Hi, great mod but is there a chance to make it compatible with crafting filters? https://www.nexusmods.com/witcher3/mods/7927
When this mod has priority, crafting filters doesn't work at all. And when crafting filters has priority instant crrafting doesn't work in the crafting tab, only in alchemy. I reached out on crafting filters page few days ago but no response by now, so i am reaching here
I don't do patches I would suggest just give the other mod priority and delete craft script file from this mod Instant Craft is a low priority feature, don't bother
Hi, i made a patch for Instant Craft and the Alchemy/Primer mod, do you mind if i upload it? Your mod will be a requirement as i only modified Alchemy/Primer alchemy_panel.redswf and PrimerAlchemyMenu.ws with your changes, all due credits will be given. Thank you.
btw do you know by chance why my WolvenKit (7.2.0 but earlier too) have trouble importing SWF for panel_worldmap.redswf (map gets all messed up in game) only for this file and only in next-gen have you encountered this for your SGUI mod?
As for the import issue, me and some other modders were having difficulties with it as well when we were making the community patch map mod. Its very delicate and changes can very easily mess with it
In SGUI I was only changing the header fps so its not too much of an edit but something I always do as a practice is export the swf file as a .gfx (Make sure the extension in the browser is empty as well) since Noodles taught me its more stable. Not sure if you also do that but could be worth a try
17 comments
When this mod has priority, crafting filters doesn't work at all. And when crafting filters has priority instant crrafting doesn't work in the crafting tab, only in alchemy. I reached out on crafting filters page few days ago but no response by now, so i am reaching here
I would suggest just give the other mod priority and delete craft script file from this mod
Instant Craft is a low priority feature, don't bother
original:
public function startCrafting() : void
{
if(this.mcCraftingProgress)
{
if(this._canCraftItem)
{
this.mcCraftingProgress.gotoAndPlay("start");
dispatchEvent(new GameEvent(GameEvent.CALL,"OnStartCrafting"));
}
else
{
this.mcCraftingProgress.gotoAndPlay("CannotCraft");
dispatchEvent(new GameEvent(GameEvent.CALL,"OnCraftItem",[this.selectedItemTag]));
}
}
}
modded:
public function startCrafting() : void
{
if(this.mcCraftingProgress)
{
dispatchEvent(new GameEvent(GameEvent.CALL,"OnCraftItem",[this.selectedItemTag]));
}
}
but changes should be done in P-code
only for this file and only in next-gen
have you encountered this for your SGUI mod?
As for the import issue, me and some other modders were having difficulties with it as well when we were making the community patch map mod. Its very delicate and changes can very easily mess with it
In SGUI I was only changing the header fps so its not too much of an edit but something I always do as a practice is export the swf file as a .gfx (Make sure the extension in the browser is empty as well) since Noodles taught me its more stable. Not sure if you also do that but could be worth a try