The Witcher 3
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Aeltoth

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  1. Aeltoth
    Aeltoth
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    Hello people,

    As of July 2021 i am no longer updating my mods on nexusmods. The development and updates will continue to be published on Github, the original place for all my mods since the beginning. This does not mean i won't help people nor will i stop reading comments. I will simply stop pushing the updates to the files here.

     - Resources Perks & Overhaul on github. Discussions on GitHub
     - My other mods on GitHub

    Thanks for your understanding.

    P.S : RPO already received two updates that were not pushed here when i wrote this sticky
  2. PescalinMan
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    Hello Aeltoth ,

    thanks a lot for your great mods . I use several of them from your github page .

    I made a german translation for Resources and Perks Overhaul v1.8 .

    May I upload it on Nexus and refer to this link RPO 1.8 ?

    Best regards
    1. Aeltoth
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      Hello! You're welcome, i'm glad you're enjoying them. And of course feel free to share the translation and provide the link, it's really cool you've made it, thanks for the contribution
    2. PescalinMan
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      I'm happy to hear that . Definitely enjoying your work ! You're welcome , it's only a small contribution to the complex and exciting mods you create .
  3. spirit08021989
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    Error [content0]game\gameplay\effects\effects\other\oil.ws(177): Could not find function 'ShouldAutoApplyOil'Error [content0]game\gui\main_menu\ingamemenu.ws(1516): Could not find function 'SetAutoApplyOils'Error [content0]game\gui\main_menu\ingamemenu.ws(1518): Could not find function 'SetAutoApplyOils'Error [content0]game\player\states\vehicles\horseriding.ws(141): Could not find function 'ShouldAutoApplyOil'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.
  4. theernestrain
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    Have you ever used  this mod with "Primal Needs? I get a conflict in staminaRegen.ws

    from Resources and Perks overhaul:

    if ( cachedPlayer.IsInCombat() )
    {
    // RPO - begin
    attributeName = RegenStatEnumToName(regenStat);
    SetEffectValue();
    if ( thePlayer.IsGuarded() ) {
    effectValue.valueMultiplicative *= RPO_getParryStaminaRegenerationMultiplier();
    }
    // RPO - end
    }

    from Primal Needs: 

    if ( cachedPlayer.IsInCombat() )
    {*/
    if ( thePlayer.IsGuarded() )
    effectValue = target.GetAttributeValue( 'staminaRegenGuarded' ) * PNGetThirstStaminaRegenMult();
    else
    {
    attributeName = RegenStatEnumToName(regenStat);
    SetEffectValue();
    }
    // }


    Any ideas on how to make these work together properly? The line: 


    effectValue.valueMultiplicative *= RPO_getParryStaminaRegenerationMultiplier();

    and 

    effectValue = target.GetAttributeValue( 'staminaRegenGuarded' ) * PNGetThirstStaminaRegenMult();

    are what conflict in merger.
    1. Aeltoth
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      hello, take the line from primal needs then the one from RPO in that order. And that will work!
    2. theernestrain
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      You are epic! Thanks a ton!
    3. theernestrain
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      Hey again, Any idea what these symbols mean in the Primal Needs code? In the beginning  is "{*/" and at the end of the code  is "// }". I didn't realize before but both yours and Primal Needs codes end differently. Which would you keep? Or can I completely copy and paste entire section one after another in file?

    4. raickzDelacroix
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      Those are for commenting code: "//" is to comment just one line like:
      // This is a comment
      This is not

      And "/* */" is also for commenting but you choose where to start with "/*" and where to end with "*/". Everything inside those will be commented
  5. deleted19520029
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    Can we expect a next gen version?
  6. Drag02
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    Your mode if very enjoyable to use but i've noticed that it's not compatible with Combat Speed Mod (probably due to perks stuff) and gives 2 unresolved errors.
    Is there a way to fix/are you planning to fix it? Or you aren't interested in?

    Thanks in advance
    1. Aeltoth
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      Hello!

      I never used such a mod, but considering I always keep the vanilla edits to 2 lines or less i think you can attempt to resolve the conflict yourself and see how it goes! What I'm sure of, is that if you have a doubt and choose not to include code from RPO in one of the conflicts, it won't break the mod. The whole process should be pretty straightforward.

      Also, since the edits RPO does are super small, there is a chance that picking RPO then the other mod will simply resolve the conflict and will compile.

      I currently have no plan to make a compatibility patch for this mod. The rare time i do patches is if i use the other mod, and I don't use that one!
    2. Drag02
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      First of all thank you for your quick response!

      Well, I would definitely do it myself, but I'm a bit of a beginner and don't know what to do with the error lines that Script Merger gives me. Maybe if you tell me what to look for I could try it myself.

      Aside from that, your mods are great and in any case I choose them. Smart Camera 1.4.2 is very useful (I adjusted some parameters according to my taste) but I noticed a small flaw: if I get off my horse while I'm sprinting and there are enemies around, the camera looks at the sky and I have to manually fix it.

      A small request (for noobs like me): could you add an RPO guide inside a readme in order to understand what each parameter does? (ver.1.8 contains a lot of options now)

      Thanks again for your time
    3. Aeltoth
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      You're a dedicated user! Smart Camera is still in its early stage! If you are interested you could join the wolven workshop discord server, i share a link to it in the sticky post of my other mod RER. In there we could discuss your merging issue in more details once I have the time. We could even discuss things to improve on Smart camera !

      And I agree for the guide, the mod desperately needs one now. I'll add it on my thousands long todo list :)
    4. Drag02
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      Sure, why not!

      P.s. RER is another interesting mod that I'm planning to install (I've to go through the full manual installation guide before)
  7. MozzlyPro
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    Trying to find out why dodging is taking my adrenaline away, need help
    1. Aeltoth
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      Hello,

      look at the perks RPO introduces. You can also disable them!
  8. OLDR3LIC
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    I threw a comment on your GITHUB about it but,

    I was wondering how to solve this merge with your mod or if I should just overwrite it. Any insights?

    Merge
  9. Silverylos
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    Hours of searching for a LITE combat overhaul led me to this.
    Will definitely try this one out.
    But I wanna ask, are you considering to make an enemy/AI overhaul or some sort? It's extensive but I think worth the shot.
    Thanks
    1. Aeltoth
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      Ahah, i agree that RPO's name is not the easiest to find.

      I am not considering such mod at the moment. But i am slowly making modular mods for an overhaul of the game. Maybe once i've finished doing all the important blocks i have in mind, maybe i will start working on the AI. However in the domain of monsters, i think hitboxes would be a higher priority than AI, they're just so broken it's infuriating!

      I hope you will have fun with RPO, and if you have any question feel free to comment here or on GitHub (where more recent versions are released).
    2. Silverylos
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      Hi there again. 
      I've already asked this on your GitHub mod page. If you have already responded please ignore this:
      I would like to report some bugs (although I'm not entirely sure if it;s my fault lol):
      Heavy Attack DOES NOT DRAIN MY STAMINA (but Light does, and interrupts regeneration as intended). *And that happens when there are no enemies around, so it could not be for the Adrenaline consumption*
      Also, it seems adjusting the attack speed on stamina loss also affect the whole combat animation at full stamina. My animations start out noticeably slow, until I set them values by default.
      Can you help looking at those? Thanks.
    3. Aeltoth
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      for documentation purpose

      I answered on the github discussion, thanks for the report. I will copy/paste the final answer here for other people:

      it's fixed, you can get the new version here ! Thanks for the report!
  10. ALEXWD
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    im trying to merge RPO with better parries im just little confused does RPO let you parry heavy attacks or this line is just for parry stamina ?. forgive me just a little confused with these two lines.
    ---------------------------------------------------------------------
    RPO line :-
     // RPO - BEGIN & END
    if(attackAction && damageData.IsActionMelee() && (attackAction.CanBeParried() || RPO_canParryAnything()) && (attackAction.IsParried() || attackAction.IsCountered()))
    ---------------------------------------------------------------------------
    Better parries:-
    //Better Parries
    //if(attackAction && damageData.IsActionMelee() && attackAction.CanBeParried() && (attackAction.IsParried() || attackAction.IsCountered()))
    if(attackAction && damageData.IsActionMelee() && (attackAction.IsParried() || attackAction.IsCountered()))
    ----------------------------------------------------------------------------------
    1. Aeltoth
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      Hello, RPO has an option to let you parry heavy attacks yes. RPO parrying code is a little more complex, the stamina cost depends on the enemy strength, size, and current health. All this compared to yours.

      I don't think better parries is needed if you use RPO. In your case you could pick RPO's version in the merge and ignore the better parries version.
    2. ALEXWD
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      Thank you
  11. ALEXWD
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    hello , is it possible to use/merge with W3EE?
    1. Aeltoth
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      It may be possible to merge with EE yes, depending on what mods you have. But you'll probably lose one of the key points of RPO: being able to perform actions even at 0 stamina because it's most certainly hardcoded into W3EE.

      If that is not important to you then you can try merging it!
    2. ALEXWD
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      ok thank you for the replay. to be honest I didn't expect you to reply this fast thank you again. amazing work by the way
    3. ALEXWD
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      .