An update(1.01) with the first round of bug fixes and improvements for this mod is now available. Thanks for your feedback.
Update: A hotfix(1.01B) has been put out to fix a bug preventing you from dyeing anything but the Superior Devries' Extract. If you are having problems dyeing armor then make sure you have the latest version of the mod. Very sorry about that.
Installing the mod mid game causes a bunch of issues related to the Tir Na Lia potion. Even with cleardevelop the game seems to register a looted potion as a regular potion which means once you use it you cannot 'refill' it. The only workaround seems to be removing the potion then looting a new one however that is not my main problem: Autoloot mods attempt to loot the potion(s) over and over again which can be annoying due to a couple of reasons. Is everything I described the side effect of installing mid game - the changes made by the mod or perhaps some mod conflict? If it is a side effect would removing the potion before installing the mod fix the issues? I attempted to remove the Tir Na Lia potion thru console commands yet it seems that the mod changed enough stuff to not make it work even with the aforementioned cleardevelop.
Same for me. The Potion Tir Na Lia behaves very strangely with this mod installed, if you install it on an existing save where you've already encountered the potion.
Hi there. You cannot refill the potion until you've found the diagram for it. That's by design. The only way to get more until then is to loot. To make the potion behave like all the others I had to make it into a singleton item meaning it has charges and there is technically only of the item in inventory. People have reported some strange behavior installing mid-playthrough when having Tir Na Lia potions but it usually gets resolved after using the up the charges. My best advice would be to try removing all Tir na Lia potions from your inventory before installing. In regards to autoloot I'm not sure what's going on there as I don't use autoloot and never have.
I am unable to refill the potion by looting. Should have probably made that clearer the first time yet it is what it is. In other words if I use 1 charge of the potion I can only 'recover' it by throwing the current discharged potion away (using the in-game GUI of course) from my inventory and looting a new one. The problem was, I do not know why, the inability to throw away the potion. IIRC it was on a save where I already looted the potion and did not remove it then installed the mod. Even on a save in which I did not loot the potion at all I had issues related to refilling and the already mentioned auto loot. Perhaps it was due to the fact all saves were made without the mod being installed. Perhaps some mod conflict. I honestly do not know. All the other potions worked fine btw. Only the Tir Na Lia one was bugged most likely due to it's overall complexity.
Now that I think about it.. Was the Manticore armor set bonus accounted for while the mod was being developed?
I don't use autoloot but this continues to be a problem. Frankly, the Potion from Tir na Lia is a blight on this otherwise exceptional mod. Maybe if the base "drink" item was left unchanged so it could be looted and stack properly and the "potion" version was only obtainable via the manuscript it would be fine. Needing to trash the potion (whether consumed or not) every time you want to loot a Wild Hunt Warrior or needing to close out of the looting prompt every time is incredibly annoying (and obviously causes a major problem with autoloot for those who use it). A version without the Tir Na Lia potion changes or a different implementation would be greatly appreciated.
I send a fix year ago to Glassfish about the bug Grimmghost95 mentions. Open "scripts/game/gameplay/effect/effectTypes", and move this code just under "EET_ReinaldPhiltre,": //modExpansionZero Additional Alchemy Items EET_Devries, EET_TirNaLia, EET_Tiara, EET_Virga, EET_Willow, EET_Gadwall, EET_Wolf, EET_Rook, EET_StamPhiltre, EET_Lapwing, EET_Brock, EET_Steroids, EET_Bindweed, EET_Kiss, EET_Shrike, EET_WivesTears, EET_Wolverine, //modExpansionZero Additional Alchemy Items
Where do i open: "scripts/game/gameplay/effect/effectTypes" from REDKIT ? NVM found it. Do i copy paste the code you send one line under EET_ReinaldPhiltre ?
So I recently got into modding so new to this but I have noticed that whilst this mod works, it also for some reason removes the items/recipes from my save when I reload/fast travel - can fix with the restorePotions command, but not sure why it happens.
Nine months later, but I was having issues like this - crossbow getting unequipped, potions and bombs disappearing, etc. Cleardevelop was the solution for me if anyone comes across this.
Enhanced Virga requires 2 Grave Hag's Ears, base Virga requires 1, and there are only 2 Grave Hags in the game afaik. You'll be stuck with base Virga unless you choose the Blood and Wine story branch that lets you fight the boss that drops the ear or you get the bad ending of the main story that lets you kill the final Crone, who also drops it. The grave hag available via contract and the one guarding hidden treasure are the only ones you can't miss, and they don't respawn.
Unless I'm using another mod that changes this, it also seemed the drops from the 2 corpses left behind after fighting the crones depended on which 2 crones you kill first, so you can kill the one that drops the ear and get her drops despite her being the one that escapes. Granted this means backtracking into the cave with Geralt after killing the crones in the correct order, so many players might miss that drop anyway.
The contract, the guarded treasure, and the Great Escape are plenty sufficient.
I prepared the old gen version of this mod, I cannot share it now, I can upload it if I get permission from the author, or if I send the mod I prepared to the author, he will probably add it as an optional mod
I think there is an issue with the bear pheromone, the bears in Kear Morhen are still attacking me, tested the Nekkers' one in Velen and it was working as expected, so it's probably just the bear's
Hello, glassfish777. I really like the idea of restoring stuff that was originally designed for the game. It's like discovering some hidden gems in the cove.
Can you check your Inbox of Nexus Forums? I've sent you an localization file but didn't get any response.
Can you tell me exactly what you mean by "lootable corpses" will faintly glow? I don't get a glow from lootable guts dropped by enemies, nor do I get a glow from lootable corpse objects in the world.
91 comments
Update: A hotfix(1.01B) has been put out to fix a bug preventing you from dyeing anything but the Superior Devries' Extract. If you are having problems dyeing armor then make sure you have the latest version of the mod. Very sorry about that.
Now that I think about it.. Was the Manticore armor set bonus accounted for while the mod was being developed?
IRIS and her FATHER T pose after you escape through the painting in the winter blizzard in the HOS expansion "SCENES OF A MARRIAGE"
Open "scripts/game/gameplay/effect/effectTypes", and move this code just under "EET_ReinaldPhiltre,":
//modExpansionZero Additional Alchemy Items
EET_Devries,
EET_TirNaLia,
EET_Tiara,
EET_Virga,
EET_Willow,
EET_Gadwall,
EET_Wolf,
EET_Rook,
EET_StamPhiltre,
EET_Lapwing,
EET_Brock,
EET_Steroids,
EET_Bindweed,
EET_Kiss,
EET_Shrike,
EET_WivesTears,
EET_Wolverine,
//modExpansionZero Additional Alchemy Items
Does the same with some other mods too
The contract, the guarded treasure, and the Great Escape are plenty sufficient.
I think there is an issue with the bear pheromone, the bears in Kear Morhen are still attacking me, tested the Nekkers' one in Velen and it was working as expected, so it's probably just the bear's
Can you check your Inbox of Nexus Forums? I've sent you an localization file but didn't get any response.
additem('Recipe for Killer Whale 1')
additem('Recipe for Killer Whale 2')
additem('Recipe for Killer Whale 3')
additem('Recipe for Devries 1')
additem('Recipe for Devries 2')
additem('Recipe for Devries 3')
additem('Recipe for Tiara 1')
additem('Recipe for Tiara 2')
additem('Recipe for Tiara 3')
additem('Recipe for Virga 1')
additem('Recipe for Virga 2')
additem('Recipe for Virga 3')
additem('Recipe for Willow 1')
additem('Recipe for Willow 2')
additem('Recipe for Willow 3')
additem('Recipe for Tirnalia potion')
additem('Recipe for Bear Pheromone Potion 1')
additem('Recipe for Bear Pheromone Potion 2')
additem('Recipe for Bear Pheromone Potion 3')
additem('Recipe for Nekker Pheromone Potion 1')
additem('Recipe for Nekker Pheromone Potion 2')
additem('Recipe for Nekker Pheromone Potion 3')
additem('Recipe for Drowner Pheromone Potion 3')
additem('Recipe for Drowner Pheromone Potion 3')
additem('Recipe for Drowner Pheromone Potion 3')
Item commands:
additem('Tiara 1')
additem('Tiara 2')
additem('Tiara 3')
additem('Virga 1')
additem('Virga 2')
additem('Virga 3')
additem('Willow 1')
additem('Willow 2')
additem('Willow 3')
additem('Killer Whale 1')
additem('Killer Whale 2')
additem('Killer Whale 3')
additem('Tirnalia potion ')
additem('Pheromone Potion Bear 1')
additem('Pheromone Potion Bear 2')
additem('Pheromone Potion Bear 3')
additem('Pheromone Potion Nekker 1')
additem('Pheromone Potion Nekker 2')
additem('Pheromone Potion Nekker 3')
additem('Pheromone Potion Drowner 1')
additem('Pheromone Potion Drowner 2')
additem('Pheromone Potion Drowner 3')
buffme('EET_Virga',40000)
buffme('EET_Tiara',40000)
buffme('EET_Willow',40000)
buffme('EET_Devries',40000)
buffme('EET_Tiara',40000)
buffme('EET_KillerWhale',40000)
buffme('EET_Tirnalia potion',40000)
(those commands are the buff effects if one wants ONLY the effect without the toxicity cost)
Absolutely LOVE THIS MOD btw !! Keep up the awesome work keep restoring content we LOVE IT !