Until now, I used the slotslotslot mod, but the mutation factor buff became too strong, so I played with the balance broken. It's so nice to be able to replace slotslotslot with this mod. thanks!
I would suggest you taking your backup, putting it where your current game path is and try merging conflicts again, there's something wrong somewhere, that's clear
Love this mod as I find the Slots mod way overpowered. I understand why the amount of active skills in the vanilla game are restricted as Geralt would be way overpowered but it is disappointing that you can't have all his skills active at the same time. If I knew how I would make my own mod but unfortunately I lack the know how. Would it be possible to make a version of this mod exactly as it is but restrict the power of active skills? For example some skills level to 3 and some to 5. Could it be possible to say make them all to have a maximum of level 3 thus reducing their power and eliminating Geralt becoming over powered while being able to use all of his skills at the same time?
Hello! Could you please make a version that gives secondary effects of uneqquipped skills to Geralt? Stopping equipped skills from giving secondary effects could be hard but it will be great if you can do. I took a look at your code but I didn't understand where should I change. I mean adrenaline gain, stamina recovery and potion duration. Thanks!
I don't know if the incompatibility was the same reason of "Shield", but if you would try the new version and tell me what does the game say about the incompatibility, it would be easier to investigate.
id did tried the new version and its still had issue with GM. the only problem now is located in game\gameplay\ability\playerabilitymanager.ws. as for now im still trying to solve this myself (still no luck after some time). hope this helps with the investigation
Hey everyone, I managed to do it! Thankfully the conflicts are resolvable. I did it with the help of script merger. There are four main conflicts (not automatically resolved by script merger and you'll have to edit the file in the prompted kdiff3) between Ghost Mode and this mod in PlayerAbilityManager.ws.
For the first conflict, choose the line from this mod (the line with if(isonlearn) For the second conflict,choose the line from Ghost Mode (the line with /*mutagens = GetWitcherPlayer( For the third conflict, keep both contents from the two mods( the paragraphs with if(isonlearn) and //modsigns begin should be present For the last conflict, keep both contents from the two mods( the paragraphs with if(!isonlearn) and /*if(GetSkillPathType(skill)
Generally, ghost mode disabled a lot of lines from the vanilla scripts with "/*"and"*/". They serve as a bracket that disables any code in between them. Those changes should be preserved in your merged file. Or else, the scripts will be missing half of the bracket and compilation will fail with this error message: unexpected "*".
Hope this helps.
I'm so very happy that I can combine this with ghost mode,? just made my experience with this already amazing game exponentially better! Thanks to Aephiex for this great mod!
47 comments
https://www.nexusmods.com/witcher3/mods/7223/
It's so nice to be able to replace slotslotslot with this mod. thanks!
:)
Hello, this module can't work no matter how I load it. How can I solve it?
There are four main conflicts (not automatically resolved by script merger and you'll have to edit the file in the prompted kdiff3) between Ghost Mode and this mod in PlayerAbilityManager.ws.
For the first conflict, choose the line from this mod (the line with if(isonlearn)
For the second conflict,choose the line from Ghost Mode (the line with /*mutagens = GetWitcherPlayer(
For the third conflict, keep both contents from the two mods( the paragraphs with if(isonlearn) and //modsigns begin should be present
For the last conflict, keep both contents from the two mods( the paragraphs with if(!isonlearn) and /*if(GetSkillPathType(skill)
Generally, ghost mode disabled a lot of lines from the vanilla scripts with "/*"and"*/". They serve as a bracket that disables any code in between them. Those changes should be preserved in your merged file. Or else, the scripts will be missing half of the bracket and compilation will fail with this error message: unexpected "*".
Hope this helps.
I'm so very happy that I can combine this with ghost mode,? just made my experience with this already amazing game exponentially better! Thanks to Aephiex for this great mod!