HUD configuration options are always welcome but alchemy primer mod has some features to turn things on and off in the HUD especially with respect to plants.
I'm worried that this mod May merge perfectly with alchemy primer but cause problems in game due to conflicts regarding displaying h u d elements.
You worry is fine. It's welcome you try and give us feedback about potential merge conflict, error or which setting doesn't work correctly with Alchemy Primer.
Images in description are broken because they were hosted on some discord server instead of an actual image hosting website. Please fix if possible and refrain from using discord to host images in the future.
Yeah there are a few lines that are not automatically merged with script merger in focus.ws for the conflict with FriendlyHUD, mostly FriendlyFocus change a few things when activating and deactivating witcher sense, but the lines from FriendlyHUD does not seem to add anything special so using lines from FriendlyFocus seems to resolve the conflict without any problem.
OctaviaOwlet When the conflict window with code open in script merger, in the bottom part right click on the red lines <merge conflit> and select lines from FriendlyHUD (look which mods are B/C in the top part) then save and close the window.
"OctaviaOwlet When the conflict window with code open in script merger, in the bottom part right click on the red lines <merge conflit> and select lines from FriendlyHUD (look which mods are B/C in the top part) then save and close the window."
I think you meant lines from Friendly focus instead of HUD. Maybe I'm wrong but I followed what you wrote first and used Friendly focus' and it works as far as I'm aware.
Hi :) thank yuo for this mod - one request would be the option to add the cat effect when indoors as some of us use lighting mods that make interiors very darks - this would be greatly appreciated!
Where in the world is this a sarcastic Reply? He just points you to 3 Mods, that literally do what you want, in different ways.
You request a feature that already exists, and when someone point you to the already existed mods, it's sarcastic? You should read what is the meaning of sarcastic.
On my end, turning jump restrictions off while keeping sprint restrictions on causes jumping to still not work during Witcher Senses, but now it displays an in-game message about how I cannot do that at this time...
No problem. Thanks for upgrading a lot of mods and helping people out here with good advice.
I just upgraded from 1.32 to 4.04 a couple days ago, and I'm looking for replacement mods while Fcr3 is still being finalized. I think a lot of people waiting of FCR3. In version 1.32 the mods FCR3 and LEGO were my core and i builded the rest around.
FCR3 changes a lot in the game and i miss one of my core mods.
I've read that part of it has been carried over into NG. Is this true ? Do you know which parts exactly?
206 comments
I'm worried that this mod May merge perfectly with alchemy primer but cause problems in game due to conflicts regarding displaying h u d elements.
Does it cause merged conflict?
Thank You ElementaryLewis for keeping such essential mods up to date.
Does it cause merged conflict?
edit: nvm, fixed it, the problem with focus.ws.
Great Mod, tysm!
OctaviaOwlet When the conflict window with code open in script merger, in the bottom part right click on the red lines <merge conflit> and select lines from FriendlyHUD (look which mods are B/C in the top part) then save and close the window.
I think you meant lines from Friendly focus instead of HUD. Maybe I'm wrong but I followed what you wrote first and used Friendly focus' and it works as far as I'm aware.
Dynamic Cat Potion
Witcher Senses with Cat in Dark Places
Toggleable Cat Vision
Nevertheless, I shall make do.
Take care.
He just points you to 3 Mods, that literally do what you want, in different ways.
You request a feature that already exists, and when someone point you to the already existed mods, it's sarcastic?
You should read what is the meaning of sarcastic.
Try to merge all scripts again, or remove some conflicted mod.
Is it possible to make the night cateye effect automatic on while in combat like it is in mod FCR3?
But track FCR3. The author is planning to update the mod.
Thanks for upgrading a lot of mods and helping people out here with good advice.
I just upgraded from 1.32 to 4.04 a couple days ago, and I'm looking for replacement mods while Fcr3 is still being finalized.
I think a lot of people waiting of FCR3. In version 1.32 the mods FCR3 and LEGO were my core and i builded the rest around.
FCR3 changes a lot in the game and i miss one of my core mods.
I've read that part of it has been carried over into NG. Is this true ? Do you know which parts exactly?
Let's try to install the mod again: