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Rae

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Ra3mon

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18 comments

  1. LiloLila
    LiloLila
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    • 20 kudos
    is this compatible with Missing Gwent Cards Tracker (Next-Gen)?
  2. LiloLila
    LiloLila
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    • 20 kudos
    I am slightly confused about the description, since it difes directly into technical talk.

    Is this mod "fix" and it changes existing cards by restoring how they SHOULD have looked? Or does it replace existing cards with currently unused ones? I mean I get that this isn't just a appearance change mod. But the current descrription is not really clear about that tbf.

    I get that risky restores cards that are vanilla but wheren't implemented. means you end up with both vanilla cards and restored cards. But that is only for the new cards, not the ones that got mentions prior to that in the escription.
  3. Shay94188
    Shay94188
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    • 0 kudos
    For some reason, the grrAdd() and grrRemove() aren't working. Maybe I used the wrong card id?
    1. Shay94188
      Shay94188
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      I figured it out, it really should be the "index" instead of "id". The "id" is gwint_card_XXX, and the "index" is the number you found in the gwintManager.ws.
  4. Matrelith
    Matrelith
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    • 0 kudos
    The safe option works for all cards, except the Blue Stripes Commandos. I have all three of them and they retain their default print. Any thoughts on how to fix it? 
  5. Harley14
    Harley14
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    • 0 kudos
    Does this Mod help me restore my gwent deck? I have an issue that when i beat the scoia'tel band from gwent high stakes quest all my gwent cards that i don't use disappear from my gwent deck, and also i visit the rewards on main menu and it says i have the roach gwent card in my inventory but it is not there.
  6. Divergent444
    Divergent444
    • premium
    • 42 kudos
    It would seem that this mod creates a duplication of all Gwent cards in merchant inventories. If you accidentally buy the duplicate as well, it will eventually get 'nuked' by the auto script. For example I bought two copies of Yarpen Zigrin from Elsa in White Orchard. The second copy eventually disappeared though.
    1. Ra3mon
      Ra3mon
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      • 2 kudos
      That's strange, I only noticed some cards that can be obtained in multiple merchants can reappear in the same merchant when you refresh the store but it eventually disappears when you collect the max amount of it. e.g: Gaunter O'Dimm: Darkness and Scorch. All the unique merchant cards don't really appear twice. I formally attributed it to other mods that I have in my current playthrough or just an NGE bug but it is something to keep in mind that it could be this mod that causes it.
  7. Crumb13
    Crumb13
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    • 0 kudos
    So I want to use the auto version but the description is very confusing. Are there any risks in using this mod for Next gen?
    1. Ra3mon
      Ra3mon
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      • 2 kudos
      The problem with the GrrUpgradeRisky command is that it'll generate new cards in your deck that's non vanilla, such savegames will not be compatible if you uninstall the mod.

      For example, if you're planning to use a gwent overhaul mod that also generates new cards but might conflict with GRR and you have to pick one or the other, I wouldn't recommend using the auto version or running the GrrUpgradeRisky command.

      Otherwise if you're planning to use only GRR for the rest of the playthrough, it should be fine.
    2. Crumb13
      Crumb13
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      • 0 kudos
      I understand now, thank you.
  8. CursedWitcher
    CursedWitcher
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    • 44 kudos
    That's a nice addition to the game, do you think there is chances it could be compatible with Gwent Redux if everything is properly merged? I'll test it later when I'll have the chance to see anyway, thanks for this cool mod
    1. Ra3mon
      Ra3mon
      • member
      • 2 kudos
      I'm actually not sure, from what I can read in the mod it seems like it'll add new card and/or change the cards that this mod interacts with. I'll take a deeper look into the script changes and see what I can do.
  9. danghvthanh1997
    danghvthanh1997
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    Does it include the auto risky/safe upgrade function of the optional files of the original mod?
    1. Ra3mon
      Ra3mon
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      • 2 kudos
      No, for now you have to run the commands yourself but I'll try to port it and make it an optional file to this update, most likely it's just a simple port of a script so it shouldn't take too long.
    2. Ra3mon
      Ra3mon
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      • 2 kudos
      It's now added as an alternate main version of the mod.
    3. danghvthanh1997
      danghvthanh1997
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      • 0 kudos
      I love it.
  10. ESW77Eternal
    ESW77Eternal
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    • 7 kudos
    Thank you :)