it does, but it isn't obvious in kdiff. you first need to manually merge the two detected conflicts into one by highlighting the two red sections and the one blue line (just with the mouse cursor, it doesn't matter in window B or C) and then selecting merge>join selected diffs in the menu. merge combat presets first because autoloot continues below.
It seems like from the description that I'll have to manually configure settings if I want to customize this mod, but it also looks like there's a mod menu included. What can and can't be done using the mod menu? Is it possible to just install and go? Are the default values set in such a way that it will mostly just work?
Updated to work with the Next-Gen Update. I lost the old localisation files so everything is in English at the moment. If you want to help translate, PM me
Hello SheepDarklord. Dunno if you still visit NexusMods, but gonna leave it here. This mod is great. It actually works, but... On my end, when it applies potions/decotions to my player, the toxicity level doesn't change. It stays on 0% lol. Basically when entering combat, my Geralt can drink as many pots as he wants and toxicity won't go up. Nada. O_O.
Will have to check what is causing this issue, but it's funny one :D.
Thanks for a great mod! I grabbed v1.20.2 and spent a good few hours making and testing presets yesterday and it's a huge improvement to my game. I have some questions and possible bugs to report, however:
1. Would it be possible to provide full lists of the supported monster, potion and bomb names? The list of "different" names on the mod description page is a big help, as is the GetMonsterName() function, but there's still some gaps like Ekhidna, Sylvan, Hym, Bruxa, Garkain, all the human enemies. It would be nice to have definitive lists to work from. Otherwise, I suppose this will be solved by the settings tool you're working on?
2. How does the mod handle multiple matching AddToPotions() entries for a given monster, e.g. a general entry for all enemies, one for all Relicts and a specific one for Chorts? Are they all applied or only the most specific? Is the order of these calls in the script important?
3. The secondary weapon switch specified in the third-last AddToPotions() parameter doesn't always work. This seems to be random, yet quite common. For example the switch to bomb1 does seem to work reliably if I start with an empty crossbow slot selected, but it's quite unreliable if I have the crossbow slot selected and it contains a crossbow.
4. The mod doesn't appear to check the current toxicity level before taking the potions in the AddToFunctions() call. Because of this it's very easy to overdose. Especially dangerous when fighting near water and you accidentally fall in, breaking off combat, only to restart it again seconds later and getting a new shot of 3 or 4 potions on top of your already high toxicity level.
5. Lastly, the "Use hotkey only" setting doesn't seem to work as advertised. Regardless of the state of this setting, the mod always auto-activates when an enemy comes close.
Just had a more detailed read of your points and I can answer (2) easily
In your example, the mod looks at Chorts and drinks any potions you have set, then looks at Relicts and drinks potions, then lastly looks at general settings and drinks potions. If you set any specific potions for Chorts it won't check if you have any set for Relicts, it just stops looking. I hope this makes some sense if you want it to work differently I'll try to figure something out
I don't think I'm looking for any changes, just trying to understand the logic and any rules for precedence, since that will teach me the right way to setup my presets.
I'll admit I'm kinda confused by your reply though - in the first part you say that it will drink potions for Chorts, then Relicts, then General, then in the second part you seem to contradict that and say it will stop when it finds and drinks the potions at the Chort level.. :?
Logically I'd expect the second part to be true - start from the most specific and work backwards toward general until a match is found, then take those actions and stop looking. Thus, only one set of presets (at most) would ever be applied at one time. Do I have it correct?
I've had some time to look at what you're points again now that I've had chance.
1) I need to update the description. The advice there regarding monster names is out of date, I've changed the name matching system since I wrote that description so I need to redo it. I'll look at it and get back to you.
2) Cleared up already.
3) Where you mention AddToPotions do you mean AddToFunctions? I'll look at the problem but I haven't noticed it on my game. When I can find out where it's coming from I'll fix it.
4) I'll change it so it doesn't kill you anymore haha, oversight on my part.
I don't know if I missed something in the tutorials, but it seems that sometimes when I press the left trigger (that's the block action) I get a weird message saying you can't do this in combat, I think I didn't get that before installing the newer version, I'll try to test it out tomorrow with and without the mod, I used the clean install version and deleted the old mod folder by the way
Hi, since I installed this mod, oils aren't working for me at all. They don't auto-apply & I can't even manually apply them anymore either. I tried the update (preserver settings) & now I've completely uninstalled the mod, including removing all the text I pasted in to the xmls. Then I tried using the Auto Apply Oils mod to see if that would kick start them up again but they're still completely non-functional.
Any idea if there's a line of text in an xml that I can just change to get this working again?
I don't know what could cause this honestly. I'll look into it but I'm not too hopeful, as there is no code in this mod which affects oils in the way you're describing.
Have you tried starting a new game, does that fix it?
173 comments
This mod require an update for the 4.03 version.
Here the changelog for help:
Scripts 4.02 vs 4.03
I can offer my assistance to update this mod and share to you in Direct Message (No DP %, just my name in the description).
Basically when entering combat, my Geralt can drink as many pots as he wants and toxicity won't go up. Nada. O_O.
Will have to check what is causing this issue, but it's funny one :D.
1. Would it be possible to provide full lists of the supported monster, potion and bomb names? The list of "different" names on the mod description page is a big help, as is the GetMonsterName() function, but there's still some gaps like Ekhidna, Sylvan, Hym, Bruxa, Garkain, all the human enemies. It would be nice to have definitive lists to work from. Otherwise, I suppose this will be solved by the settings tool you're working on?
2. How does the mod handle multiple matching AddToPotions() entries for a given monster, e.g. a general entry for all enemies, one for all Relicts and a specific one for Chorts? Are they all applied or only the most specific? Is the order of these calls in the script important?
3. The secondary weapon switch specified in the third-last AddToPotions() parameter doesn't always work. This seems to be random, yet quite common. For example the switch to bomb1 does seem to work reliably if I start with an empty crossbow slot selected, but it's quite unreliable if I have the crossbow slot selected and it contains a crossbow.
4. The mod doesn't appear to check the current toxicity level before taking the potions in the AddToFunctions() call. Because of this it's very easy to overdose. Especially dangerous when fighting near water and you accidentally fall in, breaking off combat, only to restart it again seconds later and getting a new shot of 3 or 4 potions on top of your already high toxicity level.
5. Lastly, the "Use hotkey only" setting doesn't seem to work as advertised. Regardless of the state of this setting, the mod always auto-activates when an enemy comes close.
In your example, the mod looks at Chorts and drinks any potions you have set, then looks at Relicts and drinks potions, then lastly looks at general settings and drinks potions. If you set any specific potions for Chorts it won't check if you have any set for Relicts, it just stops looking. I hope this makes some sense if you want it to work differently I'll try to figure something out
I'll admit I'm kinda confused by your reply though - in the first part you say that it will drink potions for Chorts, then Relicts, then General, then in the second part you seem to contradict that and say it will stop when it finds and drinks the potions at the Chort level.. :?
Logically I'd expect the second part to be true - start from the most specific and work backwards toward general until a match is found, then take those actions and stop looking. Thus, only one set of presets (at most) would ever be applied at one time. Do I have it correct?
1) I need to update the description. The advice there regarding monster names is out of date, I've changed the name matching system since I wrote that description so I need to redo it. I'll look at it and get back to you.
2) Cleared up already.
3) Where you mention AddToPotions do you mean AddToFunctions? I'll look at the problem but I haven't noticed it on my game. When I can find out where it's coming from I'll fix it.
4) I'll change it so it doesn't kill you anymore haha, oversight on my part.
5) Fixed in the latest version
Any idea if there's a line of text in an xml that I can just change to get this working again?
Also tried deleting the Bin folder & using Verify/Repair in the GOG Galaxy menu to redownload that whole folder but that didn't fix it either.
Have you tried starting a new game, does that fix it?