Mod doesn't work as expected? Please read this before adding a new comment.
1. Item doesn't show up in the merchant or through console command:
Check if you've installed mod properly. See instruction in the description, keep in mind that you have to do this manually, Vortex won't work here.
Check if your console command is correct. Typos happen from time to time.
2. Game will not launch, infinite loading screens:
You've reached mod limit. Use Mod limit fix. Problem's gone.
3. Compile error at the start of the game:
You have other mod causing script conflict with mine. Script Merger will be necessary if you want to play with both mods.
4. Other issues:
Feel free to add a comment, I'm here to help. Try to explain everything clearly, tell what other mods do you use. More info means bigger chance that I'll respond.
Go to mods/modCloakOfInvisibility/content and remove: blob0.bundle, metadata.store texture.cache. Leave scripts folder as it is. This should work I guess
Edit: because i have still an older next gen version of the game (4.00), i installed the version 1.2 of this mod. had that figured out by accident. now it works. i leave the rest with the error if someone else has the same :)
( without the mod the game starts like it should. but with the mod this message appears:
Error [content0]game\player\playerinput.ws(1328): Could not find function 'FlipSelectedPotion' Error [content0]game\player\playerinput.ws(1344): Could not find function 'FlipSelectedPotion' Error [content0]game\player\playerinput.ws(1379): Could not find function 'FlipSelectedPotion' Error [content0]game\gui\hud\modules\hudmoduleiteminfo.ws(156): Could not find function 'FlipSelectedPotion' Error [content0]game\gui\hud\modules\hudmoduleiteminfo.ws(160): Could not find function 'FlipSelectedPotion' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Ingame it says i have witcher 3 wild hunt 4.00, additional the two dlcs and few more little original dlc packs like armor etc.
+1, I hate needing to unequip it for looting, this is kind of anti-immersive for me. That's merely why I do not use the item very often or for a long time. I'd like to but too complicated to manage
Its not so difficult to make the cloak allowing to jump, fly, fight, interact (etc...). Just have to delete all the appropriate code from modCloakOfInvisibility\content\scripts\local\invisibleCloak_main.ws Opening the file with notepad ++ (more clear and easier than with notepad), deleting all the lines marked block and the next paragraph all the lines marked unblock that containts a function relative to movement, iteraction, etc.... Should work ;)
It does not work properly with the accessory slot mod (updated version in the 'Posts' section); unequips itself from the pockets section immediately after equipping it. I'm not a modder myself but is it possible to make it so that it can be classified as a cloak or a hood and thereby making it compatible with that mod?
The purpose of the accessory slot mod is to add two more slots under the equipment section named "Accessories" or "#itemlabel" so that we can use the pocket slots for other mods that use the quick slot for their functionality e.g. Magic Spells. The creator of the mod made it compatible with the 'Hoods' mod with some modifications to the item name tag.
EDIT: I can equip it in the first pocket slot without issue but when it comes to the second pocket slot that the mod provided, it will not work as intended.
I can equip it in the first pocket slot without issue. when it comes to the second pocket slot that the mod provided, it will unequip itself from the pocket section immediately.
60 comments
Please read this before adding a new comment.
1. Item doesn't show up in the merchant or through console command:
2. Game will not launch, infinite loading screens:
3. Compile error at the start of the game:
4. Other issues:
From this:
Back to this:
Edit: because i have still an older next gen version of the game (4.00), i installed the version 1.2 of this mod. had that figured out by accident. now it works. i leave the rest with the error if someone else has the same :)
(
without the mod the game starts like it should. but with the mod this message appears:
Error [content0]game\player\playerinput.ws(1328): Could not find function 'FlipSelectedPotion'
Error [content0]game\player\playerinput.ws(1344): Could not find function 'FlipSelectedPotion'
Error [content0]game\player\playerinput.ws(1379): Could not find function 'FlipSelectedPotion'
Error [content0]game\gui\hud\modules\hudmoduleiteminfo.ws(156): Could not find function 'FlipSelectedPotion'
Error [content0]game\gui\hud\modules\hudmoduleiteminfo.ws(160): Could not find function 'FlipSelectedPotion'
Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Ingame it says i have witcher 3 wild hunt 4.00, additional the two dlcs and few more little original dlc packs like armor etc.
i hope you can help :)
)
Opening the file with notepad ++ (more clear and easier than with notepad), deleting all the lines marked block and the next paragraph all the lines marked unblock that containts a function relative to movement, iteraction, etc....
Should work ;)
EDIT:
Ok I make one
open "invisibleCloak_main.ws" in modCloakOfInvisibility\content\scripts\local
and delete the catsense code or something like that
The purpose of the accessory slot mod is to add two more slots under the equipment section named "Accessories" or "#itemlabel" so that we can use the pocket slots for other mods that use the quick slot for their functionality e.g. Magic Spells. The creator of the mod made it compatible with the 'Hoods' mod with some modifications to the item name tag.
EDIT: I can equip it in the first pocket slot without issue but when it comes to the second pocket slot that the mod provided, it will not work as intended.
when it comes to the second pocket slot that the mod provided, it will unequip itself from the pocket section immediately.
Hello milckywayy
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).