Any chance to get a version that's stand-alone and not tied to GM? Like the changes to the stamina bar sign ready display and the icon for vitality regeneration?
I'd like that too very much. I recently started new playthrough without GM i didn't fully realize until then how much I miss features from this mod. You really make some cool stuff Tinnaib.
I wonder, which parts of the mod are you talking about especially? I am not sure I see the benefits without GM. Is vanilla not always "use signs only with a full stamina bar" for example? So please enlighten me :D
Hi Tinnaib, i would DIE to see Well Fed and Well Hydrated effect for vanilla, especially with separated icon you made and contribute also to Lewis's mod https://www.nexusmods.com/witcher3/mods/8098 and I'm saddened that said mod works only on next gen, it's so elegant. Could you PLEASE make those once again for classic vanilla, someday in the future?
@Tinnaib yes vanilla is like that but I do have stamina cost connected to my combat actions aswell like it is in GM and also a mod that incrementally increases stamina on player level up so the stamina bar ready-display would be most helpful here since it can be hard to gauge when the sign will have enough stamina to be cast since in my modded platform it is not only when stamina bar is full.
@Ka1ameet I'm using that mod on old-gen and I haven't seen any parts not working correctly. I have to say I'm using the 1.3 version since i was too lazy to update for a while now.
@Ka1an33t Thanks for liking them! I must disappoint you though, I am not spending time to work on last gen content anymore. I hope what @Sarogath said is true and it will just work!
@Sarogath Actually this mod should work then for you anyway. It is made for Ghost Mode in mind, but nothing in the scripts should prevent it working without Ghost Mode, give it a shot and feel free to give some feedback if that feature works :)
If you add "_inv.GetItemLevel(curItemInSlot) < GetWitcherPlayer().GetLevel()" to the conditions that make the repair kit unusable, and do the following, you can prevent the equipment level from being raised too much.if ( !(_inv.GetItemLevel(curItemInSlot) < GetWitcherPlayer().GetLevel() && ( _inv.GetItemName(itemId) == 'weapon_repair_kit_4' || _inv.GetItemName(itemId) == 'armor_repair_kit_4' )) && _inv.GetItemDurability( curItemInSlot ) == 100 )
Also, moving the position of "OnPlaySoundEvent("gui_inventory_repair");" to the line below the code you added will allow the sound to play correctly.
I never post and don't even have W3 installed, but this is a really thoughtful and useful mod, thank you for taking the time to make it and support users!
This is great! Thank you so much for taking the time to make this mod. I just started playing this game using Ghost mod, and when fighting pack of wolves i really needed to know exactly when i could cast sign or not and this is exactly what this mod does so i am more than happy. Take care.
The sign icon doesn't dim in my game. It is always lit up. I use your latest version with GM. Could it be that the 3D Hud medallion interferes with it? I really want this to work.
Yep they are incompatible, but you can give this a shot. Try replacing this function in this mods hudModuleWolfHead.ws: public function SetAlwaysDisplayed( value : bool ) { m_fxSetAlwaysDisplayed.InvokeSelfOneArg(FlashArgBool(value)); } with this new function: public function SetAlwaysDisplayed( value : bool ) { m_fxSetAlwaysDisplayed.InvokeSelfOneArg(FlashArgBool(value)); //UI & HUD Additions if (m_IconLoaderDimmed) m_IconLoader.SetAlpha(50); //UI & HUD Additions }
Please report if this helps! (I do not have this mod installed, so not tested)
Thank you so much, it works perfectly fine now. Icon only glows, when casting a sign is possible.
One question. What does it mean that "drinks" recover stamina? I tested it in a fight and the stamina recovery from Ghost mode was exactly as fast with or without this mod. How does this actually work?
This mod does not change the gameplay effect, but rather displays what it actually does. So as you say it is like before, yes it is, but before the buff only said vitality regeneration. Try looking at at a drink in your inventory and see what it does (around 5% increase or something)
Normally I would not do that, but as Preperations is basically made for Ghost Mode "balanced for playing with Preparations", I adjusted this. It should work now without a conflict!
I can confirm this, it is in InvertoryMenu.ws Yes many GM users have Preparations, Friendly Meditation, Friendly Hud etc. as they were made by the same author and meant to complement each other. This mod may be next great addition to GM as it grows.
Update: new version works, no conflicts, your dedication is amazing. XD
43 comments
Any chance to get a version that's stand-alone and not tied to GM? Like the changes to the stamina bar sign ready display and the icon for vitality regeneration?
Could you PLEASE make those once again for classic vanilla, someday in the future?
@Ka1ameet I'm using that mod on old-gen and I haven't seen any parts not working correctly. I have to say I'm using the 1.3 version since i was too lazy to update for a while now.
Thanks for liking them! I must disappoint you though, I am not spending time to work on last gen content anymore. I hope what @Sarogath said is true and it will just work!
@Sarogath
Actually this mod should work then for you anyway. It is made for Ghost Mode in mind, but nothing in the scripts should prevent it working without Ghost Mode, give it a shot and feel free to give some feedback if that feature works :)
If you add "_inv.GetItemLevel(curItemInSlot) < GetWitcherPlayer().GetLevel()" to the conditions that make the repair kit unusable, and do the following, you can prevent the equipment level from being raised too much.
if ( !(_inv.GetItemLevel(curItemInSlot) < GetWitcherPlayer().GetLevel() && ( _inv.GetItemName(itemId) == 'weapon_repair_kit_4' || _inv.GetItemName(itemId) == 'armor_repair_kit_4' )) && _inv.GetItemDurability( curItemInSlot ) == 100 )
Also, moving the position of "OnPlaySoundEvent("gui_inventory_repair");" to the line below the code you added will allow the sound to play correctly.
Take care.
Try replacing this function in this mods hudModuleWolfHead.ws:
public function SetAlwaysDisplayed( value : bool )
with this new function:{
m_fxSetAlwaysDisplayed.InvokeSelfOneArg(FlashArgBool(value));
}
public function SetAlwaysDisplayed( value : bool )
{
m_fxSetAlwaysDisplayed.InvokeSelfOneArg(FlashArgBool(value));
//UI & HUD Additions
if (m_IconLoaderDimmed)
m_IconLoader.SetAlpha(50);
//UI & HUD Additions
}
Please report if this helps! (I do not have this mod installed, so not tested)
One question. What does it mean that "drinks" recover stamina? I tested it in a fight and the stamina recovery from Ghost mode was exactly as fast with or without this mod. How does this actually work?
This mod does not change the gameplay effect, but rather displays what it actually does. So as you say it is like before, yes it is, but before the buff only said vitality regeneration. Try looking at at a drink in your inventory and see what it does (around 5% increase or something)
Out of curiosity, are you planning a new update for the mod in the near future? It's really amazing.
Yes many GM users have Preparations, Friendly Meditation, Friendly Hud etc. as they were made by the same author and meant to complement each other. This mod may be next great addition to GM as it grows.
Update: new version works, no conflicts, your dedication is amazing. XD
It will probably change nothing for you, if you play without ghost mode.