I have a very specific problem which I only assume to be related to (not necessarily caused by) your mod. I have the DinPro Tiers version (English) installed alongside W3EE Redux and it all looks alright with one exception: In the inventory and in the inventory only (meaning in crafting and alchemy menu it works alright) the icon for the bomb casing is replaced with the icon for the Samum bomb.
Any hint where I could check to fix this? I didn`t merge the xml-files since I use Script Merger which uses a "dumb" text merge which in turn is very likely to result in invalid XML-files and/or conflicting information in those files. But most of all since EE is a gameplay overhaul any gameplay affecting entries in those XML-files will likely be different from vanilla and so from your values. When using Scrip Merger I can only see the merge result but not which values (yours or those of Enhanced Edition) were used. So a merge might be highly likely to break either EE functionality or the entire mod setup.
Ok, thanks for the feedback. I removed the mod and am wondering now, why on my save the icons still do have the text on them. Is this bound to the save file?
Nope, the names in the icons are textures, so it looks like you did not remove the mod correctly, you left a texture file from my mod somewhere inside your mods folder.
Thanks once more for taking the time. My research in the maintime has revealed that EE (or redux) now has a similar integrated feature. Those texts can be seen on youtube videos of EE redux without any gui mods providing it.
Is there a way to re-download version 1.7 for 4.03? or is 1.8 backwards compatible? I currently have too many mods to safely upgrade to 4.04 and in my "infinite wisdom" i overrode the old version of the zip i had with the new one x(
I think we are not the only ones because a lot of players have stopped with the regular updates now on Steam. I think it would be wise for modders to keep the old version always like many other
Did some poking around and I think I've got it working for 4.04. Did some poking around and found that "maxItemLimit" is a part of "W3GuiSelectItemComponent" which sits in "guiBaseInventoryComponent.ws" So what I've done is make changes in file to match what is added to the same file in 4.04 1. Open "modBetterIcons2022_English_Nosferatu\content\scripts\game\gui\_old\components\guiBaseInventoryComponent.ws" 2. Find this section public function GetInventoryFlashArray( out flashArray : CScriptedFlashArray, flashObject : CScriptedFlashObject ) : void { var i : int; var item : SItemUniqueId; var rawItems : array< SItemUniqueId >; var l_flashObject : CScriptedFlashObject;
_inv.GetAllItems( rawItems );
for ( i = 0; i < rawItems.Size(); i += 1 ) { item = rawItems[i];
if ( ShouldShowItem( item ) ) {
l_flashObject = flashObject.CreateFlashObject("red.game.witcher3.menus.common.ItemDataStub"); SetInventoryFlashObjectForItem( item, l_flashObject ); flashArray.PushBackFlashObject(l_flashObject); } } } 3. and replace it with public var maxItemLimit : int; default maxItemLimit = 9999;
public function GetInventoryFlashArray( out flashArray : CScriptedFlashArray, flashObject : CScriptedFlashObject ) : void { var i : int; var item : SItemUniqueId; var rawItems : array< SItemUniqueId >; var l_flashObject : CScriptedFlashObject; var itemCount : int;
_inv.GetAllItems( rawItems );
for ( i = 0; i < rawItems.Size(); i += 1 ) { item = rawItems[i];
Great one.Just reinstalled the game after 2 years, and feels good to see some lot's of old good mods, into NG too. Works fine with Live Bestiary too. Just don't merge the mods, and give Live Bestiary's higher priorityat T3MM.
edit: n/m, I don't feel ready to use a mod that requires manual installation yet and will come back to this later. So I don't need to ask a question now. I would delete the comment but Nexus doesn't seem to have a button to delete. Sorry!
Any chance for a restored potions version that's also compatible with ard bombs?
EDIT: Just tried out the new upload and it works flawlessly with restored potions and ard bombs. Thanks for taking the time to make your mod compatible so we don't need to pick and choose.
74 comments
I have a very specific problem which I only assume to be related to (not necessarily caused by) your mod. I have the DinPro Tiers version (English) installed alongside W3EE Redux and it all looks alright with one exception: In the inventory and in the inventory only (meaning in crafting and alchemy menu it works alright) the icon for the bomb casing is replaced with the icon for the Samum bomb.
Any hint where I could check to fix this? I didn`t merge the xml-files since I use Script Merger which uses a "dumb" text merge which in turn is very likely to result in invalid XML-files and/or conflicting information in those files. But most of all since EE is a gameplay overhaul any gameplay affecting entries in those XML-files will likely be different from vanilla and so from your values. When using Scrip Merger I can only see the merge result but not which values (yours or those of Enhanced Edition) were used. So a merge might be highly likely to break either EE functionality or the entire mod setup.
Any feedback will be highly appreciated.
Regards,
Maybe there are other users that are still using v1.7 and want to share it with you.
Cheers!
sameEdit: One of your mod which has edits for ingameMenu.ws, is not updated for 4.04.All mods are updated for 4.04.
Script compilation error only when I turn on this mod.
Try to start the game Only with my mod installed and you'll see.
Did some poking around and found that "maxItemLimit" is a part of "W3GuiSelectItemComponent" which sits in "guiBaseInventoryComponent.ws"
So what I've done is make changes in file to match what is added to the same file in 4.04
1. Open "modBetterIcons2022_English_Nosferatu\content\scripts\game\gui\_old\components\guiBaseInventoryComponent.ws"
2. Find this section
public function GetInventoryFlashArray( out flashArray : CScriptedFlashArray, flashObject : CScriptedFlashObject ) : void
3. and replace it with{
var i : int;
var item : SItemUniqueId;
var rawItems : array< SItemUniqueId >;
var l_flashObject : CScriptedFlashObject;
_inv.GetAllItems( rawItems );
for ( i = 0; i < rawItems.Size(); i += 1 )
{
item = rawItems[i];
if ( ShouldShowItem( item ) )
{
l_flashObject = flashObject.CreateFlashObject("red.game.witcher3.menus.common.ItemDataStub");
SetInventoryFlashObjectForItem( item, l_flashObject );
flashArray.PushBackFlashObject(l_flashObject);
}
}
}
public var maxItemLimit : int;
default maxItemLimit = 9999;
public function GetInventoryFlashArray( out flashArray : CScriptedFlashArray, flashObject : CScriptedFlashObject ) : void
{
var i : int;
var item : SItemUniqueId;
var rawItems : array< SItemUniqueId >;
var l_flashObject : CScriptedFlashObject;
var itemCount : int;
_inv.GetAllItems( rawItems );
for ( i = 0; i < rawItems.Size(); i += 1 )
{
item = rawItems[i];
if ( ShouldShowItem( item ) && itemCount < maxItemLimit )
{
l_flashObject = flashObject.CreateFlashObject("red.game.witcher3.menus.common.ItemDataStub");
SetInventoryFlashObjectForItem( item, l_flashObject );
flashArray.PushBackFlashObject(l_flashObject);
itemCount += 1;
}
}
}
The game launches for me after making those changes with this mod
Cheers.
Cheers.
Just don't merge the mods, and give Live Bestiary's higher priority at T3MM.
EDIT: Just tried out the new upload and it works flawlessly with restored potions and ard bombs. Thanks for taking the time to make your mod compatible so we don't need to pick and choose.
Thanks for the feedback, enjoy both mods.
Cheers!