Report bugs in the (BUGS) tab, and please be precise as possible.
When it comes to conflicts with other mods, I can't possibly download and test every mod, but I can try and make it compatible with said specific mod, but in order to do that, I need to know the name of the scripts that are conflicting.
"Also, when manually merging, for example selecting both B and C in kdiff, it's important to select them in the correct order. If you select B then C, that's the order it will add into the merge. You have to look at the scripts being compared and make sure that you aren't adding merged code into the middle of another function, for example.
If you're not familiar with script/code syntax, this may not make sense to you, but let me try: the most important thing is that when you see an opening curly brace, {there always needs to be a closing} to complete the code block. Let's say option C is the beginning part of a code block, and B is a separate line/block, you'll want to select B first, so it's above, then select C, so it comes after B. otherwise, B will be placed in the middle of the C code block, breaking the script." --exploiteddna
-- To add to this: most modders add the name of the mod in the code like this ( //modBuffCharges ) to make it easier to find the changes, try to keep these parts of the code together whenever possible.
Do not enable/disable Buff Charge when you already have GaW/PoP buff.
This may break the displayed buff like in the picture. Don't worry, there is a fix!
Turn off "Buff Charges Persist After Meditation" then meditate. This will remove those buff. After that, you may turn on the same setting and reapply those buffs.
Thank you for the great MOD! Unfortunately, the Complete Animation MOD has been updated and it is no longer compatible with this MOD even after applying the patch. I tried to investigate this using the Compare function in Notepad++, but I was not able to figure out the cause. Is there a way to resolve this error?
Error message Error [mod0buffcharges_ca]local\buffchargesca.ws(85): Overwrite function 'W3PlayerWitcher::RepairBuffWeaponDelayed' must overwrite an existing function.
English is not my native language so I hope this helps.
I launched the mod with this mod collection: https://next.nexusmods.com/witcher3/collections/z5tjm8 and, when I receive buffs, they are infinite and there are no any numbers on the buff icon (even if i remove mod with NG version of buff icons). idk the reason. maybe there are some thoughts?
I merged all scripts, I removed the buffs, I launched the game without the mod, removed the buffs, then launched it with the mod and the buffs were endless again, because with meditation with the mod, even with the function of saving buffs after meditation turned off, they were not removed (every time i disabling/enabling mod i merged all scripts). About "Do you use the runeword that make it infinite?" idk what do you mean. Anyway, without mod i dont have infinity buffs. Idk what problem, bc i didnt found any mod in mod pack, that change buffs system (only suspicious mod "Buff Me", but there many changes and Im not sure). and I tried use the mod with Immersive Buff Charges, but nothing changes.
Ok, i removed problem with infinity buffs somehow, now they just like in vanilla. Idk why, because game see the mod, im sure im installed all correctly, i have in game in mod settings "Buff Charges". All is fine with Script Merger, no game crashes. idk why mod dosent work, but the game see him. May be exist conflictng mods with Buff Charges? Idk which mods can conflict, because buffs i have like in vanilla.
Hello, I think the patch for this mod may need to be updated since Complete Animations Redux received a new update. The workbench and grindstone animations are no longer working while the other animations work fine. No merging issues in script merger.
I re-merged scripts involving Buff Charges and Complete Animations Redux, however it's still not working for me for some odd reason. Is the patch still needed after the new Complete Animations Redux mod that was supposed to reduce merging errors?
ye, im having trouble remembering the name, george, gorge. only one ? oh well, not worth it then, thanks the legendary sir elementary lewis in witcher 3 modding community, fare thee well.
Merge all scripts. If the error persist, show us the errors. If it's about "Unexpected '@'", then ask Steam/GOG to update the game. 4.04 got a minor patch that benefit all mods.
Awesome update. But I tried to update it on my end and I can't see Places of Power buff charges. I tested in a save that was never modded before. I checked every possible script line I could find to see if something was merged incorrectly, but still no result. I can read the message that says the sign buff was granted when I meditate at a Stone of Power, I just can't see the buff and charges of this sign after. But I can see G&W charges. Anyone would have an idea of what could occur? Everything else work perfectly, Places of power sign buffs were working perfectly aswell before the most recent update.
Thanks to whoever know and take the time to clarify this
Is there a way to make sure PoP is correctly enabled without using a mod manager? Because I took the time to validate every single script line, in every single file and everything was correctly merged.
But I had resolve this script compilation error so I commented out the concerned lines because they were apparently already defined in RepairObjectEnhancement :
Error [modbuffcharges]local\buffcharges.ws(167): Function 'Show' is already defined in class 'W3RepairObjectEnhancement'.Error [modbuffcharges]local\buffcharges.ws(178): Function 'Reapply' is already defined in class 'W3RepairObjectEnhancement'. Error [modbuffcharges]local\buffcharges.ws(184): Function 'ReduceAmmo' is already defined in class 'W3RepairObjectEnhancement'. Error [modbuffcharges]local\buffcharges.ws(194): Function 'GetAmmoMaxCount' is already defined in class 'W3RepairObjectEnhancement'. Error [modbuffcharges]local\buffcharges.ws(199): Function 'GetAmmoCurrentCount' is already defined in class 'W3RepairObjectEnhancement'.
Hi, which version i need to download for 4.04 if i want only changes to weapons and armor (not to places of power)? Also... Did anyone manage to merge it with No Levels mod?
The main files, you just have to disable Place of Power charge in the mod setting. I don't use No Levels so I can't tell if the mod is compatible. Send us screenshot of the conflict and I'll tell if it's possible to solve the merged conflict or not.
Wasn't sure where else to post this, (post was filtered and removed on the Reddit) but I'm having an issue where using White Raffard's decoction while Swallow potion buff is active instantly cancels the Swallow buff from my UI and the healing it usually provides. I can even see the White Raffard buff icon replace the Swallow buff icon for a half second before it disappears. The only mod I use that affects buffs in any way is this one, however I'm dubious that it is even this mod causing the issue. I have removed just this mod, and also removed all mods (deleting any merged scripts both times), and the issue persists. I was wondering if anyone has seen this issue or has some insight as to what could be causing it.
248 comments
When it comes to conflicts with other mods, I can't possibly download and test every mod, but I can try and make it compatible with said specific mod, but in order to do that, I need to know the name of the scripts that are conflicting.
"Also, when manually merging, for example selecting both B and C in kdiff, it's important to select them in the correct order. If you select B then C, that's the order it will add into the merge. You have to look at the scripts being compared and make sure that you aren't adding merged code into the middle of another function, for example.
If you're not familiar with script/code syntax, this may not make sense to you, but let me try: the most important thing is that when you see an opening curly brace, {there always needs to be a closing} to complete the code block. Let's say option C is the beginning part of a code block, and B is a separate line/block, you'll want to select B first, so it's above, then select C, so it comes after B. otherwise, B will be placed in the middle of the C code block, breaking the script." --exploiteddna
-- To add to this: most modders add the name of the mod in the code like this ( //modBuffCharges ) to make it easier to find the changes, try to keep these parts of the code together whenever possible.
This may break the displayed buff like in the picture.
Don't worry, there is a fix!
Turn off "Buff Charges Persist After Meditation" then meditate. This will remove those buff.
After that, you may turn on the same setting and reapply those buffs.
Error [modbuffcharges]local\buffcharges.ws(74): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(142): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(145): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(148): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(167): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(178): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(184): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(194): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(199): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(204): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(207): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(210): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(231): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(250): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(261): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(267): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(277): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(282): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(287): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(290): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(293): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(323): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(342): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(405): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(410): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(415): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(477): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(482): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(487): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(492): Unexpected '@'
Error [modbuffcharges]local\buffcharges.ws(497): Unexpected '@'
Error [mod0buffcharges_ap]local\buffchargesap.ws(1): Unexpected '@'
Error [mod0buffcharges_ap]local\buffchargesap.ws(34): Unexpected '@'
Someone know why?
Unfortunately, the Complete Animation MOD has been updated and it is no longer compatible with this MOD even after applying the patch.
I tried to investigate this using the Compare function in Notepad++, but I was not able to figure out the cause. Is there a way to resolve this error?
Error message
Error [mod0buffcharges_ca]local\buffchargesca.ws(85): Overwrite function 'W3PlayerWitcher::RepairBuffWeaponDelayed' must overwrite an existing function.
English is not my native language so I hope this helps.
and, when I receive buffs, they are infinite and there are no any numbers on the buff icon (even if i remove mod with NG version of buff icons). idk the reason. maybe there are some thoughts?
Did you meditate to remove the buff or reapply it?
Then reset your settings.
The workbench and grindstone animations are no longer working while the other animations work fine. No merging issues in script merger.
Is the patch still needed after the new Complete Animations Redux mod that was supposed to reduce merging errors?
And the skill will only do one permanent Sign buff until you swap to another Sign.
only one ? oh well, not worth it then, thanks the legendary sir elementary lewis in witcher 3 modding community, fare thee well.
If it's about "Unexpected '@'", then ask Steam/GOG to update the game. 4.04 got a minor patch that benefit all mods.
Thanks to whoever know and take the time to clarify this
Make sure you install with Mod Manager, merge all scripts and enable the mod through the setting.
But I had resolve this script compilation error so I commented out the concerned lines because they were apparently already defined in RepairObjectEnhancement :
Error [modbuffcharges]local\buffcharges.ws(167): Function 'Show' is already defined in class 'W3RepairObjectEnhancement'.Error [modbuffcharges]local\buffcharges.ws(178): Function 'Reapply' is already defined in class 'W3RepairObjectEnhancement'.
Error [modbuffcharges]local\buffcharges.ws(184): Function 'ReduceAmmo' is already defined in class 'W3RepairObjectEnhancement'.
Error [modbuffcharges]local\buffcharges.ws(194): Function 'GetAmmoMaxCount' is already defined in class 'W3RepairObjectEnhancement'.
Error [modbuffcharges]local\buffcharges.ws(199): Function 'GetAmmoCurrentCount' is already defined in class 'W3RepairObjectEnhancement'.
I don't use No Levels so I can't tell if the mod is compatible. Send us screenshot of the conflict and I'll tell if it's possible to solve the merged conflict or not.
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If i set both to B - your mod, i get this error:
- Select B.
My Load Order: https://imgur.com/a/yHGUhra