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  1. Chickenudoom
    Chickenudoom
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    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)

    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.
  2. Chickenudoom
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    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.


    If you want to be involved in the discussion regarding this new project, click this link. Feedback and suggestions are always welcome!
  3. ReqviemEnvy
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    Why call it "Better Combat Evolved" and then make changes to non-combat related things? Ridiculous.
  4. Kakashi2016
    Kakashi2016
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    1.31?
    1. Ngoogd
      Ngoogd
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      is v1.32 compatible?
  5. ligonflarius
    ligonflarius
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    This game changes stuff that isn't related to combat. like prices. This gets me confused.
  6. Kliv
    Kliv
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    Sorry for my English. Tell me please how you increased the toxicity to 1000 ?? In which files is this parameter?
  7. apwbd13
    apwbd13
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    Is there any way to just take the new skill tree
  8. dekar2k5
    dekar2k5
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    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. etisvoloch
      etisvoloch
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      Why would you use 1.21 gameversion and BCEv2 when there is BCEv3 available for 1.22 gameversion? :/
  9. etisvoloch
    etisvoloch
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    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.

    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 )
    1. BadYuyu
      BadYuyu
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      Much <3 ty dude
    2. Glitcher
      Glitcher
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      u own dude thx ^_^
    3. Neoragen
      Neoragen
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      the 1.22 version, is when you have the DLCs?
    4. bollowz
      bollowz
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      thanks man God Bless you!!
    5. societyx
      societyx
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      Anyone confirm this works?
    6. etisvoloch
      etisvoloch
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      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:

      Yeah that's fine, feel free to make a fork. You have my full permission to maintain BCEv2 on a new nexus page


      So 1.22 and later versions will be hosted on a separate mod page.

      All Hail Hydra! j/k
    7. societyx
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      Hey if you get a chance I MSG'd you about an issue I was having, maybe has to do with 1.22 I dunno?
    8. societyx
      societyx
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      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.
    9. etisvoloch
      etisvoloch
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      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.
    10. societyx
      societyx
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      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
    11. etisvoloch
      etisvoloch
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      • 31 kudos
      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.
    12. societyx
      societyx
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      Ugh I wish they'd stop messing with it. Modding is retardedly hard enough in this game without them jacking it up even more..
    13. BartSnow
      BartSnow
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      • 7 kudos
      So after installing the latest version everything works (yrden etc) but my boots from viper set disappeared.
    14. lurumagno
      lurumagno
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      Ty for your mork mate.

      Regards.
    15. etisvoloch
      etisvoloch
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      @BartSnow Really strange behaviour coz BCEv2 in its current version don't touch any HOS files exept for trophies.xml

      Just add them with the console I guess.
    16. BartSnow
      BartSnow
      • supporter
      • 7 kudos
      edit: upgraded boots from starting set. Anyway, I will tray to add them via console. Thanks again for taking care of this mod.
    17. etisvoloch
      etisvoloch
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      Hmm,OK,this is intended.

      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.
    18. Aiolios
      Aiolios
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      I am grateful but there is a lil' problem : with the new skill tree , the mutation tree disapears
      Is there a way to fix that or anything ?
  10. etisvoloch
    etisvoloch
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    • 31 kudos
    Updated version is up.

    Come join me in comments there. I haven't fully tested it yet ingame, but should be fine.
  11. etisvoloch
    etisvoloch
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    Hmm should I post my 1.21 updated version here or wait a bit more if Chicken would show up with the official release?
    1. Sukha
      Sukha
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      The people need this bruh
    2. BartSnow
      BartSnow
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      • 7 kudos
      second that
    3. etisvoloch
      etisvoloch
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      I will wait out this weekend and if Chicken will not release a fix - I'll put down mine.
    4. Snk77330
      Snk77330
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      bruh I'm dying post it please
    5. wagabart
      wagabart
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      Give us your updated version.
    6. Vranir
      Vranir
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      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

    7. wagabart
      wagabart
      • member
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      "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.
    8. 23585780
      23585780
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      please update to version 1.21
    9. BadYuyu
      BadYuyu
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      • 1 kudos
      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
    10. BartSnow
      BartSnow
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      • 7 kudos
      Is Your version also compatible with Blood and Wine, or just 1.21 patch?
    11. deleted30920795
      deleted30920795
      • account closed
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      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.
    12. etisvoloch
      etisvoloch
      • member
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      I doubdt you don't even know what you are talking about.

      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.
    13. Thojorkill
      Thojorkill
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      If you are serious, and have knocked out a 1.21 update (with B&W compatability) you'll be a hero. I can't wait any longer to start a new game!
    14. imiguelme
      imiguelme
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      I think he is just trash talking about "his updated version" of the mod
    15. etisvoloch
      etisvoloch
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      Ye,for sure I am.

      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.
    16. etisvoloch
      etisvoloch
      • member
      • 31 kudos
      Now the real hard part.

      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?
    17. BadYuyu
      BadYuyu
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      • 1 kudos
      "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.

      Thank you for your work hard work : )
    18. BartSnow
      BartSnow
      • supporter
      • 7 kudos
      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?
    19. Saggitarrius
      Saggitarrius
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      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.

      Cheers for your hard work!
    20. etisvoloch
      etisvoloch
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      • 31 kudos
      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.
    21. wagabart
      wagabart
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      Thank you very much for this! And don't listen to the haters.
    22. wagabart
      wagabart
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      • 0 kudos
      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.
    23. etisvoloch
      etisvoloch
      • member
      • 31 kudos
      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.
    24. wagabart
      wagabart
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      Yes, the name was the problem - after changing it to "modBCEvolved2"everything works perfecty. Thank you.
    25. Thojorkill
      Thojorkill
      • supporter
      • 0 kudos
      No hate here brother. You are awesome for kicking this downrange! Don't listen to the loudmouths.
    26. wagabart
      wagabart
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      • 0 kudos
      I have problem with yrden. After installing mod my sign doesn't make a circle but appears in one point. Is this intended ?
    27. insomnies
      insomnies
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      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 ?
    28. etisvoloch
      etisvoloch
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      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).
    29. wagabart
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      • 0 kudos
      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.
    30. Jozern
      Jozern
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      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.
    31. etisvoloch
      etisvoloch
      • member
      • 31 kudos
      OK,its on my end. Uploaded outdated script folder which was causing such bugs. Just redownload from the same link and remerge.
    32. Thojorkill
      Thojorkill
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      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.
    33. etisvoloch
      etisvoloch
      • member
      • 31 kudos
      Let me guess you got this errors?

      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.
    34. Cents97
      Cents97
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      I still can't install your updated version if I use a NG+ save file, right?

      Thanks for your work, however.
    35. etisvoloch
      etisvoloch
      • member
      • 31 kudos
      "started/loaded save from NGP(which is not supported yet, ETA 1-2 days)"

      Almost finished with it, just polishing things. Oh and I think I've fixed yrden.
    36. wagabart
      wagabart
      • member
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      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 ?
    37. Saggitarrius
      Saggitarrius
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      Has anyone figured out an alternative to the Safedevelop command?
    38. etisvoloch
      etisvoloch
      • member
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      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?
    39. Saggitarrius
      Saggitarrius
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      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.

      Maybe i'm using it incorrectly, i'm not sure
    40. etisvoloch
      etisvoloch
      • member
      • 31 kudos
      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).
    41. wagabart
      wagabart
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      Eh, and now CDPR relased a 1.22 patch.
    42. etisvoloch
      etisvoloch
      • member
      • 31 kudos
      If they will delete comments in script files again - I'm gonna rape them >.<
    43. wagabart
      wagabart
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      I think they didn't it is rather fixing bugs patch from what I saw in changelog.
    44. BadYuyu
      BadYuyu
      • member
      • 1 kudos
      @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
  12. Neoragen
    Neoragen
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    Just a question guys, is this mod or any other combat mod campatible with the DLCs?
    1. BadYuyu
      BadYuyu
      • member
      • 1 kudos
      this one is not compatible with the current patch (and DLC). But Look a few posts down someone made a compateblility patch.