modChillOut_Stash For correct work of built stashes. Not compatible with FHUD mod.
modChillOut_Junk XML file to make 5 junk items equippable (Razor, Fishing Rod, Smoking pipe, Blunt axe, Blunt pickaxe). Not mergeable (even manually) with heavy XML mods.
dlcChillOut_Craft adds craftable items recipes modChillOut_Craft adds Crafting category to Alchemy menu + minor UI changes Without these building is still possible but need to obtain items via console: cogivebuild.
modChillOut_Med Disables vanilla meditation animation, allows to skip time during chilling. Not compatible with meditation mods.
dlcChillOut_JunkBuy Various shops sell Razor, Fishing Rod, Smoking pipe, Blunt axe and Blunt pickaxe Without this DLC, Blunt axe and Blunt pickaxe can be bought only from blacksmith of Ardaiso Quarry in Toussaint
CO CAR Next-Gen (adapter for Complete Animations Redux 2.3.0 mod, Next-Gen) CO CAR Old-Gen (patch for Complete Animations Redux 2.3.0 mod, Old-Gen, copy and replace file manually)
CO CAR 3 Next-Gen (adapter for Complete Animations Redux 3.0.0 mod, Next-Gen)
CO W3EER (adapter for W3EER, resolves animation conflict, Next-Gen)
awesome thank you for the reply, one last thing i was wondering is how possible is it to have geralt play an animation as he sits and gets up from tavern seating? i understand if its an engine quirk
such feature would be much more complex than current mod
there are ~800 spots in the mod... chairs, stools, beneches, different sizes, different places... default sit down and stand up animations would NOT really "just work"...
I never figured out how to do moveable animations with disabled collision in this game
character "approach" didn't work indoors when I tested; and "indoors" is the whole point of this mod (in other words path finding didn't work)
Please please please add candles. There are so many dark spots in the game - I keep placing campfires so I can see. Campfires don't look right in the middle of a house lol.
Adding normal candles and candles on stands would very appreciated!
At the moment, I'm testing simple animations to ensure that the mod is installed correctly, and I'm enjoying it. Now, Geralt looks like an ordinary person who wants to eat, drink, and occasionally rest. Thank you for your hard work and patience. I wish you success!
I have just begun using Witcher 3 mods, and downloaded Chill Out, after Complete Animations Redux. I found your file 'Co CAR 3 Next Gen' in the sticky post, but I'm not sure what do do with it to resolve the conflicts between the mods. At the moment, Script Merger is trying to get me to resolve 4 conflicts between the two mods, which presumably will break one or the other, before I can install or set priority for your patch. Should I just pick anything and then set your patch to have a higher priority? Will this solve the conflicts in Script Merger automatically?
set priorities only when you see "unmergeable conflict" in Script Merger, for those conflicting mods there is no conflict between CO, CAR, and CO_CAR
even if there was script confict, then you should just merge scripts, not set some priority (priorities for script conficts do not matter, technically after merge there would be additional "mod0000_MergedFiles" mod with already highest priority)
Thanks crthdr, for talking me through the process!
Yes, I hadn't noticed that I had accidentally installed CO Anim (instead of the standard CO file) over the top of CAR! :-) Now that is all sorted, I'm really enjoying the extra level of interaction and immersion that this mod brings!
Use TW3MM for one-click install OR If you want to install manually
Copy dlc, mods to game dir
Copy contents of input.settings.txt to the top of <User>\Documents\The Witcher 3\input.settings
Copy <!-- co begin --> ... <!-- co end --> section from input.xml.txtto <Game>\bin\config\r4game\user_config_matrix\pc\input.xml(anywhere inside <VisibleVars> ... </VisibleVars>)
Destroyed item is returned to player inventory (except campfire)
So if i have this mod + W3EER + CAR(for W3EER) is it possible to combine properly? For me it works but with duplicate animations sometimes and impossibility to drink or eat smth during meditation from what ive noticed so far Guess that can be because of not very succesfull script merging -_- Btw should both of the adapters for CAR and W3EER used together or mb this combination cant work properly or some others issues? Thanks for your beautiful mod!
tested (successfuly) for 5 minutes (month ago): (W3EER files) + modChillOut + dlcChillOut + modChillOut_W3EER no comments on combining with CAR [EDITED]
662 comments
For correct work of built stashes. Not compatible with FHUD mod.
modChillOut_Junk
XML file to make 5 junk items equippable (Razor, Fishing Rod, Smoking pipe, Blunt axe, Blunt pickaxe). Not mergeable (even manually) with heavy XML mods.
dlcChillOut_Craft adds craftable items recipes
modChillOut_Craft adds Crafting category to Alchemy menu + minor UI changes
Without these building is still possible but need to obtain items via console: cogivebuild.
modChillOut_Med
Disables vanilla meditation animation, allows to skip time during chilling. Not compatible with meditation mods.
dlcChillOut_JunkBuy
Various shops sell Razor, Fishing Rod, Smoking pipe, Blunt axe and Blunt pickaxe
Without this DLC, Blunt axe and Blunt pickaxe can be bought only from blacksmith of Ardaiso Quarry in Toussaint
All these are optional and can be deleted
CO CAR Old-Gen (patch for Complete Animations Redux 2.3.0 mod, Old-Gen, copy and replace file manually)
CO CAR 3 Next-Gen (adapter for Complete Animations Redux 3.0.0 mod, Next-Gen)
CO W3EER (adapter for W3EER, resolves animation conflict, Next-Gen)
ChillOut_Junk_GhostMode (merge for GM, don't merge, give higher priority)
cogivejunk
cogivebuild
codestroylast
codestroyall
other files optional
there are ~800 spots in the mod... chairs, stools, beneches, different sizes, different places... default sit down and stand up animations would NOT really "just work"...
I never figured out how to do moveable animations with disabled collision in this game
character "approach" didn't work indoors when I tested; and "indoors" is the whole point of this mod (in other words path finding didn't work)
Error [modchillout]custom\co_anno.ws(2): Unexpected '@'
Error [modchillout]custom\co_anno.ws(12): Unexpected '@'
Error [modchillout]custom\co_anno.ws(23): Unexpected '@'
Error [modchillout]custom\co_anno.ws(26): Unexpected '@'
Error [modchillout]custom\co_anno.ws(34): Unexpected '@'
Error [modchillout]custom\co_anno.ws(43): Unexpected '@'
Error [modchillout]custom\co_anno.ws(50): Unexpected '@'
Error [modchillout]custom\co_anno.ws(57): Unexpected '@'
Error [modchillout]custom\co_anno.ws(72): Unexpected '@'
Error [modchillout]custom\co_anno.ws(81): Unexpected '@'
Error [modchillout]custom\co_anno.ws(88): Unexpected '@'
Error [modchillout]custom\co_anno.ws(95): Unexpected '@'
Error [modchillout]custom\co_anno.ws(104): Unexpected '@'
what should i do?
or somehow get latest version (4.04a redkit update 2)
Adding normal candles and candles on stands would very appreciated!
I have just begun using Witcher 3 mods, and downloaded Chill Out, after Complete Animations Redux. I found your file 'Co CAR 3 Next Gen' in the sticky post, but I'm not sure what do do with it to resolve the conflicts between the mods. At the moment, Script Merger is trying to get me to resolve 4 conflicts between the two mods, which presumably will break one or the other, before I can install or set priority for your patch. Should I just pick anything and then set your patch to have a higher priority? Will this solve the conflicts in Script Merger automatically?
Thanks for any advice!
Chill Out + CAR3 + "CO CAR 3"
or
Chill Out Anim (it has its own version of eat/drink/oil animations, not compatible with others)
you are using CO Anim now
just download other Chill Out file
there is no conflict between CO, CAR, and CO_CAR
even if there was script confict, then you should just merge scripts, not set some priority
(priorities for script conficts do not matter, technically after merge there would be additional "mod0000_MergedFiles" mod with already highest priority)
Yes, I hadn't noticed that I had accidentally installed CO Anim (instead of the standard CO file) over the top of CAR! :-) Now that is all sorted, I'm really enjoying the extra level of interaction and immersion that this mod brings!
Destroyed item is returned to player inventory (except campfire)
For me it works but with duplicate animations sometimes and impossibility to drink or eat smth during meditation from what ive noticed so far
Guess that can be because of not very succesfull script merging -_-
Btw should both of the adapters for CAR and W3EER used together or mb this combination cant work properly or some others issues?
Thanks for your beautiful mod!
no comments on combining with CAR
[EDITED]