In Optional files you can find BETA version (for NextGen 4.04a_redkit or 4.04a_redkit update 2version) of the mod with new settings:
NEW: - Added options for Witcher senses: - No Zoom Effect (B4+: working with close camera too! B6+: Working during swimming and diving.) - Toggle Mode (no need to hold the sense button) - No Sound Effects and Ambience Muting - No Screen Dimming - Sense Interaction Double Range - Enable Cat Sense (cat view during WS) in Dark Places - Enable Cat Sense at Night - Cat Sense Effect Brightness (0 - 500 Default 350) - Cat Sense Effect Range (0 - 500 Default 200) - Custom Color Picker for Cat Sense Effect (R/G/B) (Defaults 0.10/0.12/0.13) - Disable Corpse Particles - Disable Monster Sound Clues - Disable Herbs Highlighting - Added options for Crafting: - Keep Upgrades during Enchanting(No longer needed from v4.03) - Craft Everywhere (+ no cost) - Free Dismantle - Free Upgrade Removal - Free Repair - Return Back Upgrades after Removal - Adding Sockets and Enchanting by Every Craftsman - Free Adding Sockets - Added options for Movement: - Faster Stop After Sprinting - Keep torch on a horse, a boat, during signs casting and heavy attacks - Parry will Always Counter (if possible) - Counter Timing Multiplier - Run/Sprint in Interiors (reload after change) - Changed options for Movement: - Horse Has No Fear/Gallops in Cities - removed fear from obstacles - Run/Jump Anywhere - no longer valid for interiors - Added options for Items: - Merchants Minimum Money in Thousands (x1000) - Merchants Restock Time (in days) - Unlimited Upgrades - Sell All Item Types in Every Shop - Merchants Funding Modifier in % - Merchants Buying (you are selling) Prices Modifier in % - Merchants Selling (you are buying) Prices Modifier in % - Merchants Selling/Buying at Base Prices (no profit or loss) (but you can still use modifiers) (Relic items prices fixed in B24) - Set Bonuses Don't Need Grandmaster Level - Set Pieces for Minor Bonus (reload a save to apply) - Set Pieces for Major Bonus (reload a save to apply) - No Bombs Needed to Destroy Nests - Fixed long-standing bug with zero DAMAGE modifiers: Now it should correctly reset to default preset upon mod menu opening (no longer immortal enemies issues I hope) - Damage modifiers have now range 0 - 500% (B37+: If you were using older version, it will reset to 100%; B37+ for HUMANS, other NON-MONSTERS and MONSTERS separately) NEW: - Incoming Damage Modifier (B37+ for HUMANS, other NON-MONSTERS and MONSTERS separately) - Sword modifiers separated for Steel and Silver - Steel Sword Damages Monsters (and you can apply silver oils) - Silver Sword Damages Non-Monsters (and you can apply steel oils) HINT: Enable manual sword drawing in Options - Added options for Effects: - Finished unfinished option to stagger immunity (The variable was already there, I just applied it to right places. Note: Currently it doesn't affect knockdown). - Added new weather types - Fixed never working option for no toxicity screen and face (B12+) - No Drunk Screen Effect - Pause Cat Potion Effect in the Light - Cat Potion Effect Brightness (0 - 500 Default 350) - Cat Potion Effect Range (0 - 500 Default 200) - Custom Color Picker for Cat Potion Effect (R/G/B) (Defaults 0.10/0.12/0.13) - Gore - you can set chance for dismembering and for finishers (separately)(vanilla, increased, manual and never; Guards included) (BETA 7+: Menu Gore moved to Effects to fix a scroll bug due to overflowing (too many) menus) NOTE: It's only effect change so any mode will not make Geralt stronger or faster. - Added options for Miscellaneous: - Skip intro and warning videos - Skip recap video during save loading (unfortunately this option has to be re-enabled each time you start the game)
For permanent solution add these 2 lines: [LoadingScreen/Debug] DisableVideos=true
to "<game folder>\bin\config\base\engine.ini" file
- Added (finished) options for adding map pins: - Options: Add All Pins as undiscovered, add All Pins as discovered Set your option and fast travel somewhere to apply WARNING! Enabling Pins is permanent and may create bugs! If you later reconsider you will have to load a previous save! (B35: Removed unsupported icons (but sadly all hidden treasures too and FT (bugged))
- Always show 24 hour format in English - Disable automatic teleporting back from map borders (WARNING: Don't go too far!) - Unlock door (enable this switch with door interactive prompt visible) (WARNING: Don't use it on quest objects!) - Keep Menu Items Open for (separately): - Bestiary - Alchemy - Crafting - Books - Tutorials - Unfinished quests - NEW MENU Experience and Skills - Options to always get Full Experience (regardless of level difference) for quests and kills (separately) - Experience multipliers (separately) (0 - 2500%) (B10+: If you were using older version, it will reset to 100%) - Reward Gold Multiplier (0 - 2500%) - Additional Skill Points per Level (0-10) - Fixed Skill Points Amount per Level (0-10)(0 = vanilla) - Add Money (custom amount) - Add Skill Points (custom amount) - Add Experience Points (custom amount) - Add Levels (custom amount) - Unlock all Skill Slots - Learn Any Skill (regardless the lock icon with required spent skill point - unfortunately I didn't find way how to remove it, yet...) - Spend No Skill Points (It will give you one skill point if you have none, so you can learn anything :-))
B17+ fixed wrong application of HotFix2 (since B10). So please use only this last beta. Sorry. B26 moved some options from Mics to Experience tab (and this tab is now Experience and Skills). If you have some options enabled, please re-enable them again.) B29 added Compatibility with AutoLoot All-in-One and Auto Apply Oils B31 added Compatibility with Improved Merchants and Vladimir UI B32 added Compatibility with Enemy Scaling Overhaul - Next Gen B33 added Compatibility with Friendly Meditation B34 added Compatibility with Improved Horse Controls B40 is Update for version 4.01 B43 is Update for version 4.02 B44 is Update for version 4.03 B45 is Update for version 4.04 B45c removed Keep Rune Words (Keep Upgrades during Enchanting) as no longer needed from 4.03 B46 added Disable Herbs Highlighting (B46b added fix for Ciri part) B47 is Update for version 4.04a_redkit or 4.04a_redkit update 2
WARNING: It's BETA, just for a test, some bugs are possible. So please make a save before installing (although I believe it cannot do any harm to the game) .
Very interested in the xp options! maybe a crowns reward multiplier as well? Damn thanks for this mod man, I just came back to w3 after next gen update and your mod is like the all in one, saves downloading several other mods.
Testing it now, so far so good, also here some more ideas for your great mod - set player level - set skillpoints - set money - win fight easy - win horse race easy - fast travel to pin/costum marker
and mayb you can add this also? to switch them on and off? ShowAllFT(1) ShowKnownPins(1) ShowPins(1)
Thanks for suggestions. The set something ones are little problem, because some menu setting would set it static, so it would stay forever as set. I could probably add some hot-key for that (but it would complicate the install, so I don't like the idea). It's much easier simply use a mod for debug console (or add one line "DBGCon soleOn=true" (without the space - it didn't allow me to write it in one line...) to file <game folder>\bin\config\base\general.ini) and in the game console type: setlevel(level) addmoney(amount) addskillpoints(amount) and that's all :-) For the other ones you can use already included functions, like damage modifiers or infinite horse stamina.
Please yes to the experience, I had already asked it, but I think u missed my comment about that one, shortly after my comment, your mod exploded with comments from others lmao. Perhaps also same for crowns.
It shouldn't be a problem, because I'm going to simply mod expModifier (remove the lowering on grey guests and low level monsters), so the max level check (and other checks) will be the same like in vanilla game. You just reach the max level faster... Or do you see some issue in this approach?
Well atm there is a mod like that, that gives full exp no matter what. There are some mods for exp, however, they arent very customizable, they only add a boost, or are very limited in how much of a boost it gives. However the boosts apply to quest exp, and killing exp.
So best way to go would be a highly customizable exp boost for quest and killing. Example: x2, x5, x10, x25, x50, x100, x500. Then a second option, max experience on lower level quests and kills.
If you do it this way, you have an exp feature, that no one else has, because its that customizable, plus the mods that gives max exp for lower level quests, only give it for the quests and not lower level humans, or beasts that u kill. This will make ur mod stand out even more.
powerzhea: The beta 2 with NEW experience options is ready! You can test it if you want. I hope it will be useful. And please tell me if you find any bugs. Thank you!
Beta3 i cant go to new menu experience it set me back to default mod menu, looks like when i scroll from bottom to top it shows wrong layouts. If i go from top to bottom no issue. Dunno if this is a error layout from mods or if it is the game
I'm sorry, I'm using only KB+mouse so I can't test it. But I don't think it's issue from this mod because it's just using menu function from vanilla game. Are other menus (game's or mods') showing this glitch too?
No probs, love ya work :) just norticed it and don't have a other mod with scrolls up/down on the layout of the specific mod menu to test. Looks like it's more a controller ingame issue to me , don't waste your time on this i guess
tnovak cheers! Witcher sense now working with both cams on with no zoom! wishlist features would be sense opacity colour change etc but man you are doing god's work most of the other witcher sense mods didn't even reply XD.
On my screen the witcher sense effect is still in my corners on my monitor screen (that dark layout when starting the sense) while the option is switched off
*reloading save and effect is gone ** Thanks for that range add, other functions are working good now i guess
Any chance to add more lines on damage? - set enemy scale levels -x +x etc above player levels are or can be scaled on damage etc? - activate all mutaions in mutationslots (no mod available yet)
btw that scroll bug, the layout on main/options screen can do that also check it out also goos wrong with mouse scroll down to the back buttom press it.
Yes, I already found it out, it's vanilla bug when menu has more than 10 items. So I fixed it in the mod by moving Gore menu to Effects.
Unlocking all mutagen slots already there.
Scaling enemies level... don't know. Is there any mod with this option? And also I can't use a solutions from non script mods (those with blob0 files) because they are not compatible with options. Because I cannot guarantee I will find the proper game code...
Yeah saw it on beta7 nice trick to fix right, btw that mutations is not about enable that slot but more to activate all that slot in the mutation slots
and here is a scale enemy mod for NG https://www.nexusmods.com/witcher3/mods/7309
-auto apply oil to weapons can be handy aswell? https://www.nexusmods.com/witcher3/mods/625
and ofc that game manager mod has some nice functions to add aswell i guess
And if you going to Rework enchants option can you check if it is possible to keep the runes after they enchants? https://www.nexusmods.com/witcher3/mods/3167
and set gear weapons slot to 3/5 will be handy https://www.nexusmods.com/witcher3/mods/4329
The scaling overhaul is too complicated to integrate... But basically it gave to enemies more damage dealing and health. So if you decrease your damage dealing with damage multiplies (by setting it smaller than 1) it will do same thing...
The auto apply oils is completely new feature, not just mod of vanilla functions. The mod is maintained and should be fully compatible. So I won't add it, because this mod's goal is not to add new features but to mod the basic game. Sorry.
I would advise against adding 'All Pins' in the next stable version of this mod as some pins will become bugged. The Witcher gear pins and Wild Hunt portals will stay on the map even after you complete the location. As mentioned in the changelog, this change is permanent.
Tested everything is working just fine. but I skipped a few versions so now on v8.
Edit: Quick edit, Enchanting is removed after upgrading even with the option toggled on (sorry didn't realise I had another one on, nextgen script fixes already does this, removed it and tested and nope the enchant does not stay). Will do another merge and report back if working.
iglamma: I found relatively easy way (and in addition without modding game files so these features will not make merging problems) how to run functions from menu so now I added options to add things as you hinted before: - Add Money (custom amount) - Add Skill Points (custom amount) - Add Experience Points (custom amount) - Add Levels (custom amount) OK? Anything else? For all please test it, but hope it's working well and somebody will like it :-)
Nice updates again and again :) and nice work man. Much apprictiated Only i dont see your last work on beta9 for some reason they not under miscellaneous
You still have some nice future plans :) * Mayb add (Items Won't Decrease) is that the same as Max Durability (Infinite Equipment Durability)? Also no issue found after to 2 game patches, lets hope it will be that way
Thanks for the update confirmed all working. Some suggestions for current features Damage: Add enemy damage scaler (helps fine tune the experience haha) Stamina: Maybe a regen rate and sign usage controls Experience: a finer tuner? full exp will actually level you quite fast maybe a percentage slider from 0%?
I think from Gameplay Manager mod that other people are asking for some options that overlap have set values e.g. weight. Set custom Vendor crown amount, Notification toggles (lots of options), Recap, start up video disable. Those are all good solid options. Perhaps can talk to the mod author? I saw his last post was he's not playing the game anymore but still pushing out updates :P
3rikc: Incoming damage multiplier (from 0 - 500%) was added. Other (dealing) damage multipliers were also changed to (0 - 500%) Experience mods too. Intro movies and warning skip option was added. Unfortunately for recap I didn't find permanent solution (the option has to be enabled every time you start the game), unless you mod one game ini file.
Since everyone is suggesting features here, here are my recommendations/inspiration for new features that you could consider adding (it's a lot oops) if you have the time for it :)
24h clock - On/off toggle for 24h clock for my fellow Europeans out there :) + a slider for adjusting how quickly time passes in game. No map borders - Pretty self-explanatory. Better torches - Geralt can keep holding his torch while performing actions. Thoughtful roach - There are some merging conflicts anyway and I think it would fit well into god mode. Important note though, this mod included mane and tail fixes (also has a version without it), it would probably be better to not include this part of the mod because it has compatibility issues. Endure - God mode already has an option to disable item durability (thank god), but this mod has a lot of features that I also love and I think could fit well in god mode. LIT - Lumen igni totus (no next gen update yet) - QOL feature to turn on all lights nearby Geralt with one button, plus a feature where you disable individual candle lighting or an altered way so that you don't constantly accidentally turn on a candle while you're trying to loot a chest behind it. EK Combat jump (no next gen update yet) - I'm not sure if this mod already adds this feature since it does have a feature called jump/sprint anywhere (haven't been able to test this yet), but if it already does just ignore this one. Same goes for Jump in shallow water. EDIT: Combat jump seems to not be possible as of right now. Faster sprint stop (no next gen update yet) - Because Geralt has this animation that delays his stopping after sprinting. Quest level on noticeboard (no next gen update yet) - I personally don't really care for this because I take all quests anyway but I could see other people being interested in it. Trademan (no next gen update yet but will be updated soon) - I think this could be a great addition.
More complicated ones (I think): Door unlocker (no next gen update yet) - This mod is awesome but it does need a console or something, idk if it would be possible to implement this differently without needing a console (maybe just unlocking any door automatically when you try to open them) but I'd imagine (with my very limited mod knowledge) that this could cause issues with game progression. Would still be amazing to have tho. Autoloot AIO - This is a bigger mod with some overlapping features so it would probably be harder to combine, but this seems to me like a feature that should definitely be in a god mode mod. However, I don't know if the creator of this mod would be okay with this as it seems like a mod that took a lot of effort to design. You could try messaging them to ask if it would be an idea to merge these mods into one as an alternative combined download (maybe on a new mod page) as opposed to having them both separately (if you haven't done this already), because merging them takes a bit more work as there are some annoying merging conflicts and they seem to complement each other well. Geralt level scales - I read in some comments above that enemy level scaling is hard to implement, as an alternative you could look into this mod, maybe it would be easier to implement (I have no clue if that's true but you never know). Fast launch (skip startup and narrated loading recap videos) - In your beta notes you mentioned that you have to disable the recap videos every time you open the game, this mod can disable them without needing to manually disable them every time, it does add a file to your bin folder though which would make the installation one step more complicated (bin>config>base>engine.ini). I just saw that you said something similar to that in your previous comment so if you already know this, no worries, but maybe it could be helpful for people who are interested in this mod :) Replacement loading screens - This is more of an additional mod to customize the loading screen (when the recap videos are disabled), so I'm not sure if it would fit in god mode too well, but it's still cool and up to you if you can/want to implement this. It actually replaces the recap video, so I guess it could also be an alternative solution to that issue. Better loot scaling - Again seems pretty self-explanatory, but pay attention to the fact that the changes are permanent, if you disable this feature, the loot will not downgrade again unless you load an older savefile. If you do look into adding features of this mod, it would be awesome if you could try to make the mod menu regarding these features a bit clearer because in my opinion it can be a bit confusing which option does what and it has unnecessarily many tabs with one or two options in them.
And like multiple people above me said: options to remove bumpers and storybook, intros etc are lifesavers, however, I would personally prefer having multiple options where you could keep the storybook videos or intros, so not just one option that removes everything. Also, the always get full exp options in the betas are a great idea if you ask me!
This is a lot and you are in no way obligated to listen to any of this, it's just suggestions if you ever feel motivated to implement new things :)
tnovak Cheers! Tested latest version everything working fine, knocks a few mods other mods off my list that were easy toggles. The changes with sliders was excellent!
Note to others using damage modifiers: Updating first time will not retain changes but will after that, just move sliders, quit out and load game, saves after that. (experience as well)
Experience working nicely! Definitely the god mod of play how you want! :P Merry christmas! Be back testing after the usual feasting!
Edit: Do you have Patreon or similar e.g. coffees that I can support you on?
Thank you, I will add it to new beta (and sorry for the messy layout of string file. I didn't think that somebody will want to translate some beta....)
Great job, mate! Thanks for everything. Maybe I missed, but good option for add in this mode will be that equipment auto level with character level. Just opinion. Btw this is great stuff. Keep a good job! And thanks once more.
KimEngels666: Added functions from 3 mods (EDIT: 5 in beta 16). Others are already included, incompatible or adding new function (I will not add new functions from other mods, they belong to their authors and you can use these mods together with GM. I'm adding only altering options of vanilla game functions). Thank you for understanding.
Thank you so much! I really appreciate your hard work :) Tiny question, which of the mods are incompatible with GM? Asking so I know what not to install
Thank you, added to latest beta. (Unfortunately) I added new option to translate :-) It's for keeping unfinished quest always open in the journal. (I started (finally) to play and still opening the collapsed quests really irritated me :-( )
Okay last message, was filled with frustration. Anyways, i saw your comment about torches, but as i said there, the features of better torches, did not see them in your update notes. Thats why i thought, that i should use better torch instead, but that seemed to only give me issues that cant seem to be fixed. Also the mod craft everywhere, which is extremely useful mod, so u can craft anything everywhere right on the spot, and dont have to visit a smith...basically does not work with any beta past beta 13. Beta 13 is the latest one, where 2 merges are needed to make it work. Reason i was so frustrated, the latest beta, gave me so much trouble, i spend more then an hour, trying to figure out the issue.
powerzhea: I'm sorry that my BETA mod caused you such troubles :-(
Around there are till now basically mods for everything so it's almost impossible to make something new. And if it's really new and complex feature (for example Autoloot or Friendly HUD) and not just simple game code mod, I will leave it, because this new idea belongs to its author and mostly these mods should work together with GM.
And also the goal of this mod is to have power over "everything" to play as you want. So they have to be known functions from game and I'm not the first (and nor the last) who changes them. I'm just trying (like the original author) to integrate them to one place and give to all options to enable/disable/customize them.
But I hope you will try my new BETA 19, where I integrated functions of your troublesome mod and also as a bonus few other "originals" from me :-) - Craft Everywhere (no cost) - Free Dismantle - Free Upgrade Removal - Free Repair - Unlimited Upgrades
Your mature response is much appreciated. I will now remove beta 13, and remove better torches, and craft everywhere, and see what happens. Hopefully i wont spend hours again trying to get my game to work xD
Btw @tnovak this mod, is no longer the same as the original one. You did not just update it, you completely made it your own. So if the author of original mod, ever causes trouble, then rename your mod, because this is now your mod. It is nothing like the original.
Your latest Beta, works wonderfully well. No issues whatsoever. Thank you @tnovak for doing an amazing and wonderful job !
Just curious, and this might be to much to ask of you, but would u be able to implement this mod, and update it, in the sense that it has everything? https://www.nexusmods.com/witcher3/mods/2566
It basically adds all schematics and recipes to 2 vendors in white orchard, Bram and this herbalist lady.
However, the mod creator of that mod has been mia for many years and hasn't updated the mod at all.
Thank you :-) And it all started due my impatience to wait for an update of GM so I made it myself. Then I published it, for I'm not selfish. And then I tried to add something from other mods, just for being lazy to keep huge list of mods. And also to make it configurable - enable and disable them with one click, no longer folder removing and re-merging. And then another and another... :-) I didn't expect that, as it's my first mod (or precisely a mod of a mod - it's still heavily based of its framework). And for somebody not from IT staff. I'm just glad that I could do something useful for others.
Useful for others? Bro you created one of the biggest mods out there, next to RER. This is now your mod, no question about it. You made it your own. A rename of it, is not a bad idea, after all, you did credit other authors of mod, so they cannot get mad at you for that. Not only that, you update, and you work very hard on it. Unlike many other mod authors whom create a mod, and then vanish from the earth.
But having said this, yes i do hope you managed to put in the mod, that i mentioned. That would make your mod complete if you ask me. Oh the quest tabs, being open...could it work aswell as a feature for the bestiary?
Sadly no, it's just edited table that overwrite the vanilla one. Even if I could add it, it would be not switchable - so problem is not how to add it, but how to NOT add it for everyone.
But like I said, you can use the mod with GM. So just no need to integrate. Or you have some problems with merging?
BTW: Beta 20 is out. I hope you will like new additions :-) Added: - Return Back Upgrades after Removal (is this original or some other mod has it??? I wanted this option long time but only now I found the (surprisingly easy) way) - Adding Sockets and Enchanting by Every Craftsman - Free Adding Sockets
Keep Menu Items Open for: - Bestiary - Alchemy - Crafting - Books - Tutorials
Is it possible to add options for crafting schematics? Like an option for all regular ones, an option for all Witcher gear, and then options for the expansion schematics?
It's quite problematic. As script mod I could only make a script batch (like what debug command "learnallschematics" does), that would add schematics to your crafting menu. But enabling this option would be irreversible (I could probably make another batch that would remove them, but it would remove also the purchased or found ones...) That's why xml mods are better for this job.
Awsome gonna test the latest beta out. Just a question, could you increase the exp %, from 500 to 1500? I feel like the 500 % is still a little to low. Before you changed it to %, after 2 or 3 quests, i was like lvl 18. Now im lvl 6 if im lucky. So a bigger increase in the exp section would be wonderful.
Maybe am doing something wrong but when i increase/decrease : - Merchants Buying (you are selling) Prices Modifier in % - Merchants Selling (you are buying) Prices Modifier in % I see the new values in the tooltip for items but still selling and buying at vanilla prices. do i need to do something else to apply these? Also have 0 mods that affect merchants other than this.
sikodude: That's odd... Anyway, please use new BETA 23, where I rewrote some code (and added new function for base prices) and please make sure that you deleted all your merges and did them again (although you may think that no other mod is interfering). Thank you.
Nah there's definitely something going on updated to b23 after deleting all merges and did a clean install. even with "Merchants Selling/Buying at Base Prices" and buying/selling sliders at 100%, selling/buying a common sword is the same price which is how it should be, but selling a relic sword price is lower than buying it so losing money there, setting the selling slider to 200% then selling the relic sword gets you same price you bought it with. also the selling price in not showing if you buy an item from shop. maybe it's just my game that's fucked idk.
Thank you for the report, I will (I hope) fix the relic. As I don't really play, I didn't test it on relics... Didn't think they have special prices.... But what items don't show prices? Common items worked for me. And also, do you have this bug only with base prices enabled or even with standard?
It happens with base prices on and off for the relics item, but for the selling price not showing seems there is a compatibility issues with Friendly HUD (it edits tooltips) causing selling prices to not show for me while talking to merchants otherwise it works as it should, but no unresolved conflicts between the two so it's not a big deal. My bad.
sikodude: Thank you, it will help me much! I have Friendly HUD working together, after I fix the relics (but not today, it's 2:06 AM here :-)), please try to re-made merges and if some will give you unsolvable conflict, let me know and I will try to help you. powerzhea: The exp ranges are already there since BETA 21.
Yes however the ranges go to max 500, and not higher, and 500 is still a bit slow leveling for my taste lmao. I hope you had an amazing new years eve, may your new year be filled with love, happiness, good health and prosperity
EDIT: Oh nvm i read your message incorrectly, im gonna go ahead and grab the latest update lol
sikodude: Relic base prices should be fixed in B24. powerzhea: I'm sorry, my formulation was not clear, I meant the expanded scales are there since B21.
I see 1 mod that make gwent instantly win without doing forfeit, it's like the mod is also hidden right now. Is it possible to change the gwent feature like that? Or maybe it has a reason to be forfeit=win. Thanks.
I don't know if it has a reason to be forfeit=win, but I personally prefer it that way. Sometimes I enjoy actually playing Gwent in the game, and sometimes I'd rather just auto-win (fake forfeit, lol). The thing is, I don't always know how I'll feel until I get into the Gwent interface, so I can't easily toggle the mod NOT to auto-win if I happen to feel like playing cards that time.
Hi any chance to have the options: No Bombs Used To Destroy Nests? (because of the mission issue you can have with inf ammo on bombs) THX ^^ https://www.nexusmods.com/witcher3/mods/4158
I know this is too late of a reply so sorry in advance also you're doing a great job but this issue i ran into :
Friendly HUD (it edits tooltips) causing selling prices to not show for me while talking to merchants otherwise it works as it should, but no unresolved conflicts between the two so it's not a big deal. My bad.
it's from Friendly Stash finally had the time to figure it out lol (mod is not yet updated to next gen for anyone wondering i just updated it myself with a few fixes) they both edit guiTooltipComponent.ws so it's not the fault of your mod at all just making it clear this line to be specific if ( invItemPriceOrig < 0 || m_playerInv.ItemHasTag(item, 'Quest'I solved the issue so not asking for anything except keep up the great work and thank you.
Please update the "cn" file with strings. I can't use the converted .strings file. BETA 34 GodMode translations for Simplified Chinese https://www.nexusmods.com/witcher3/mods/7401
Just wanted to report a bug in this version. Undiscovered Pins (or discovered) are NOT resolving for hidden caches. For example, if I goto a ? site, and loot everything, the ? still stays there. Incredbily annoying. Since the change is permanent, I'll have to start a new playthrough with the option off.
Thant's why I put big red warning to this. It's using game scripts, not mine, and it's buggy unfortunately.... I will probably remove it in next BETA... NOTE: You don't need to start new play-through, just load a save before enabling the function (if you have some).
EDIT: I tried to find the bug and fix it if possible but I can't replicate it. I tried both modes, only known and discovered pins. In only known mode the ? correctly changed to the icon when I get closer and when I get the quest item it correctly greyed out.... In discovered mode the icon correctly grayed out when get the item.
Did you have the issue always or only sometimes? And do you have some exact location?
EDIT2: I probably found the issue. The script adds ? or treasure icon incorrectly also to witcher gear places and these places don't reflect its discovery or loot. Unfortunately I don't know how to separate them from real hidden treasures. Only solution (except completely disabling the reveal pins function) is to remove ALL treasure icons (and ? for them) from revealing with this function (so you will have to discover them by normal way). This customization would also allow me to remove another icon types that are not crated from standard ? places (like rifts and teleports). I will think about it.
EDIT3: BETA 35 partially fixed this function by removing unsupported icons, all hidden treasures and fast travel points (may create bugs because allowing travel to all places before it's intended to).
speatnaz: As I said bellow, don't change the mod options in game main menu (the menu after game start, before loading a save or starting new game). Do the changes in pause menu. I just tested change of some damage sliders and it works. Or is it particular slider that resets?
A new feature that would be nice is a way to remove useless old quest flagged items and the two quest alchemy formulas chort lure and trial of grasses once the quests are done. Gets really annoying having to scroll down past completed quest items to find the note you just picked up that's quest related and seeing you can craft useless chort lure after the quest is done just because Autoloot picked up a turd is kinda annoying. Remove quest items even if is using the removeitem command and it's lost because the flag cannot be removed would be better considering they are not worth much for selling.
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11913): Could not find function 'SetRadialPotionUpperTimer' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(11919): Could not find function 'SetRadialPotionLowerTimer'
When only using this mod and BIA for the bugfixes, all mergers are automatically fixed, However i get an error starting the game, about a random ) Tried to remove it myself, but that ended up in more errors, could u use this mod with BIA only, and see if you can fix it perhaps? I have no clue how to fix that issue
That is this mod: Brothers in Arms - TW3 Bug Fix and Restored Content Collection - Next-Gen
During compiling scripts, starting the game, using that mod, with yours, i get this error: Error [mod0000_mergedfiles]game\player\r4player.ws(15435): Found unexpected '}'
In the merged files it looks like this;
private var lastSelectedItem : SItemUniqueId; public function SetLastSelectedRadialItem(item : SItemUniqueId) { lastSelectedItem = item; AddTimer('EquipRadialMenuItem', 1.2f, false); }
} <-- this one here is the problem, but if i delete it, i get a ton of other errors (very confused) exec function setcam(a:int, b:bool) { if(a == 0) thePlayer.SetExplCamera(b); if(a == 1) thePlayer.SetCmbtCamera(b); if(a == 2) thePlayer.SetHorseCamera(b); } exec function ttt() { thePlayer.AddTimer( 'TestTimer', 5, false ); }
Also trying to get this working with the mod; AutoLoot All-in-One NG Update However when i run script merger, i get 2 errors, but no matter what i pick, something seems to go wrong, and when script compilation happpens, i get so many errors, it makes me go blind. Would you be able to somehow fix this?
I just tried merge with last version of Autoloot. Only 3 files have conflicts (LootPopup, playerWitcher and r4Player) and all of them are auto-resolved by SM.
I would recommend delete all mods folders in "mods" and extract them from mod archives again.
I have tried to uninstall, delete all files, reinstall and i always get the same issue, just using ur mod and auto loot. That is why im so confused. here is a screenshot of the merge issue; https://prnt.sc/6LcwJsKaMXOE
When i pick C there, and C again, when i start the game, im getting this error; Error [mod0000_mergedfiles]game\player\r4player.ws(3606): Function 'SetAutoApplyOils' is already defined in class 'CR4Player'. Error [mod0000_mergedfiles]game\player\r4player.ws(3608): Function 'ShouldAutoApplyOil' is already defined in class 'CR4Player'. Error [mod0000_mergedfiles]game\player\r4player.ws(3617): Function 'AutoApplyBladeOilTimer' is already defined in class 'CR4Player'. Error [mod0000_mergedfiles]game\player\r4player.ws(3622): Function 'ShouldAutoApplyOilImmediately' is already defined in class 'CR4Player'. Error [mod0000_mergedfiles]game\player\r4player.ws(3630): Function 'AutoApplyBladeOil' is already defined in class 'CR4Player'. 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.
Ah i see, that makes sense then. So only a full reinstall could possibly fix this? If so, i hope reinstalling into a different drive, ssd one, that it fixes my issues hahaha
Would you be able to make your mod compatible with W3EE mod? For me there are so many mergers, more then 100. I tried to do it myself, but then i saw lines being on the same as yours and i was like oh hell nah i aint nearly in the same league to understanding all of this. The mod im talking about is called: W3EE Redux I am hoping you can do this.
hello Ive been having some trouble, suddenly my mod menu disapeared I tried adding it to the xml manually and with the updater both asi version and the normal one
iglamma Keep Rune Words (Keep Upgrades during Enchanting) is no longer needed after 4.03. I didn't notice the game fixed it as a bug. So just keep it disabled as it's no longer needed (and probably broken). UPDATE: To avoid a confusion I uploaded new version with this option removed
He thx for the update :D I didn't know that as well, also few other issues found
- Infinite oils/potions not working anymore asking for ingredients - Infinite Bombs few not working anymore - Mutations slot keeps unlocked on new game, to switch on/off mutations slot
I'm sorry, but actually I'm no longer actively play the game so I cannot test it thoroughly but the infinite oils/bombs are intended to work only, if you HAVE at least ONE oil/bomb. Just the oil/bomb is not consumed after use. If mutation option is disabled it should not affect the game in any way.... Are you sure GM is causing it?
Requests: You have already option to add gears slots for free Also there is option for set gear bonus demands (1 piece included)
UPDATE: After months I tried to remember how to mod this game and added Disable Herbs Highlighting. I hope it will work and you will like it :-)
yeah i i just started game once again :D and love to use your awesome godmod :D thanks for all your updates sinds last year, around this time it was? Thx once again and for the supports _0_
Thanks for the add of herbs on sense options, works perfect :) Ohw btw the herbs function has a issue now with first part of ciri (to collect herbs) Set off will help and reload save or if you can. update with this line if( (W3Herb)this && !thePlayer.IsCiri() ) //not applied when you play as Ciri
i have installed in different folder. on my portable SSD. i cant find common>Witcher 3. i have followed the tutorial. but it is not showing. version 4.0( dodi repack). i have downloaded the 7.0.1 mod.
It would be cool if you could add a toggle option to scale gear and weapons based on each of their type (Witcher, relic, magic, etc.). And the take no damage option for Ciri only so that I can keep invincibility mode for Geralt as second life.
edit: is it normal that infinite horse stamina doesn't work on horse races?
hello! Please, (I don't speak English) could you put it to control how much adrenaline you gain during the fight. because I'm playing with mods to make it more Dark Soul and this adrenaline thing bothers me a lot, I have a lot of adrenaline and it bothers me. please
I have constant crashes with this mod in the center of Novigrad. I disable all checkboxes with god mod I can walk around the city without any problems. Maybe someone knows which mod is in conflict?
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1664): Could not find function 'UpdateCrossProgressionValue' 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.
Error [modgodmode]mod\modgodmodeconfig.ws(315): 'gmConfig' is not a member of 'handle:CR4Player'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.
I keep getting these errors in the script compilation when trying to load the game, im so used to vortex that having to manually put in mods is not easy for me, i did install it to your instructions but im not sure what to do here, any insight would be awesome!
Error [modgodmode]game\player\r4player.ws(3476): Could not find function 'MonsterCategoryToOilNames' Error [modgodmode]game\player\playerwitcher.ws(5069): I dont know any 'EISPM_RadialMenuSlot3' Error [modgodmode]game\player\playerwitcher.ws(5084): I dont know any 'EISPM_RadialMenuSlot1' Error [modgodmode]game\player\playerwitcher.ws(5102): I dont know any 'EISPM_RadialMenuSlot4' Error [modgodmode]game\player\playerwitcher.ws(5116): I dont know any 'EISPM_RadialMenuSlot2' Error [modgodmode]game\player\playerwitcher.ws(11792): Could not find function 'DisableRadialMenuInput' Error [modgodmode]game\player\playerwitcher.ws(11810): Could not find function 'SetRadialPotionUpperTimer' Error [modgodmode]game\player\playerwitcher.ws(11816): Could not find function 'SetRadialPotionLowerTimer' Error [modgodmode]game\player\playerwitcher.ws(11857): I dont know any 'EISPM_RadialMenuSteelOil' Error [modgodmode]game\player\playerwitcher.ws(11862): I dont know any 'EISPM_RadialMenuSilverOil' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(569): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(890): Could not find function 'RefreshCrossProgressionSavesList' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(898): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(902): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1228): Could not find function 'GetIsXESSSupported' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1254): Could not find function 'GetIsXESSSupported' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1728): Could not find function 'UpdateCrossProgressionValue' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1832): Could not find function 'GetXESSEnabled' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1837): Could not find function 'GetXESSEnabled' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2034): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2063): Could not find function 'SetHDRMenuActive' 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.
how to fix this, im first time user guys need help, thanks
Help with this script compilation error: Error [modgodmode]game\player\r4player.ws(3476): Could not find function 'MonsterCategoryToOilNames' Error [modgodmode]game\player\playerwitcher.ws(5069): I dont know any 'EISPM_RadialMenuSlot3' Error [modgodmode]game\player\playerwitcher.ws(5084): I dont know any 'EISPM_RadialMenuSlot1' Error [modgodmode]game\player\playerwitcher.ws(5102): I dont know any 'EISPM_RadialMenuSlot4' Error [modgodmode]game\player\playerwitcher.ws(5116): I dont know any 'EISPM_RadialMenuSlot2' Error [modgodmode]game\player\playerwitcher.ws(11792): Could not find function 'DisableRadialMenuInput' Error [modgodmode]game\player\playerwitcher.ws(11810): Could not find function 'SetRadialPotionUpperTimer' Error [modgodmode]game\player\playerwitcher.ws(11816): Could not find function 'SetRadialPotionLowerTimer' Error [modgodmode]game\player\playerwitcher.ws(11857): I dont know any 'EISPM_RadialMenuSteelOil' Error [modgodmode]game\player\playerwitcher.ws(11862): I dont know any 'EISPM_RadialMenuSilverOil' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(569): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(890): Could not find function 'RefreshCrossProgressionSavesList' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(898): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(902): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1228): Could not find function 'GetIsXESSSupported' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1254): Could not find function 'GetIsXESSSupported' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1728): Could not find function 'UpdateCrossProgressionValue' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1832): Could not find function 'GetXESSEnabled' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1837): Could not find function 'GetXESSEnabled' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2034): Could not find function 'SetHDRMenuActive' Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2063): Could not find function 'SetHDRMenuActive' 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.
Thanks for continuing this mod! I stopped playing and then when I went back to try to fix things, I realized I had to relearn for NextGen version and just don't have the time for it. I have updated my page with a link here! I'm just happy people are still using it and enjoying it.
644 comments
(Latest BETA build is 47)
of the mod with new settings:
- Added options for Witcher senses:
- No Zoom Effect (B4+: working with close camera too! B6+: Working during swimming and diving.)
- Toggle Mode (no need to hold the sense button)
- No Sound Effects and Ambience Muting
- No Screen Dimming
- Sense Interaction Double Range
- Enable Cat Sense (cat view during WS) in Dark Places
- Enable Cat Sense at Night
- Cat Sense Effect Brightness (0 - 500 Default 350)
- Cat Sense Effect Range (0 - 500 Default 200)
- Custom Color Picker for Cat Sense Effect (R/G/B) (Defaults 0.10/0.12/0.13)
- Disable Corpse Particles
- Disable Monster Sound Clues
- Disable Herbs Highlighting
- Added options for Crafting:
-
Keep Upgrades during Enchanting(No longer needed from v4.03)- Craft Everywhere (+ no cost)
- Free Dismantle
- Free Upgrade Removal
- Free Repair
- Return Back Upgrades after Removal
- Adding Sockets and Enchanting by Every Craftsman
- Free Adding Sockets
- Added options for Movement:
- Faster Stop After Sprinting
- Keep torch on a horse, a boat, during signs casting and heavy attacks
- Parry will Always Counter (if possible)
- Counter Timing Multiplier
- Run/Sprint in Interiors (reload after change)
- Changed options for Movement:
- Horse Has No Fear/Gallops in Cities - removed fear from obstacles
- Run/Jump Anywhere - no longer valid for interiors
- Added options for Items:
- Merchants Minimum Money in Thousands (x1000)
- Merchants Restock Time (in days)
- Unlimited Upgrades
- Sell All Item Types in Every Shop
- Merchants Funding Modifier in %
- Merchants Buying (you are selling) Prices Modifier in %
- Merchants Selling (you are buying) Prices Modifier in %
- Merchants Selling/Buying at Base Prices (no profit or loss) (but you can still use modifiers) (Relic items prices fixed in B24)
- Set Bonuses Don't Need Grandmaster Level
- Set Pieces for Minor Bonus (reload a save to apply)
- Set Pieces for Major Bonus (reload a save to apply)
- No Bombs Needed to Destroy Nests
- Fixed long-standing bug with zero DAMAGE modifiers:
Now it should correctly reset to default preset upon mod menu opening (no longer immortal enemies issues I hope)
- Damage modifiers have now range 0 - 500% (B37+: If you were using older version, it will reset to 100%; B37+ for HUMANS, other NON-MONSTERS and MONSTERS separately)
NEW:
- Incoming Damage Modifier (B37+ for HUMANS, other NON-MONSTERS and MONSTERS separately)
- Sword modifiers separated for Steel and Silver
- Steel Sword Damages Monsters (and you can apply silver oils)
- Silver Sword Damages Non-Monsters (and you can apply steel oils)
HINT: Enable manual sword drawing in Options
- Added options for Effects:
- Finished unfinished option to stagger immunity
(The variable was already there, I just applied it to right places. Note: Currently it doesn't affect knockdown).
- Added new weather types
- Fixed never working option for no toxicity screen and face (B12+)
- No Drunk Screen Effect
- Pause Cat Potion Effect in the Light
- Cat Potion Effect Brightness (0 - 500 Default 350)
- Cat Potion Effect Range (0 - 500 Default 200)
- Custom Color Picker for Cat Potion Effect (R/G/B) (Defaults 0.10/0.12/0.13)
- Gore - you can set chance for dismembering and for finishers (separately)(vanilla, increased, manual and never; Guards included)
(BETA 7+: Menu Gore moved to Effects to fix a scroll bug due to overflowing (too many) menus)
NOTE: It's only effect change so any mode will not make Geralt stronger or faster.
- Added options for Miscellaneous:
- Skip intro and warning videos
- Skip recap video during save loading
(unfortunately this option has to be re-enabled each time you start the game)
For permanent solution add these 2 lines:
- Added (finished) options for adding map pins:[LoadingScreen/Debug]
DisableVideos=true
to "<game folder>\bin\config\base\engine.ini" file
- Options: Add All Pins as undiscovered, add All Pins as discovered
Set your option and fast travel somewhere to apply WARNING! Enabling Pins is permanent and may create bugs!
If you later reconsider you will have to load a previous save!
(B35: Removed unsupported icons (but sadly all hidden treasures too and FT (bugged))
- Always show 24 hour format in English
- Disable automatic teleporting back from map borders (WARNING: Don't go too far!)
- Unlock door (enable this switch with door interactive prompt visible) (WARNING: Don't use it on quest objects!)
- Keep Menu Items Open for (separately):
- Bestiary
- Alchemy
- Crafting
- Books
- Tutorials
- Unfinished quests
- NEW MENU Experience and Skills
- Options to always get Full Experience (regardless of level difference) for quests and kills (separately)
- Experience multipliers (separately) (0 - 2500%) (B10+: If you were using older version, it will reset to 100%)
- Reward Gold Multiplier (0 - 2500%)
- Additional Skill Points per Level (0-10)
- Fixed Skill Points Amount per Level (0-10)(0 = vanilla)
- Add Money (custom amount)
- Add Skill Points (custom amount)
- Add Experience Points (custom amount)
- Add Levels (custom amount)
- Unlock all Skill Slots
- Learn Any Skill (regardless the lock icon with required spent skill point - unfortunately I didn't find way how to remove it, yet...)
- Spend No Skill Points (It will give you one skill point if you have none, so you can learn anything :-))
B17+ fixed wrong application of HotFix2 (since B10). So please use only this last beta. Sorry.
B26 moved some options from Mics to Experience tab (and this tab is now Experience and Skills). If you have some options enabled, please re-enable them again.)
B29 added Compatibility with AutoLoot All-in-One and Auto Apply Oils
B31 added Compatibility with Improved Merchants and Vladimir UI
B32 added Compatibility with Enemy Scaling Overhaul - Next Gen
B33 added Compatibility with Friendly Meditation
B34 added Compatibility with Improved Horse Controls
B40 is Update for version 4.01
B43 is Update for version 4.02
B44 is Update for version 4.03
B45 is Update for version 4.04
B45c removed Keep Rune Words (Keep Upgrades during Enchanting) as no longer needed from 4.03
B46 added Disable Herbs Highlighting (B46b added fix for Ciri part)
B47 is Update for version 4.04a_redkit or 4.04a_redkit update 2
WARNING: It's BETA, just for a test, some bugs are possible. So please make a save before installing (although I believe it cannot do any harm to the game) .
Thank you for any comments!
that beta is it like Ultra Gore 2? (https://www.nexusmods.com/witcher3/mods/7176)
- set player level
- set skillpoints
- set money
- win fight easy
- win horse race easy
- fast travel to pin/costum marker
and mayb you can add this also? to switch them on and off?
ShowAllFT(1)
ShowKnownPins(1)
ShowPins(1)
The set something ones are little problem, because some menu setting would set it static, so it would stay forever as set.
I could probably add some hot-key for that (but it would complicate the install, so I don't like the idea).
It's much easier simply use a mod for debug console (or add one line
"DBGCon soleOn=true"
(without the space - it didn't allow me to write it in one line...) to file <game folder>\bin\config\base\general.ini) and in the game console type:setlevel(level)
addmoney(amount)
addskillpoints(amount)
and that's all :-)
For the other ones you can use already included functions, like damage modifiers or infinite horse stamina.
And indeed console is still there.
Or do you see some issue in this approach?
There are some mods for exp, however, they arent very customizable, they only add a boost, or are very limited in how much of a boost it gives.
However the boosts apply to quest exp, and killing exp.
So best way to go would be a highly customizable exp boost for quest and killing. Example: x2, x5, x10, x25, x50, x100, x500.
Then a second option, max experience on lower level quests and kills.
If you do it this way, you have an exp feature, that no one else has, because its that customizable, plus the mods that gives max exp for lower level quests, only give it for the quests and not lower level humans, or beasts that u kill. This will make ur mod stand out even more.
And please tell me if you find any bugs.
Thank you!
(https://www.nexusmods.com/witcher3/mods/351?tab=files)
The zoom feature like with the other witcher sense mods doesn't work with closer camera.
Suggestion: Slowmo chance on kill with the gore module?
Anyone else has the problem with the Experience menu?
But I don't think it's issue from this mod because it's just using menu function from vanilla game.
Are other menus (game's or mods') showing this glitch too?
Looks like it's more a controller ingame issue to me , don't waste your time on this i guess
No issues with any of the beta features!
*reloading save and effect is gone
** Thanks for that range add, other functions are working good now i guess
Any chance to add more lines on damage?
- set enemy scale levels -x +x etc above player levels are or can be scaled on damage etc?
- activate all mutaions in mutationslots (no mod available yet)
btw that scroll bug, the layout on main/options screen can do that also check it out also goos wrong with mouse scroll down to the back buttom press it.
Unlocking all mutagen slots already there.
Scaling enemies level... don't know. Is there any mod with this option? And also I can't use a solutions from non script mods (those with blob0 files) because they are not compatible with options.
Because I cannot guarantee I will find the proper game code...
and here is a scale enemy mod for NG
https://www.nexusmods.com/witcher3/mods/7309
-auto apply oil to weapons can be handy aswell?
https://www.nexusmods.com/witcher3/mods/625
and ofc that game manager mod has some nice functions to add aswell i guess
https://www.nexusmods.com/witcher3/mods/3167
and set gear weapons slot to 3/5 will be handy
https://www.nexusmods.com/witcher3/mods/4329
The auto apply oils is completely new feature, not just mod of vanilla functions. The mod is maintained and should be fully compatible. So I won't add it, because this mod's goal is not to add new features but to mod the basic game.
Sorry.
Quests Experience Multiplier
Kills Experience Multiplier
not work
can't moved
ddt491847238: Anyone else has this problem?
The other mod with weapons slot is not script mod, so sorry, can't add it. But it should be fully compatible.
Edit: Quick edit, Enchanting is removed after upgrading even with the option toggled on (sorry didn't realise I had another one on, nextgen script fixes already does this, removed it and tested and nope the enchant does not stay). Will do another merge and report back if working.
- Add Money (custom amount)
- Add Skill Points (custom amount)
- Add Experience Points (custom amount)
- Add Levels (custom amount)
OK? Anything else?
For all please test it, but hope it's working well and somebody will like it :-)
Only i dont see your last work on beta9 for some reason they not under miscellaneous
You still have some nice future plans :)
* Mayb add (Items Won't Decrease) is that the same as Max Durability (Infinite Equipment Durability)?
Also no issue found after to 2 game patches, lets hope it will be that way
And yes, the same function is already there.
Can you also add skip movie intro of game and skip recaps?
Thanks once again ^^
Damage: Add enemy damage scaler (helps fine tune the experience haha)
Stamina: Maybe a regen rate and sign usage controls
Experience: a finer tuner? full exp will actually level you quite fast maybe a percentage slider from 0%?
I think from Gameplay Manager mod that other people are asking for some options that overlap have set values e.g. weight. Set custom Vendor crown amount, Notification toggles (lots of options), Recap, start up video disable. Those are all good solid options. Perhaps can talk to the mod author? I saw his last post was he's not playing the game anymore but still pushing out updates :P
Experience mods too.
Intro movies and warning skip option was added. Unfortunately for recap I didn't find permanent solution (the option has to be enabled every time you start the game), unless you mod one game ini file.
24h clock - On/off toggle for 24h clock for my fellow Europeans out there :) + a slider for adjusting how quickly time passes in game.
No map borders - Pretty self-explanatory.
Better torches - Geralt can keep holding his torch while performing actions.
Thoughtful roach - There are some merging conflicts anyway and I think it would fit well into god mode. Important note though, this mod included mane and tail fixes (also has a version without it), it would probably be better to not include this part of the mod because it has compatibility issues.
Endure - God mode already has an option to disable item durability (thank god), but this mod has a lot of features that I also love and I think could fit well in god mode.
LIT - Lumen igni totus (no next gen update yet) - QOL feature to turn on all lights nearby Geralt with one button, plus a feature where you disable individual candle lighting or an altered way so that you don't constantly accidentally turn on a candle while you're trying to loot a chest behind it.
EK Combat jump (no next gen update yet) - I'm not sure if this mod already adds this feature since it does have a feature called jump/sprint anywhere (haven't been able to test this yet), but if it already does just ignore this one. Same goes for Jump in shallow water. EDIT: Combat jump seems to not be possible as of right now.
Faster sprint stop (no next gen update yet) - Because Geralt has this animation that delays his stopping after sprinting.
Quest level on noticeboard (no next gen update yet) - I personally don't really care for this because I take all quests anyway but I could see other people being interested in it.
Trademan (no next gen update yet but will be updated soon) - I think this could be a great addition.
More complicated ones (I think):
Door unlocker (no next gen update yet) - This mod is awesome but it does need a console or something, idk if it would be possible to implement this differently without needing a console (maybe just unlocking any door automatically when you try to open them) but I'd imagine (with my very limited mod knowledge) that this could cause issues with game progression. Would still be amazing to have tho.
Autoloot AIO - This is a bigger mod with some overlapping features so it would probably be harder to combine, but this seems to me like a feature that should definitely be in a god mode mod. However, I don't know if the creator of this mod would be okay with this as it seems like a mod that took a lot of effort to design. You could try messaging them to ask if it would be an idea to merge these mods into one as an alternative combined download (maybe on a new mod page) as opposed to having them both separately (if you haven't done this already), because merging them takes a bit more work as there are some annoying merging conflicts and they seem to complement each other well.
Geralt level scales - I read in some comments above that enemy level scaling is hard to implement, as an alternative you could look into this mod, maybe it would be easier to implement (I have no clue if that's true but you never know).
Fast launch (skip startup and narrated loading recap videos) - In your beta notes you mentioned that you have to disable the recap videos every time you open the game, this mod can disable them without needing to manually disable them every time, it does add a file to your bin folder though which would make the installation one step more complicated (bin>config>base>engine.ini). I just saw that you said something similar to that in your previous comment so if you already know this, no worries, but maybe it could be helpful for people who are interested in this mod :)
Replacement loading screens - This is more of an additional mod to customize the loading screen (when the recap videos are disabled), so I'm not sure if it would fit in god mode too well, but it's still cool and up to you if you can/want to implement this. It actually replaces the recap video, so I guess it could also be an alternative solution to that issue.
Better loot scaling - Again seems pretty self-explanatory, but pay attention to the fact that the changes are permanent, if you disable this feature, the loot will not downgrade again unless you load an older savefile. If you do look into adding features of this mod, it would be awesome if you could try to make the mod menu regarding these features a bit clearer because in my opinion it can be a bit confusing which option does what and it has unnecessarily many tabs with one or two options in them.
And like multiple people above me said: options to remove bumpers and storybook, intros etc are lifesavers, however, I would personally prefer having multiple options where you could keep the storybook videos or intros, so not just one option that removes everything. Also, the always get full exp options in the betas are a great idea if you ask me!
This is a lot and you are in no way obligated to listen to any of this, it's just suggestions if you ever feel motivated to implement new things :)
Note to others using damage modifiers: Updating first time will not retain changes but will after that, just move sliders, quit out and load game, saves after that. (experience as well)
Experience working nicely! Definitely the god mod of play how you want! :P Merry christmas! Be back testing after the usual feasting!
Edit: Do you have Patreon or similar e.g. coffees that I can support you on?
GodMode translations for Simplified Chinese
https://www.nexusmods.com/witcher3/mods/7401
Thank you for understanding.
Tiny question, which of the mods are incompatible with GM? Asking so I know what not to install
GodMode translations for Simplified Chinese
https://www.nexusmods.com/witcher3/mods/7401
7-0-5b17HF2 Please update
(Unfortunately) I added new option to translate :-)
It's for keeping unfinished quest always open in the journal.
(I started (finally) to play and still opening the collapsed quests really irritated me :-( )
Anyways, i saw your comment about torches, but as i said there, the features of better torches, did not see them in your update notes.
Thats why i thought, that i should use better torch instead, but that seemed to only give me issues that cant seem to be fixed.
Also the mod craft everywhere, which is extremely useful mod, so u can craft anything everywhere right on the spot, and dont have to visit a smith...basically does not work with any beta past beta 13. Beta 13 is the latest one, where 2 merges are needed to make it work.
Reason i was so frustrated, the latest beta, gave me so much trouble, i spend more then an hour, trying to figure out the issue.
Around there are till now basically mods for everything so it's almost impossible to make something new.
And if it's really new and complex feature (for example Autoloot or Friendly HUD) and not just simple game code mod, I will leave it, because this new idea belongs to its author and mostly these mods should work together with GM.
And also the goal of this mod is to have power over "everything" to play as you want. So they have to be known functions from game and I'm not the first (and nor the last) who changes them. I'm just trying (like the original author) to integrate them to one place and give to all options to enable/disable/customize them.
But I hope you will try my new BETA 19, where I integrated functions of your troublesome mod and also as a bonus few other "originals" from me :-)
- Craft Everywhere (no cost)
- Free Dismantle
- Free Upgrade Removal
- Free Repair
- Unlimited Upgrades
You did not just update it, you completely made it your own.
So if the author of original mod, ever causes trouble, then rename your mod, because this is now your mod.
It is nothing like the original.
Just curious, and this might be to much to ask of you, but would u be able to implement this mod, and update it, in the sense that it has everything?
https://www.nexusmods.com/witcher3/mods/2566
It basically adds all schematics and recipes to 2 vendors in white orchard, Bram and this herbalist lady.
However, the mod creator of that mod has been mia for many years and hasn't updated the mod at all.
I'm just glad that I could do something useful for others.
This is now your mod, no question about it. You made it your own.
A rename of it, is not a bad idea, after all, you did credit other authors of mod, so they cannot get mad at you for that.
Not only that, you update, and you work very hard on it. Unlike many other mod authors whom create a mod, and then vanish from the earth.
But having said this, yes i do hope you managed to put in the mod, that i mentioned. That would make your mod complete if you ask me.
Oh the quest tabs, being open...could it work aswell as a feature for the bestiary?
As for the bestiary - it's no problem, will be in next BETA. And something more :-)
But like I said, you can use the mod with GM. So just no need to integrate. Or you have some problems with merging?
BTW: Beta 20 is out. I hope you will like new additions :-)
Added:
- Return Back Upgrades after Removal
(is this original or some other mod has it??? I wanted this option long time but only now I found the (surprisingly easy) way)
- Adding Sockets and Enchanting by Every Craftsman
- Free Adding Sockets
Keep Menu Items Open for:
- Bestiary
- Alchemy
- Crafting
- Books
- Tutorials
That's why xml mods are better for this job.
I feel like the 500 % is still a little to low. Before you changed it to %, after 2 or 3 quests, i was like lvl 18. Now im lvl 6 if im lucky.
So a bigger increase in the exp section would be wonderful.
And in addition:
- Sell All Item Types in Every Shop (This also I did find in no mod, or I'm wrong?)
And best wishes for 2023 ^^
BTW BETA 22 is out:
Added:
- Merchants Funding Modifier in %
- Merchants Buying (you are selling) Prices Modifier in %
- Merchants Selling (you are buying) Prices Modifier in %
- Merchants Buying (you are selling) Prices Modifier in %
- Merchants Selling (you are buying) Prices Modifier in %
I see the new values in the tooltip for items but still selling and buying at vanilla prices. do i need to do something else to apply these?
Also have 0 mods that affect merchants other than this.
Anyway, please use new BETA 23, where I rewrote some code (and added new function for base prices) and please make sure that you deleted all your merges and did them again (although you may think that no other mod is interfering).
Thank you.
But what items don't show prices? Common items worked for me. And also, do you have this bug only with base prices enabled or even with standard?
I have Friendly HUD working together, after I fix the relics (but not today, it's 2:06 AM here :-)), please try to re-made merges and if some will give you unsolvable conflict, let me know and I will try to help you.
powerzhea: The exp ranges are already there since BETA 21.
I hope you had an amazing new years eve, may your new year be filled with love, happiness, good health and prosperity
EDIT: Oh nvm i read your message incorrectly, im gonna go ahead and grab the latest update lol
powerzhea: I'm sorry, my formulation was not clear, I meant the expanded scales are there since B21.
Added:
- Additional Skill Points per Level (0-10)
- Fixed Skill Points Amount per Level (0 = vanilla) (0-10)
- No Drunk Screen Effect
Changed: Skills and Mutagen tweaks moved from Misc to Experience tab (now Experience and Skills)
Extra Random Gwent Card From Merchants? 1-2 etc
error with All Perks Always Active
(All) Perks Always Active - Next-Gen at The Witcher 3 Nexus - Mods and community (nexusmods.com)
GodMode translations for Simplified Chinese
https://www.nexusmods.com/witcher3/mods/7401
8-0-0b27HF2 Please update
GodMode translations for Simplified Chinese
https://www.nexusmods.com/witcher3/mods/7401
sorry, please update
Fix some text translation errors
No Bombs Used To Destroy Nests? (because of the mission issue you can have with inf ammo on bombs) THX ^^
https://www.nexusmods.com/witcher3/mods/4158
Thanks for this addon, and thanks once again.
Исправьте пожалуйста.
this line to be specific
if ( invItemPriceOrig < 0 || m_playerInv.ItemHasTag(item, 'Quest'
I solved the issue so not asking for anything except keep up the great work and thank you.BETA 34
GodMode translations for Simplified Chinese
https://www.nexusmods.com/witcher3/mods/7401
Thanks
NOTE: You don't need to start new play-through, just load a save before enabling the function (if you have some).
EDIT: I tried to find the bug and fix it if possible but I can't replicate it.
I tried both modes, only known and discovered pins.
In only known mode the ? correctly changed to the icon when I get closer and when I get the quest item it correctly greyed out....
In discovered mode the icon correctly grayed out when get the item.
Did you have the issue always or only sometimes? And do you have some exact location?
EDIT2: I probably found the issue. The script adds ? or treasure icon incorrectly also to witcher gear places and these places don't reflect its discovery or loot. Unfortunately I don't know how to separate them from real hidden treasures. Only solution (except completely disabling the reveal pins function) is to remove ALL treasure icons (and ? for them) from revealing with this function (so you will have to discover them by normal way). This customization would also allow me to remove another icon types that are not crated from standard ? places (like rifts and teleports). I will think about it.
EDIT3: BETA 35 partially fixed this function by removing unsupported icons, all hidden treasures and fast travel points (may create bugs because allowing travel to all places before it's intended to).
GodMode translations for cn
https://www.nexusmods.com/witcher3/mods/7401
Do the changes in pause menu.
I just tested change of some damage sliders and it works. Or is it particular slider that resets?
fixed thought i just needed to add to mods that works to get stable version but if put in game manually it makes the beta work
Edit: it works if i drink a decoction and then set the toxicity, but its very inconsistent and only works sometimes.
Tried to remove it myself, but that ended up in more errors, could u use this mod with BIA only, and see if you can fix it perhaps?
I have no clue how to fix that issue
During compiling scripts, starting the game, using that mod, with yours, i get this error: Error [mod0000_mergedfiles]game\player\r4player.ws(15435): Found unexpected '}'
In the merged files it looks like this;
private var lastSelectedItem : SItemUniqueId;
public function SetLastSelectedRadialItem(item : SItemUniqueId)
{
lastSelectedItem = item;
AddTimer('EquipRadialMenuItem', 1.2f, false);
}
timer function EquipRadialMenuItem(dt:float,id:int)
{
GetWitcherPlayer().EquipItem( lastSelectedItem, EES_Quickslot1, false);
GetWitcherPlayer().SelectQuickslotItem( EES_Quickslot1 );
}
} <-- this one here is the problem, but if i delete it, i get a ton of other errors (very confused)
exec function setcam(a:int, b:bool)
{
if(a == 0)
thePlayer.SetExplCamera(b);
if(a == 1)
thePlayer.SetCmbtCamera(b);
if(a == 2)
thePlayer.SetHorseCamera(b);
}
exec function ttt()
{
thePlayer.AddTimer( 'TestTimer', 5, false );
}
However when i run script merger, i get 2 errors, but no matter what i pick, something seems to go wrong, and when script compilation happpens, i get so many errors, it makes me go blind. Would you be able to somehow fix this?
I would recommend delete all mods folders in "mods" and extract them from mod archives again.
here is a screenshot of the merge issue; https://prnt.sc/6LcwJsKaMXOE
When i pick C there, and C again, when i start the game, im getting this error;
Error [mod0000_mergedfiles]game\player\r4player.ws(3606): Function 'SetAutoApplyOils' is already defined in class 'CR4Player'.
Error [mod0000_mergedfiles]game\player\r4player.ws(3608): Function 'ShouldAutoApplyOil' is already defined in class 'CR4Player'.
Error [mod0000_mergedfiles]game\player\r4player.ws(3617): Function 'AutoApplyBladeOilTimer' is already defined in class 'CR4Player'.
Error [mod0000_mergedfiles]game\player\r4player.ws(3622): Function 'ShouldAutoApplyOilImmediately' is already defined in class 'CR4Player'.
Error [mod0000_mergedfiles]game\player\r4player.ws(3630): Function 'AutoApplyBladeOil' is already defined in class 'CR4Player'.
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.
You should uninstall the game and reinstall it (and please make sure you have the last update 4.04).
Uninstalled again, Now making sure i reinstall it on an SSD drive, and then see how that goes.
Btw do u have a discord? Would make helping people, and people asking for help a lot easier hahaha
For me there are so many mergers, more then 100. I tried to do it myself, but then i saw lines being on the same as yours and i was like oh hell nah i aint nearly in the same league to understanding all of this.
The mod im talking about is called: W3EE Redux
I am hoping you can do this.
https://www.nexusmods.com/witcher3/mods/7447/?tab=posts&jump_to_comment=126829440
UPDATE: To avoid a confusion I uploaded new version with this option removed
I didn't know that as well, also few other issues found
- Infinite oils/potions not working anymore asking for ingredients
- Infinite Bombs few not working anymore
- Mutations slot keeps unlocked on new game, to switch on/off mutations slot
I'm sorry, but actually I'm no longer actively play the game so I cannot test it thoroughly but the infinite oils/bombs are intended to work only, if you HAVE at least ONE oil/bomb. Just the oil/bomb is not consumed after use.
If mutation option is disabled it should not affect the game in any way.... Are you sure GM is causing it?
Requests:
You have already option to add gears slots for free
Also there is option for set gear bonus demands (1 piece included)
UPDATE: After months I tried to remember how to mod this game and added Disable Herbs Highlighting. I hope it will work and you will like it :-)
Ohw btw the herbs function has a issue now with first part of ciri (to collect herbs)
Set off will help and reload save or if you can. update with this line
if( (W3Herb)this && !thePlayer.IsCiri() ) //not applied when you play as Ciri
edit: is it normal that infinite horse stamina doesn't work on horse races?
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1664): Could not find function 'UpdateCrossProgressionValue'
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.
What can cause this?
I keep getting these errors in the script compilation when trying to load the game, im so used to vortex that having to manually put in mods is not easy for me, i did install it to your instructions but im not sure what to do here, any insight would be awesome!
Error [modgodmode]game\player\playerwitcher.ws(5069): I dont know any 'EISPM_RadialMenuSlot3'
Error [modgodmode]game\player\playerwitcher.ws(5084): I dont know any 'EISPM_RadialMenuSlot1'
Error [modgodmode]game\player\playerwitcher.ws(5102): I dont know any 'EISPM_RadialMenuSlot4'
Error [modgodmode]game\player\playerwitcher.ws(5116): I dont know any 'EISPM_RadialMenuSlot2'
Error [modgodmode]game\player\playerwitcher.ws(11792): Could not find function 'DisableRadialMenuInput'
Error [modgodmode]game\player\playerwitcher.ws(11810): Could not find function 'SetRadialPotionUpperTimer'
Error [modgodmode]game\player\playerwitcher.ws(11816): Could not find function 'SetRadialPotionLowerTimer'
Error [modgodmode]game\player\playerwitcher.ws(11857): I dont know any 'EISPM_RadialMenuSteelOil'
Error [modgodmode]game\player\playerwitcher.ws(11862): I dont know any 'EISPM_RadialMenuSilverOil'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(569): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(890): Could not find function 'RefreshCrossProgressionSavesList'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(898): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(902): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1228): Could not find function 'GetIsXESSSupported'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1254): Could not find function 'GetIsXESSSupported'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1728): Could not find function 'UpdateCrossProgressionValue'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1832): Could not find function 'GetXESSEnabled'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1837): Could not find function 'GetXESSEnabled'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2034): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2063): Could not find function 'SetHDRMenuActive'
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.
how to fix this, im first time user guys need help, thanks
Error [modgodmode]game\player\r4player.ws(3476): Could not find function 'MonsterCategoryToOilNames'
Error [modgodmode]game\player\playerwitcher.ws(5069): I dont know any 'EISPM_RadialMenuSlot3'
Error [modgodmode]game\player\playerwitcher.ws(5084): I dont know any 'EISPM_RadialMenuSlot1'
Error [modgodmode]game\player\playerwitcher.ws(5102): I dont know any 'EISPM_RadialMenuSlot4'
Error [modgodmode]game\player\playerwitcher.ws(5116): I dont know any 'EISPM_RadialMenuSlot2'
Error [modgodmode]game\player\playerwitcher.ws(11792): Could not find function 'DisableRadialMenuInput'
Error [modgodmode]game\player\playerwitcher.ws(11810): Could not find function 'SetRadialPotionUpperTimer'
Error [modgodmode]game\player\playerwitcher.ws(11816): Could not find function 'SetRadialPotionLowerTimer'
Error [modgodmode]game\player\playerwitcher.ws(11857): I dont know any 'EISPM_RadialMenuSteelOil'
Error [modgodmode]game\player\playerwitcher.ws(11862): I dont know any 'EISPM_RadialMenuSilverOil'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(569): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(890): Could not find function 'RefreshCrossProgressionSavesList'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(898): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(902): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1228): Could not find function 'GetIsXESSSupported'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1254): Could not find function 'GetIsXESSSupported'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1728): Could not find function 'UpdateCrossProgressionValue'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1832): Could not find function 'GetXESSEnabled'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(1837): Could not find function 'GetXESSEnabled'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2034): Could not find function 'SetHDRMenuActive'
Error [modgodmode]game\gui\main_menu\ingamemenu.ws(2063): Could not find function 'SetHDRMenuActive'
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.