Rather than updating the existing one, I created my own which I think uses a better solution to achieve the same effect. You can find my mod here: http://www.nexusmods.com/witcher3/mods/802/
I'm visiting family at the moment and don't have a Witcher 3 machine available so I can't check at the moment. I don't recall if it has NG+ support or not. I took the xml and texture.cache the original mod author had and used those so it would depend on if he had supported NG+ or not. I contacted the original mod author and he has no more time to update his mod, so this will become an official fork moving forward and I will make sure it supports NG+. I can take a look at the mod again after I get back on the 25th.
Depends on the mod. In this case, I didn't know how to unpack the texture.cache. But I did know how to unpack the bundle0.blob using the mod tools. The modkit-Quickguide.pdf explains the various commands. Then I used WinMerge to compare the xml contents with an uncooked version of 1.10 (how to uncook is explained in the modkit quickguide) and did the fixups needed and repacked the mod to a blob and generated a new metadatastore. It then worked fine with the texture.cache the authors provided.
For script mods it's easier. You can use a diff tool like WinMerge and just compare the content\scripts dir of the mod to the contents of <witcher install>\content\content0\scripts. Then you have to walkthrough the changes and make sure you take the right ones.
I've been playing at modding small things for myself for a bit now, so I'm getting more comfortable with reading the code and know what some things do. It can take awhile to get your head around, and I've only scratched the surface.
Correct. The original author will need to make that change. This is a quick fix to get the labels back. Which I'd rather have labels as the new icons while pretty still don't make managing the inventory any easier.
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For script mods it's easier. You can use a diff tool like WinMerge and just compare the content\scripts dir of the mod to the contents of <witcher install>\content\content0\scripts. Then you have to walkthrough the changes and make sure you take the right ones.
I've been playing at modding small things for myself for a bit now, so I'm getting more comfortable with reading the code and know what some things do. It can take awhile to get your head around, and I've only scratched the surface.