Hello, teresatiger. I have a compilation error with "(Next Gen Edition) Friendly Meditation (v 0.9.2NGE)" + "Darker Nights - Friendly Meditation Patch (v 1.2)". How I can resolve that?
Solved the problem. When I install "Darker Nights - Friendly Meditation Patch (v 1.2)" not manually and via mod manager then all are all files deleted in "modFriendlyMeditation" and copies only one folder. I don't know why the whole subfolders structure is deleted in mod manager when I click overwrite and not delete -_-
@teresatiger, (Next Gen Edition) Friendly Meditation has been updated to hotfix2. I've matched the two files and put it here: GDrive. Feel free to use it.
Is there a way to get the menu back? Since witcher update 4.0.1 I can't see the menu from darker nights anymore. Well I can't see the menu "mods" at all... so it's not only affecting this mod...
I'm having some issues when using this combination fo mods:
- Darker Nights - Friendly Meditation - N'Tak Time
There are two different kind of problems that arise, depending on how I try to address this issue:
- If I install the basic version of these three mods, without using the compatibility between Darker Nights and Friendly Meditation (that overwrites core files of FM, not really a "clean" solution), time acceleration during meditation starts fine, but stops at time set for start/end of the night (default 8pm and 2am). I can then again start meditating, and it starts again.
- If I also install the compatibility patch, time is not accelerating when meditating, essentially breaking this feature. I have not found a workaround for this, meditating simply does not work.
- If I uninstall N'Tak Time, and use the DN/FM patch, everything runs fine without problems (but of course, I don't have functionality from the said mod).
---
I think that the main source of this problem is a compatibility patch that directly edits core files of another mod, instead of installing it separately (like in example patches for Low Quality Community Characters ).
Let me know if you need some more info or testing.
Look like this problem was caused by the latest version of N'Tak time, that I had installed at the same time of Darker Nights. It is probably nothing to do with DN.
I will try to test some more, but reverting to a previous version of Ntak Time seems to have solved the problem completely
Unfortunately, same issue as when I tried to merge it originally: Error [mod0000_mergedfiles]game\player\playerwitcher.ws(36): Unknown type 'CModFMeditationConfig' for property 'fMeditationConfig'.
Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(974): Adding state 'Start' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class? Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(989): Adding state 'Loop' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class? Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(1014): Adding state 'Stop' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class? Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(1029): Adding state 'None' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class? 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.
I just flat out removed the meditation script from DN and adjusted things accordingly. It's compiling for me now after I downloaded FM to test things out. However, you'll need to check out the meditation + darker nights feature in game and let me know if anything seems off.
The code removed seemed to disable DN during meditation so I'm hoping it won't matter considering the meditation mechanics are changed with FM anyway, but let me know if there's any visual ugliness (ie. too dark or jarring transitions during or when exiting meditation).
*NOTE - please make sure you've copied the original FM folder elsewhere as a backup and then make sure you're allowing the 2 modFriendlyMeditation scripts from this patch to overwrite/replace those scripts in the main mod.
?Error [mod0000_mergedfiles]game\player\playerwitcher.ws(30): Unknown type 'CModFMeditationConfig' for property 'fMeditationConfig'.
Warning [modbettericons2022_english_dinpro]game\mod\hudefaulticons.ws(15): Native function 'GetItemIconPathByUniqueID' was not exported from class 'HUDefaultIcons' in C++ code. 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.
Are you sure you don't have some sort of other conflict? Or are any of your files out of date? You're using the game release 4.0 with hotfix 2? Because I just downloaded the current version of Friendly Meditation next gen, dropped it in my mods folder, dropped the modDarkerNights and modFriendlyMeditation folders from the above link into there as well, letting the 2 FM scripts overwrite the originals. I was able to merge without any conflicts, and ran the game with no script compilation errors.
Oh thank goodness because I was going to be done after that attempt lol. I normally have a rule against spending time on mods I won't use, which includes patches, but I'm glad I was able to resolve that. I'll get it added to the page shortly.
Hey teresatiger, thank you so much for your quick work on the FM patch! I can confirm after manually installing the patch as instructed all works great now with no conflicts or compile errors! I did some quick testing and meditation appears to work great as expected and the transitions are smooth. I also have the mod menu in place and usable. Thank you again, now if i could only teach myself how to make these patches, i wouldn't need to bother modders!
Well, you can only learn by doing. I didn't even know what a mod was before I found W3 mods and started tinkering with them myself. I didn't know the first thing about coding and thought the idea was totally overwhelming...and now it's not. Anyone can mod if they put in a little time to learn the basics. I recommend you give it a shot :-)
The second patch worked perfectly for me too, thanks! Btw, I too tried to get into modding but found little to no updated guides or tutorials or anything of the sort. Every video or guide that I found was like 8 years old. Any recommendations?
What type of mods are you interested in doing? I keep telling people I'll make tutorials and then never have the time or motivation (except for the one weather mod tutorial), but maybe I will finally get around to it after the new year.
Thank you for your words of encouragement, i have plenty of mods to dig around in to give me some idea of how to do things. I have downloaded the modding tools and the manuals and will have a poke around and see if anything clicks for me. I wish i had some coding experience but all i have are a few small courses in Python and C# i did ages ago, maybe it is time to look at them again. Anyway, thank you for your work on the mod and the patch. For now, i have to return to Witcher 3 with nearly all of my favourite mods!
Edit: I would be extremely interested in any modding tutorials you may wish to do by the way!
I'll probably start doing them in the next few weeks. Are you on discord? If so, you can find me there. Otherwise, I'll try to remember to send them to you here lol.
That is awesome, i would be very interested in that and will take the help and advice anywhere i can get it! I am on Discord, though i don't use it too much for anything other than the occasional mod help post but i read a lot on there. Have you got an invite link?
Can't believe how quickly you jumped on this beast's back and wrestled it to the ground. There just might still be a little hope for humanity! Thanks brudda.
However, I have a patch request to make: During the night in Toussaint, the lights of the sky are BLINDING. Would it be possible to fix this? (pics related)
I noticed another mod had this issue before and fixed it (https://www.nexusmods.com/witcher3/mods/7418?tab=description). Would it be possible to take inspiration (or ask the author?) from the patch made by this mod to improve the lights in Toussaint?
Thank you in advance ===================== PS : I tried to make the patch myself, but since i'm not a modder and without the updated toolkit I admit to be quite lost...
Hmm...I can't promise anything but if I get a chance, I'll look into it. You could also help out by contacting the author of the mod you mentioned and asking them how they did it and if they think it could be applied to DN. Let me know!
Thanks! People have stopped complaining about the menu since I added dummy localization files (just copies of the English menu). But translations are always good. You can obviously upload it as your own file if you want, or if you prefer, I'll add it to the downloads page here :-)
That's unfortunate about the fix. Please let me know if you manage to figure it out. If not, my suggestion is just to switch off the DN settings for Toussaint for now.
Patches (30 comments)
I have a compilation error with "(Next Gen Edition) Friendly Meditation (v 0.9.2NGE)" + "Darker Nights - Friendly Meditation Patch (v 1.2)". How I can resolve that?
Solved the problem.
When I install "Darker Nights - Friendly Meditation Patch (v 1.2)" not manually and via mod manager then all are all files deleted in "modFriendlyMeditation" and copies only one folder. I don't know why the whole subfolders structure is deleted in mod manager when I click overwrite and not delete -_-
I've matched the two files and put it here: GDrive. Feel free to use it.
- Darker Nights
- Friendly Meditation
- N'Tak Time
There are two different kind of problems that arise, depending on how I try to address this issue:
- If I install the basic version of these three mods, without using the compatibility between Darker Nights and Friendly Meditation (that overwrites core files of FM, not really a "clean" solution), time acceleration during meditation starts fine, but stops at time set for start/end of the night (default 8pm and 2am). I can then again start meditating, and it starts again.
- If I also install the compatibility patch, time is not accelerating when meditating, essentially breaking this feature. I have not found a workaround for this, meditating simply does not work.
- If I uninstall N'Tak Time, and use the DN/FM patch, everything runs fine without problems (but of course, I don't have functionality from the said mod).
---
I think that the main source of this problem is a compatibility patch that directly edits core files of another mod, instead of installing it separately (like in example patches for Low Quality Community Characters ).
Let me know if you need some more info or testing.
I will try to test some more, but reverting to a previous version of Ntak Time seems to have solved the problem completely
https://mega.nz/file/uIUQkBzR#ryeuIS-37foEJsaWJ_Jc03SfpkASZM3V8XRt29k7J_Y
Again, I don't use FM so I don't know if this will work. Please test it and let me know.
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(36): Unknown type 'CModFMeditationConfig' for property 'fMeditationConfig'.
Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(974): Adding state 'Start' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class?
Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(989): Adding state 'Loop' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class?
Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(1014): Adding state 'Stop' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class?
Warning [mod_interfaceanim]local\interfaceanim\interfaceanim_base.ws(1029): Adding state 'None' to class 'InterfaceAnimC' which is not a state machine. Did you forget the 'statemachine' keyword in class?
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.
https://mega.nz/file/XQUGGSwT#M_-021-a3EtsFjpBvDoItwNjxxtLH1-RHjnFAoYNh30
I just flat out removed the meditation script from DN and adjusted things accordingly. It's compiling for me now after I downloaded FM to test things out. However, you'll need to check out the meditation + darker nights feature in game and let me know if anything seems off.
The code removed seemed to disable DN during meditation so I'm hoping it won't matter considering the meditation mechanics are changed with FM anyway, but let me know if there's any visual ugliness (ie. too dark or jarring transitions during or when exiting meditation).
*NOTE - please make sure you've copied the original FM folder elsewhere as a backup and then make sure you're allowing the 2 modFriendlyMeditation scripts from this patch to overwrite/replace those scripts in the main mod.
edit, just saw your new upload, will try that.
?Error [mod0000_mergedfiles]game\player\playerwitcher.ws(30): Unknown type 'CModFMeditationConfig' for property 'fMeditationConfig'.
Warning [modbettericons2022_english_dinpro]game\mod\hudefaulticons.ws(15): Native function 'GetItemIconPathByUniqueID' was not exported from class 'HUDefaultIcons' in C++ code.
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.
Your mod woks fine now. Looks great!
I went to bed :') but I'm back!
I can confirm after manually installing the patch as instructed all works great now with no conflicts or compile errors!
I did some quick testing and meditation appears to work great as expected and the transitions are smooth.
I also have the mod menu in place and usable.
Thank you again, now if i could only teach myself how to make these patches, i wouldn't need to bother modders!
Btw, I too tried to get into modding but found little to no updated guides or tutorials or anything of the sort. Every video or guide that I found was like 8 years old. Any recommendations?
I have downloaded the modding tools and the manuals and will have a poke around and see if anything clicks for me.
I wish i had some coding experience but all i have are a few small courses in Python and C# i did ages ago, maybe it is time to look at them again.
Anyway, thank you for your work on the mod and the patch.
For now, i have to return to Witcher 3 with nearly all of my favourite mods!
Edit: I would be extremely interested in any modding tutorials you may wish to do by the way!
I am on Discord, though i don't use it too much for anything other than the occasional mod help post but i read a lot on there.
Have you got an invite link?
However, I have a patch request to make: During the night in Toussaint, the lights of the sky are BLINDING. Would it be possible to fix this? (pics related)
I noticed another mod had this issue before and fixed it (https://www.nexusmods.com/witcher3/mods/7418?tab=description).
Would it be possible to take inspiration (or ask the author?) from the patch made by this mod to improve the lights in Toussaint?
Thank you in advance
=====================
PS : I tried to make the patch myself, but since i'm not a modder and without the updated toolkit I admit to be quite lost...
PS : I did a french translation of the w3strings : https://www.mediafire.com/file/abxeegelq81ce8i/fr.w3strings/file
You can add it to the mod if you want as I see lots of people complaining about bugged menu.
That's unfortunate about the fix. Please let me know if you manage to figure it out. If not, my suggestion is just to switch off the DN settings for Toussaint for now.