I have passed on the torch for Better Combat Evolved to etisvoloch, as all of my time and focus is being spent on my new modding project (which should be released within a week or 2)
I recommend drinking a clearance potion or using the cleardevelop commands after installing this update. It's the cleanest and most efficient way to prevent weird stuff from happening between mod version updates.
I'm currently working on a new project. The team now consists of just me, as the other members have moved on to other things. Click the spoiler below to read about my next project
Spoiler:
Show
There is no ETA for my next project. If you want further info, then keep reading. If you don't care, you can skip the rest of this post. My new project will be a true overhaul of the game, large portions of BCEv2 will be ported over. The world will be static, and by that I mean there will be no levels at all. You will earn skill points through quests instead of level ups. All armors and weapons will have roughly the same base stats (because 2 swords with vastly different damage output makes no sense), with secondary stats making them unique and different enough to create builds for different combat styles. All found relic items will be some form of "old" or "damaged" with very weak stats and will require a respective crafting schematic to bring the item to it's full glory. All monsters will have static stats as well, and you would be wise to use their weaknesses against them in battle. There will be an entirely new economy, and nearly everybody will be poor. There are plenty of scenes where Geralt is shocked at the price of anything over 100 gold, yet he's walking around with over 1,000. Everything will cost significantly less coin, but coins found/received for rewards will also be greatly reduced. Skills will be very similar to how they are in BCEv2, but general skills will be restored and some skills will do different things. Signs will act in a very different manner than vanilla or even this mod. All signs will only cost 20 stamina to cast, but the sing's overall strength will be determined by your current stamina %. So if you have 50 stamina and cast a sign, it'll only be 50% effective. Additionally, melee actions will continue to cost stamina, but at a much lower cost. Overall this new project will focus on the player's skill rather than overpowered items. Unfortunately this new project will also require a new game to work correctly. On the bright side, the new project will allow players to play the game at their own pace without level restrictions. I'm also going to try and get permission from the author or Preparations mod to import a custom version of that mod into the new project.
I think I've covered pretty much all of the important bits, so if you're interested in eventually playing with the new mod, I'd love to hear some feedback/suggestions from you guys.
Kudos to etisvoloch for all the hard work on this, I've been trying for three days now to get this to work, when I reinstalled Witcher 3. Using 1.21 and ONLY using this mod. Fresh install no other mods. And this is what I keep getting error wise.
Error [content0]game\temp.ws(9052): Could not find function 'AddSessionTag'
Error [content0]game\temp.ws(9057): Could not find function 'RemoveSessionTag'
Error [content0]game\temp.ws(11096): Cannot call exec function 'XDPPrintUserStats' from scripts instead of the console.
Error [content0]game\temp.ws(11101): Cannot call exec function 'XDPPrintUserAchievement' from scripts instead of the console.
Error [content0]game\temp.ws(11689): Could not find function 'SetGameProgress'
Error [content0]game\gameplay\alchemy\alchemymanager.ws(325): Could not find function 'LogWithLabelAndValue'
Error [content0]game\gameplay\alchemy\alchemymanager.ws(329): Could not find function 'LogWithLabelAndValue'
Error [content0]game\gameplay\leveling\levelmanager.ws(209): Could not find function 'LogWithValue'
Error [content0]game\gameplay\leveling\levelmanager.ws(21: Could not find function 'LogWithValue'
Error [content0]game\gameplay\leveling\levelmanager.ws(347): Could not find function 'LogWithValue'
Error [content0]game\npc\npc.ws(1966): Could not find function 'LogWithLabelAndValue'
Error [content0]game\npc\npc.ws(2756): Could not find function 'LogWithLabelAndValue'
Error [content0]game\player\player.ws(1094): Could not find function 'LogWithLabel'
Error [content0]game\player\r4player.ws(8631): Could not find function 'LogWithLabelAndValue'
Error [content0]game\player\r4player.ws(11601): Could not find function 'LogWithLabel'
Error [content0]game\player\r4player.ws(13617): Could not find function 'LogWithLabel'
Error [modbcevolved2]game\player\playerwitcher.ws(5293): Could not find function 'LogWithLabelAndValue'
Error [modbcevolved2]game\player\playerwitcher.ws(5670): Could not find function 'LogWithLabelAndValue'
Error [modbcevolved2]game\player\playerwitcher.ws(6134): Could not find function 'LogWithValueStr'
Error [modbcevolved2]game\player\playerwitcher.ws(6621): Could not find function 'LogWithLabel'
Error [content0]game\components\inventorycomponent.ws(191): Could not find function 'LogWithValue'
Error [content0]game\components\inventorycomponent.ws(204): Could not find function 'LogWithValue'
Error [content0]game\components\inventorycomponent.ws(749): Could not find function 'LogWithLabelAndValue'
Error [content0]game\components\inventorycomponent.ws(3320): Could not find function 'LogWithLabelAndValue'
Error [modbcevolved2]game\r4game.ws(1677): Could not find function 'SetCommonStatI32'
Error [content0]game\gameplay\focus\focus.ws(202): Could not find function 'LogWithName'
Error [content0]game\gameplay\focus\focus.ws(262): Could not find function 'LogWithName'
Error [content0]game\gui\hud\hud.ws(1189): Could not find function 'LogWithLabel'
Error [content0]game\gui\hud\hud.ws(1190): Could not find function 'LogWithLabelAndValue'
Error [content0]game\gui\hud\hud.ws(1194): Could not find function 'LogWithLabelAndValue'
Error [content0]game\gui\menus\gwintgamemenu.ws(105): Could not find function 'LogWithName'
Error [content0]game\gui\menus\gwintgamemenu.ws(121): Could not find function 'LogWithValue'
Error [content0]game\gui\menus\gwintgamemenu.ws(126): Could not find function 'LogWithValue'
Error [modbcevolved2]game\gui\menus\inventorymenu.ws(2960): Could not find function 'LogWithLabelAndValue'
Error [modbcevolved2]game\gui\menus\inventorymenu.ws(3033): Could not find function 'LogWithLabelAndValue'
Error [content0]game\gui\menus\craftingmenu.ws(263): Could not find function 'LogWithLabelAndValue'
Error [modbcevolved2]game\gameplay\ability\playerabilitymanager.ws(466): Could not find function 'SetCommonStatFlt'
Error [modbcevolved2]game\gameplay\ability\playerabilitymanager.ws(51: Could not find function 'SetCommonStatFlt'
Error [modbcevolved2]game\gameplay\ability\playerabilitymanager.ws(646): Could not find function 'LogWithValueStr'
Error [modbcevolved2]game\gameplay\ability\playerabilitymanager.ws(1783): Could not find function 'LogWithValueStr'
Error [content0]game\player\states\vehicles\usevehicle.ws(1615): Could not find function 'LogWithValueStr'
Error [content0]game\player\states\vehicles\horseriding.ws(44): Could not find function 'LogWithName'
Error [content0]game\player\states\vehicles\sailing.ws(56): Could not find function 'LogWithName'
Error [content0]game\player\states\playerdialogstate.ws(46): Could not find function 'LogWithName'
Error [content0]game\player\states\aimthrow.ws(39): Could not find function 'LogWithName'
Error [content0]game\player\states\combat.ws(123): Could not find function 'LogWithName'
Error [content0]game\player\states\exploration.ws(55): Could not find function 'LogWithName'
Error [content0]game\player\states\swimming.ws(247): Could not find function 'LogWithName'
Warning [content0]engine\environment.ws(25): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(27): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(9): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
1.21 fully compatible version is ready (NGP+ too ofc).
I've wrote a PM on CDPR forums to Chicken offering my help in maintaining and further developing BCEv2 (actually more like minor bugfixing and making more eye-candy in descriptions and proper localizations / even english localization files provided with the mod are outdated and could cause weird things to happen).
So I hope he will read the PM and give me some sort of permissions to do so.
The 1.22 version will be up when I will find 1.22 vanilla scripts folder >.< I'm downloading a patch on my home PC, but due to slow connection at home - it will take some time.
From what I've seen in affected files - they hasn't changed anything related to xmls touched by BCEv2, only scripts (and as I think they mostly removed commented lines). So once I will get 1.22 scripts folder - update will be up in several hours.
More to say - I got the response from Chicken on CDPR forums:
So 1.22 and later versions will be hosted on a separate mod page.
After removing all conflicting mods I still get this Error [modbcevolved2]game\characterstats.ws(490): Native function 'AddAbilityMultiple' cannot have script code. Error [modbcevolved2]game\characterstats.ws(499): Native function 'RemoveAbilityMultiple' cannot have script code. Error [modbcevolved2]game\characterstats.ws(50: Native function 'RemoveAbilityAll' cannot have script code. Error [modbcevolved2]game\characterstats.ws(516): Native function 'GetAbilityCount' cannot have script code. Error [modbcevolved2]game\characterstats.ws(530): Native function 'GetAbilitiesWithTag' cannot have script code. Error [modbcevolved2]game\gameplay\ability\abilitymanager.ws(33: Native function 'IsAbilityBlocked' cannot have script 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.
Ofc you are, coz you are trying to merge 1.21 version of mod into 1.22 version of the game. Without knowledge of what is a BCEv2 edit and what is garbage from previous 1.21 scripts.
Just be patient,I already got my 1.22 scripts copy (found it on CLF page) and working on update now. Just to let you know what I need to do (handpick around 5k of conflicting strings),you know this s#*! is time-consuming.
I'm not being impatient I was just trying to confirm if the problem was 1.22 or something I was doing wrong. If it is indeed 1.22 then I understand it takes time
Ye, 1.22 for sure, they've changed some functions to be native (hardcoded), removed comments and hell knows what else. Trying to figure out all the things now. And for sure it will take some time, hopefully I will release 1.22 version today.
The reason is - there is a wider (and by wider I mean WIDER) mod that take care of such things like different upgrades to no-witcher gear. You know its "Extended Armor System".
And BCEv2 and EAS touch the same files with BCEv2 touching only 1 particular set (starting one) while EAS touch everything. So if you want this feature - you'd better look towards that mod.
And I want to make this mod as compatible with other mods as possible + I don't have such many time and effort that EAS author had put into his mod to improve this aspect of BCEv2 to EAS's level.
Hope you understand what I've wrote here and atleast partially aggree with me.
Frankly I don't envision Chicken updating this anytime soon, his Gwynbleidd mod seems quite involved and he's been talking about being almost done with a certain update on the CDPR forums for a bit. I'm sure many of us would appreciate to be able to use alternate signs, whirl, and rend again *or play a certain save period*.
Frankly I'd just like the game to be difficult again
Also I don't have to work this weekend so sate my thirst man
"Hey Chickenudoom, any plans on updating & balancing BCE2 for Blood and Wine? Love your work "
"He does not maintain this mod anymore, he is fully dedicated to Gwynbleid."
This is quote from a CDPR forums where Chicken have a thread about his new project. So, i don't think he will be updated BCE at all. You can give us your version now, and we test it.
Do it I'm sure he won't mind. If he's too busy with more important stuff I'm sure he'll be happy that someone else allready created a solution. Like I said he told me he will update it but I don't know when and in what form so just go for it.
Very worst case he will message you and ask you to change it but I can't imagine that happening like I said most likely he'll actually be psyched
I doubt he even made a patch. Most likely just posted that to fish a reaction out of the author.
Meanwhile, a spin-off of the maintenance version of the mod this mod was based on just got released. It might even work with save files made with this mod, due to it resetting the player ability manger upon first start. The mods are very similar in their gameplay mechanics apsect, with some parts being better there. http://www.nexusmods.com/witcher3/mods/1653
If you want to spice things up you can download one of the human behavior files of Brutal Combat and merge them with the xml files of BCEu for an even greater challenge.
CDPR changed lots of things in scripts and xmls with lots of "hidden" interactions. And I wanted to provide a real working copy with as many things fixed as possible. But you guys are so freaking awesome that you continue to harass a guy who is trying to help the best way he can.
While reverse engineering and porting script changes done by authors of BCEv2 is kinda "easy" work - finding all the "hidden" interactions with new UI of v1.21 and B&W additions is hell. And xmls just take a bunch of time too due to how badly script merger manages vanilla dlc bundles.
TL; DR; You have really pissed me off boyz, so as for now I've released a maintenance version of BCEv2 for patch 1.21. It DOES NOT include NGP compatibility yet (coz you kept harassing me and this s#*! was done in a hurry), however it maintains all features of original BCEv2 while NOT breaking any B&W new feature (atleast I hope so).
From permissions set for this mod: "Better Combat Evolved is a Nexus-exclusive mod. If this mod is seen on any other site (except github), then it is stolen.
You may not copy this mod and claim it as your own.
You are completely free to make BCEv2.0 compatability patches for other mods."
So if I read this right - I'm not allowed to distribute or host this mod anywhere else but Nexus.
On the other hand I treatise this "You may not copy this mod and claim it as your own" as I could post updated and a bit modified version of BCEv2 on Nexus with all the credits going to BCEv2 authors.
"But you guys are so freaking awesome that you continue to harass a guy who is trying to help the best way he can."
Don't rope us in with 1 guy being a douche! We all wrote we'd love you for it. It's just that the loudest hate remains more present in your mind that 10 people who agree : )
As far as the ownership goes you are not copying or claiming it as your own. You created a compatebility mod for the current version of the game. I asume your fix is not a copy of the entire mod but just a patch for the existing mod correct?
Put a link to the main mod in the description and a disclaimer that the main mod was not made by you but by Chickenudoom if you're worried and you should be golden.
thanks for the upload, hopefully it will work with other updated mods About the update method; do I need too remove old version or install on top of it?
Just want to say a massive thank you to you for doing this, you had no obligation to do so which makes me appreciate the deed even more. I'm sure i speak for most of the people here who are nothing more than thankful and incredibly grateful for your work and the time you've taken to accomplish it.
Due to the way W3 modding works, my upload is a modified copy of original BCEv2. Or in other words technically I've ported every change made by BCEv2 authors on top of the new v1.21 vanilla scripts and xmls from CDPR. With some compatibility additions and slight changes to initial BCEv2 code due to some changes in W3 internal things.
Its not like F3-4 or Skyrim modding where you just overwrite needed entry with highter load order mod and you are good. In W3 you need to script merge mods touching the same file.
So I've updated the mod to be played alone on unmodded game. Otherways you will need to script merge it like any other mod.
And no,you don't need the original mod in your Mods folder (actually having it will hurt your game). Technically my upload is a handpicked copy of all the changes done by BCEv2 authors ported into patch 1.21 and B&W reality.
P.S. I've found some bugs inside of the original BCEv2 and also some redundant changes/files. I'm going to fix this (coz first of all I'm doing this for myself) and share it via nexus hosted mod (with proper credits to Chicken and BCEv2 authors). If it will violate any rules or permissions I ask this guys to contact me at any given time to hide or not release this.
Hmm, I dunno if this works. After installing this mod and drinking clarence potions my basic attacks doesnt drain my stamina (which was feature of previous versions of BCE) Toxicity level is also 100 when in BCE should by higher I think. Also, all signs cost 100 stamina which was changed in BCE.
If you have other mods installed - have you used script merger?
And there could be one other thing in which I'm not 100% sure. I've uploaded a "build" copy from my work PC with folder name of "modBCEvolved2 - working copy" it could be so that W3 engine don't understand foldernames with whitespaces. Try to rename a folder into just "modBCEvolved2".
More or less even if you try it on unmodded game - the first time you start a game after mod installation there should be a different window about REDEngine trying to compile scripts. If you don't see this - its wrong folder name for sure.
P.S. For me it works at my home PC with ~50 other mods containing script and xml edits (everything merged ofc). The only difference is folder name.
Hi eisvoloch, thanks for the update! I've just noticed something (don't know if it comes from me or if you changed it) : the special abilities (like whirl, fire stream, etc.) need to be put in a slot to work. Is this intentional ?
Such yrden behaviour is not intended, I'll try to look into it when I'll finish with NGP compatibility. Might be one of the "hidden" things I was talking about.
As for alternative attacks or ults(CDPR naming) it is for sure on your side, mine works ok. Might be one of the cases - either you've loaded a save and didn't consume clearence potion to reset skills behaviour, you've merged something wrong or you've started/loaded save from NGP(which is not supported yet, ETA 1-2 days).
Hmm, I also have a problem with alternative attacks/signs. When I don't activate them, they don't work. I drink clarence potion and it not helping at all. Also, I don't running any other mod now.
Ooh I can't wait to get back into Witcher 3. Had to replay 1 and 2 for them saves, thanks computer. Thank you so much for making an update for BCE. So stalking this post chain until it is more or less 100% done . Again, thank you so much for making the day/week/moth/year(s) for us like me who can't mod for crap.
Anyone give me some install tips on a brand new w3 install patched to 1.21 with B&W installed? I dropped the unpacked folder (modBCEvolved2) into my mods folder and get all kinds of script compile errors. GoG version.
Really big thanks for all your work with this. I also have just one question: All skills from "general" tab are active without puting them into a skill slot. It all passive skills. It is intended ?
General tab = 4th tab right? Its where the perks (yellow skills) are. If so then yes, perk are perk and by nature are passives so you don't need to put them into a slot. Plus there are some other skills in other trees that behave like passives, will put full list later. And ofc all your starting skills are passives too.
@Saggitarius whats your problem with the safedevelop command?
I might be wrong, but I was under the impression the safedevelop command was a different file/ mod that hasn't been updated. So at the moment i'm trying to fix the save i'm using (correcting the skill trees etc) for use with this mod, but typing safedevelop does nothing and cleardevelop removes all my items etc.
Cleardevelop logic minus item destruction is integrated into BCEv2 clearing potion code. So if drinking clearing potion doesn't help you - probably you've merged something wrong or trying to play with my upload in new game plus (version supporting it will be posted only tomorrow).
@etisvoloch Will you upload this as a "seperate mod" here on Nexus? Or make a new comment with the Download link? It's just taht your link is kind of drowning in the sea of comments here
1123 comments
etisvoloch, as all of my time and focus is being spent on my new modding project (which should be released within a week or 2)
BCEv(3) for game version 1.22 can be found HERE
I recommend drinking a clearance potion or using the cleardevelop commands after installing this update. It's the cleanest and most efficient way to prevent weird stuff from happening between mod version updates.
Click the spoiler below to read about my next project
My new project will be a true overhaul of the game, large portions of BCEv2 will be ported over. The world will be static, and by that I mean there will be no levels at all. You will earn skill points through quests instead of level ups. All armors and weapons will have roughly the same base stats (because 2 swords with vastly different damage output makes no sense), with secondary stats making them unique and different enough to create builds for different combat styles. All found relic items will be some form of "old" or "damaged" with very weak stats and will require a respective crafting schematic to bring the item to it's full glory. All monsters will have static stats as well, and you would be wise to use their weaknesses against them in battle. There will be an entirely new economy, and nearly everybody will be poor. There are plenty of scenes where Geralt is shocked at the price of anything over 100 gold, yet he's walking around with over 1,000. Everything will cost significantly less coin, but coins found/received for rewards will also be greatly reduced. Skills will be very similar to how they are in BCEv2, but general skills will be restored and some skills will do different things. Signs will act in a very different manner than vanilla or even this mod. All signs will only cost 20 stamina to cast, but the sing's overall strength will be determined by your current stamina %. So if you have 50 stamina and cast a sign, it'll only be 50% effective. Additionally, melee actions will continue to cost stamina, but at a much lower cost. Overall this new project will focus on the player's skill rather than overpowered items. Unfortunately this new project will also require a new game to work correctly. On the bright side, the new project will allow players to play the game at their own pace without level restrictions. I'm also going to try and get permission from the author or Preparations mod to import a custom version of that mod into the new project.
I think I've covered pretty much all of the important bits, so if you're interested in eventually playing with the new mod, I'd love to hear some feedback/suggestions from you guys.
If you want to be involved in the discussion regarding this new project, click this link. Feedback and suggestions are always welcome!
I've wrote a PM on CDPR forums to Chicken offering my help in maintaining and further developing BCEv2 (actually more like minor bugfixing and making more eye-candy in descriptions and proper localizations / even english localization files provided with the mod are outdated and could cause weird things to happen).
So I hope he will read the PM and give me some sort of permissions to do so.
TL; DR; 1.21 fully compatible version.
P.S. I'll try to update for 1.22 ASAP (actually I don't even have 1.22 on my PC yet )
From what I've seen in affected files - they hasn't changed anything related to xmls touched by BCEv2, only scripts (and as I think they mostly removed commented lines). So once I will get 1.22 scripts folder - update will be up in several hours.
More to say - I got the response from Chicken on CDPR forums:
So 1.22 and later versions will be hosted on a separate mod page.
All Hail Hydra! j/k
Error [modbcevolved2]game\characterstats.ws(490): Native function 'AddAbilityMultiple' cannot have script code.
Error [modbcevolved2]game\characterstats.ws(499): Native function 'RemoveAbilityMultiple' cannot have script code.
Error [modbcevolved2]game\characterstats.ws(50: Native function 'RemoveAbilityAll' cannot have script code.
Error [modbcevolved2]game\characterstats.ws(516): Native function 'GetAbilityCount' cannot have script code.
Error [modbcevolved2]game\characterstats.ws(530): Native function 'GetAbilitiesWithTag' cannot have script code.
Error [modbcevolved2]game\gameplay\ability\abilitymanager.ws(33: Native function 'IsAbilityBlocked' cannot have script 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.
Just be patient,I already got my 1.22 scripts copy (found it on CLF page) and working on update now. Just to let you know what I need to do (handpick around 5k of conflicting strings),you know this s#*! is time-consuming.
Regards.
Just add them with the console I guess.
The reason is - there is a wider (and by wider I mean WIDER) mod that take care of such things like different upgrades to no-witcher gear. You know its "Extended Armor System".
And BCEv2 and EAS touch the same files with BCEv2 touching only 1 particular set (starting one) while EAS touch everything. So if you want this feature - you'd better look towards that mod.
And I want to make this mod as compatible with other mods as possible + I don't have such many time and effort that EAS author had put into his mod to improve this aspect of BCEv2 to EAS's level.
Hope you understand what I've wrote here and atleast partially aggree with me.
Is there a way to fix that or anything ?
Come join me in comments there. I haven't fully tested it yet ingame, but should be fine.
Frankly I'd just like the game to be difficult again
Also I don't have to work this weekend so sate my thirst man
"He does not maintain this mod anymore, he is fully dedicated to Gwynbleid."
This is quote from a CDPR forums where Chicken have a thread about his new project. So, i don't think he will be updated BCE at all. You can give us your version now, and we test it.
Very worst case he will message you and ask you to change it but I can't imagine that happening like I said most likely he'll actually be psyched
Meanwhile, a spin-off of the maintenance version of the mod this mod was based on just got released. It might even work with save files made with this mod, due to it resetting the player ability manger upon first start. The mods are very similar in their gameplay mechanics apsect, with some parts being better there. http://www.nexusmods.com/witcher3/mods/1653
If you want to spice things up you can download one of the human behavior files of Brutal Combat and merge them with the xml files of BCEu for an even greater challenge.
As I said - I'll post updated version after this weekend. Here in Russia its 3 day weekend so it will be posted somewhere around 14th of June.
I'm not at home,thats why I'm not posting anything even after a quote from CDPR forums about BCE2 being discontinued.
Click
Oh wait,what is this.
CDPR changed lots of things in scripts and xmls with lots of "hidden" interactions. And I wanted to provide a real working copy with as many things fixed as possible. But you guys are so freaking awesome that you continue to harass a guy who is trying to help the best way he can.
While reverse engineering and porting script changes done by authors of BCEv2 is kinda "easy" work - finding all the "hidden" interactions with new UI of v1.21 and B&W additions is hell. And xmls just take a bunch of time too due to how badly script merger manages vanilla dlc bundles.
TL; DR; You have really pissed me off boyz, so as for now I've released a maintenance version of BCEv2 for patch 1.21. It DOES NOT include NGP compatibility yet (coz you kept harassing me and this s#*! was done in a hurry), however it maintains all features of original BCEv2 while NOT breaking any B&W new feature (atleast I hope so).
P.S. Haters gonna hate.
From permissions set for this mod:
"Better Combat Evolved is a Nexus-exclusive mod. If this mod is seen on any other site (except github), then it is stolen.
You may not copy this mod and claim it as your own.
You are completely free to make BCEv2.0 compatability patches for other mods."
So if I read this right - I'm not allowed to distribute or host this mod anywhere else but Nexus.
On the other hand I treatise this "You may not copy this mod and claim it as your own" as I could post updated and a bit modified version of BCEv2 on Nexus with all the credits going to BCEv2 authors.
What do you guys think?
Don't rope us in with 1 guy being a douche! We all wrote we'd love you for it. It's just that the loudest hate remains more present in your mind that 10 people who agree : )
As far as the ownership goes you are not copying or claiming it as your own. You created a compatebility mod for the current version of the game. I asume your fix is not a copy of the entire mod but just a patch for the existing mod correct?
Put a link to the main mod in the description and a disclaimer that the main mod was not made by you but by Chickenudoom if you're worried and you should be golden.
Thank you for your work hard work : )
About the update method; do I need too remove old version or install on top of it?
Cheers for your hard work!
Its not like F3-4 or Skyrim modding where you just overwrite needed entry with highter load order mod and you are good. In W3 you need to script merge mods touching the same file.
So I've updated the mod to be played alone on unmodded game. Otherways you will need to script merge it like any other mod.
And no,you don't need the original mod in your Mods folder (actually having it will hurt your game). Technically my upload is a handpicked copy of all the changes done by BCEv2 authors ported into patch 1.21 and B&W reality.
P.S. I've found some bugs inside of the original BCEv2 and also some redundant changes/files. I'm going to fix this (coz first of all I'm doing this for myself) and share it via nexus hosted mod (with proper credits to Chicken and BCEv2 authors). If it will violate any rules or permissions I ask this guys to contact me at any given time to hide or not release this.
And there could be one other thing in which I'm not 100% sure. I've uploaded a "build" copy from my work PC with folder name of "modBCEvolved2 - working copy" it could be so that W3 engine don't understand foldernames with whitespaces. Try to rename a folder into just "modBCEvolved2".
More or less even if you try it on unmodded game - the first time you start a game after mod installation there should be a different window about REDEngine trying to compile scripts. If you don't see this - its wrong folder name for sure.
P.S. For me it works at my home PC with ~50 other mods containing script and xml edits (everything merged ofc). The only difference is folder name.
As for alternative attacks or ults(CDPR naming) it is for sure on your side, mine works ok.
Might be one of the cases - either you've loaded a save and didn't consume clearence potion to reset skills behaviour, you've merged something wrong or you've started/loaded save from NGP(which is not supported yet, ETA 1-2 days).
Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(10) : Class 'CBTTaskMaintainSpeed' already defined.
Error [content0]game\behavior_tree\tasks\monsters\bttaskmaintainspeed.ws(74): Class 'CBTTaskMaintainSpeedDef' already defined.
Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(4): Class 'CBTCondIsMan' already defined.
Error [content0]game\behavior_tree\tasks\reactions\bttaskisman.ws(15): Class 'CBTCondIsManDef' already defined.
If so - just delete this folder "content/content0/scripts/game/behavior_tree/tasks/hacks".
If you got other errors - just install this.
Thanks for your work, however.
Almost finished with it, just polishing things. Oh and I think I've fixed yrden.
@Saggitarius whats your problem with the safedevelop command?
Maybe i'm using it incorrectly, i'm not sure