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.
I want to make it so that when Geralt's stamina is completely spent, he can't fight or use dodges until it is restored, and before reinstalling my mods, this function worked as it should
So it's been a long time since I've looked at this mod's code. I have yet to update it for Next Gen :( If I remember correctly this mod was about progressive changes so instead of abruptly blocking all actions when at 0 stamina, speed and damage is progressively lowered as stamina goes down. I can't remember if the mod offered an option to block actions at 0, maybe it does and maybe it's not enabled for you anymore?
is long time when i play witcher 3 again and i always use this mod Now am try to replaying the next gen
but seems this mod (even the one on github) seem not work with next gen i have this error code :
Error [modfriendlyhud]fhudscripts\modradialmenupotions.ws(70): syntax error, unexpected TOKEN_IF, near 'if' Error [modfriendlyhud]fhudscripts\modradialmenupotions.ws(74): syntax error, unexpected '}', expecting $end, near '}' 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.
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
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.
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?
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?
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!
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)
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 :)
131 comments
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
So it's been a long time since I've looked at this mod's code. I have yet to update it for Next Gen :( If I remember correctly this mod was about progressive changes so instead of abruptly blocking all actions when at 0 stamina, speed and damage is progressively lowered as stamina goes down. I can't remember if the mod offered an option to block actions at 0, maybe it does and maybe it's not enabled for you anymore?
is long time when i play witcher 3 again and i always use this mod Now am try to replaying the next gen
but seems this mod (even the one on github) seem not work with next gen i have this error code :
Error [modfriendlyhud]fhudscripts\modradialmenupotions.ws(70): syntax error, unexpected TOKEN_IF, near 'if'
Error [modfriendlyhud]fhudscripts\modradialmenupotions.ws(74): syntax error, unexpected '}', expecting $end, near '}'
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.
pardon me but i am doing something wrong?
thanks in advise
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
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.
// 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
Is there a way to fix/are you planning to fix it? Or you aren't interested in?
Thanks in advance
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!
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
And I agree for the guide, the mod desperately needs one now. I'll add it on my thousands long todo list :)
P.s. RER is another interesting mod that I'm planning to install (I've to go through the full manual installation guide before)
look at the perks RPO introduces. You can also disable them!
I was wondering how to solve this merge with your mod or if I should just overwrite it. Any insights?
Merge