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opsedar and ElementaryLewis

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opsedar

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313 comments

  1. opsedar
    opsedar
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    Thanks ElementaryLewis for updating, I've uploaded his version as the default file. Apologies as I've stopped playing the game.
  2. ElementaryLewis
    ElementaryLewis
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    If you got an "Unexpected @" error. UPDATE YOUR GAME!
  3. ElementaryLewis
    ElementaryLewis
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    Looking for tester / bug reporter
    The new 2.4 version fix a bug where disabled "Zoom to Shoulder Effect during Focus" might not work correctly with close camera and when walking in some cave/sewer area like Whoreson Junior's arena.
    As I suspect there are other area having this bug, I create the console command that show the debug name of the area:
    GetArea()

    If you found one place having this bug. Use this command and write a bug report telling the areas name.
    Thank you for your cooperation.
  4. amirchem
    amirchem
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    How to remove outline borders ?
  5. Barachiel1976
    Barachiel1976
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    2.6 update is throwing out errors when trying to recompile scripts with your Essentials modlist.   Getting this output.

    Error [modfriendlyfocus]local\friendlyfocus.ws(25): I dont know any 'automatic'
    Error [modfriendlyfocus]local\friendlyfocus.ws(45): I dont know any 'automatic'
    Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modsharedimports]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.
    Warning [modprogressonthepath]local\progressonthepath_compiled.ws(8354): Return statement prevents the execution of successive lines of script
    Warning [modprogressonthepath]local\progressonthepath_compiled.ws(8355): Return statement prevents the execution of successive lines of script

    Removing Friendly Focus fixes the issue.  Worked fine on previous version 2.5.  No other changes to the list were made.
    1. ElementaryLewis
      ElementaryLewis
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      My fault. I remove some code of Active Medallion since it is now compatible. I omit there were more of that.
      Hotfix release now!
    2. Barachiel1976
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      Thanks for the amazingly swift reply AND bugfix!
    3. xTutorion
      xTutorion
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      Patch still doesn't work.
    4. ElementaryLewis
      ElementaryLewis
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      You don't help me by saying "doesn't work".
      Please diagnostic the problem by telling what's the problem/error, and your situation such how you install the game, have you merge all scripts, and sharing screenshots.
    5. xTutorion
      xTutorion
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      Sorry for not being clear. I have a similar problem as above, but only after using the Enhanced Close Camera compatibility patch. Without it, it loads correctly. The game was installed via Steam and the merge did not encounter any conflicts. Here is the error: 
      Spoiler:  
      Show
    6. ElementaryLewis
      ElementaryLewis
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      Thank you. I'll update the compatible patch then.
    7. xTutorion
      xTutorion
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      Thanks a lot, now it works.
  6. afewfwef
    afewfwef
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    One thing I noticed with this mod, is if you turn OFF Screen Dimm Effect Entering focus, the red line around screen borders will persist as long as you are in witcher sences.  If you turn it ON ,  the red border disappears right after you enter focus mod (as in vanilla version). 
    Not a big deal, but apparently this is not an expected behavior 
    https://imgur.com/a/o0lg18f
     
    1. ElementaryLewis
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      This visual bug occurs as well in vanilla. I think it's the FX light that don't travel to the environment.
      Not a big deal.
  7. afewfwef
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    is there a way to customize what glows and what doesn't? Like, plants off, bookshelves , doors etc off, but chests and evidence on  ? 
    I mean is it feasible to try to do it myself in the code?
    1. ElementaryLewis
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    2. afewfwef
      afewfwef
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      Wow thanks! You are the best. You are basically everywhere helping everyone. One of a kind
  8. ShaolinPigKiller
    ShaolinPigKiller
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    Thanks for the mod. Impossible to play without it.
  9. AlinGeorgian
    AlinGeorgian
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    Error [mod0000_mergedfiles]game\player\playerinput.ws(1023): Function 'OnHoldToSeeChar' is already defined in class 'CPlayerInput'.Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.Warning [modsharedimports]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.
    Worked fine until the last update.
    1. ElementaryLewis
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      Can you take a screenshot of Script Merger? Showing all merged mods from the script "playerinput.ws".
  10. 01DarkLord04
    01DarkLord04
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    Active Medallion's author updated it to use annotations, and it doesn't change vanilla scripts anymore, so you can remove optional bool parameter in the Activate function (in focus.ws and in your local file)
    1. ElementaryLewis
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      Cool, so it now compatible I presume.
  11. Cerblay
    Cerblay
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    No matter what I do there is a "whoosh" sound always
    1. ElementaryLewis
      ElementaryLewis
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      The option is "Whoosh Sound Effect Entering Focus", set if off.
      Be sure you have merged all scripts.
    2. Cerblay
      Cerblay
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      I did, all scripts merged, high priority, every option on except for the whoosh one which is set to off. Still get the whoosh sound.

      I think it is a compatibility issue with god mode mod
    3. ElementaryLewis
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      I test it using the same setting choice, and it works as it should be.
      I suggest you ask Steam/GOG to verify the files. Remove the mods, reinstall it and merge all scripts again. You can also try with the mod only and see if that fix it, so we know another mod interfere it.
    4. Cerblay
      Cerblay
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      I think I've fixed it, there is no more whoosh sound but there is also no enviroment/monster sounds, even though those options are turned on. It's just like witcher senses is completely quiet now when I just wanted to remove the initial whoosh
    5. ElementaryLewis
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      Yes. That also disable the roaring monster, and it's nothing I can do.
      The other setting "Ambient Environment" is meant to preserve the normal environment sound, like you don't use Witcher Sense.
    6. Cerblay
      Cerblay
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      Ah I understand. I will just do without the monster sounds because the whoosh is too annoying. Thank you for your help.
  12. DastFight
    DastFight
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    How can I decrease the range of highlighted objects to vanilla parameters? Can't find anything specific in script files
    1. geenaxion
      geenaxion
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      Did you find out?
    2. ElementaryLewis
      ElementaryLewis
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      Fade Transition. That's the option.
  13. geenaxion
    geenaxion
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    The range of highlighted objects seems to be increasing when the Fade Transition option is disabled.
    When it's enabled, the range is back to vanilla.

    Though, I kinda prefer the disabled fade transition, but not with the increased range.
    1. geenaxion
      geenaxion
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      On


      Off




    2. ElementaryLewis
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      That's how the settings does. It removes the highlight after effect AND increase the highlight distance.
    3. geenaxion
      geenaxion
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      Oh, I see. So that's an intended feature.