the features of your mod (so armors/weapons will be underpowered if geralt is underleveled) and still hide the items levels in the game inventary.
But I am having problem merging the 2 mods in "guyPlayerInventoryCompononent.ws". (which I think it seems to affect the "crafting menu" only).
This is the section in the script that seems to create the conflict (i have added the last couple of lines to your mod):
//requiredLevel = _inv.GetItemLevelColor( itemLevel ) + GetLocStringByKeyExt( 'panel_inventory_item_requires_level' ) + " " + itemLevel + "</font>";
requiredLevel = _inv.GetItemLevelColor( itemLevel ) + GetLocStringByKeyExt( 'panel_inventory_item_requires_level' ) + " " + itemLevel + " "; //ImmersiveLvlRequs
if(itemLevel > thePlayer.GetLevel()) requiredLevel += GetLocStringByKeyExt( 'tooltip_diminished' ); //ImmersiveLvlRequs
requiredLevel += "</font>"; //ImmersiveLvlRequs
if(itemCategory != 'bolt' && itemCategory != 'crossbow') //ImmersiveLvlRequs
/*targetObject.SetMemberFlashString("requiredLevel", requiredLevel);*/ //modGearLevelsHiddenAndNoRequirements
Do you have any suggestion on how to solve the problem? or is there a quicker way to hide the item level entirelly directly in your scripts without the need of "GearLevelsHiddenAndNoRequirements"?
I have a very basic script knowledge so the manual merge i did, might not be perfect. I don't want to bother you by asking you to create an alternative version of your mod, but if you could point me to the right direction to hide the item levels, it would be much appreciated.
or, as just a suggestion for your mod, it would be nice to have the minimum item level hidden once Geralt reach it.
Example:
Geralt level = 1 - Item level = 10 -> item level shown in the inventory/crafting menu
Geralt level => 10 - Item level = 10 -> item level hidden in the inventory/crafting menu (as it would not matter anymore)
thank you in advance.
/*targetObject.SetMemberFlashString("requiredLevel", requiredLevel);*/
As you can see, this line is commented-out via modGearLevelsHiddenAndNoRequirements. Simply remove/*
from the beginning and*/
from the end and levels will appear in the tooltips again.If you only want the level text to appear when you're below the required level, try changing that line to:
if(itemLevel > thePlayer.GetLevel())
targetObject.SetMemberFlashString("requiredLevel", requiredLevel);
Just another question: does your mod affect crossbow too or just swords/armors? i can't see the reduced power value for any of the crossbows (even if i am level one), so i was wondering if i messed up your script or not?
when combining two mods Besserwisser and Nitpicker и Brothers In Arms Bug Fix Master collectio
I'm glad if this helped someone
Ayway, would be cool to see the same feature as this mod does - decreasing effectiveness of the weapon based on player's level.
Zrobiłem na szybko polskie tłumaczenie.
Just put a string file in mod catalogue modImersive.../content next to the original en.w3strings
Wystarczy wrzucic plik do folderu moda modImersive../content zaraz obok oryginalnego pliku en.w3strings
Link - pl.w3strings
.
.