The Witcher 3
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Faen90

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  1. Faen90
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    ~~ Installation ~~
    Please carefully read the Installation Instructions in the archive. 

    for any questions, suggestions or feature requests please post below or join my Discord server.

    ~~ Bugs ~~
    I only offer support for the current version of this mod, please do not attempt to report bugs if you are not on the latest version. If you post a bug or issue here don’t be surprised to see it vanish, I will have moved it to the bugs section (that’s where bugs live) and hidden the comment from the main posts, Its much easier for me to keep track of issues this way rather than having to search the comments.

    ~~ Translation Instructions ~~

    Spoiler:  
    Show

    Make a copy of the "en.csv" file found in this mod and rename it to your language (fr, pl, ru etc...) 

    There are 3 sections to each localisation line in the file. Those are the ID, Key and Text sections.


    2116568026||panel_BT_Name|Botanist

    Don't touch the ID or Key parts. Change the text into your language and then encode the file using W3Strings Encoder.

    To get this to encode successfully put the exe in the same directory as the file, open a 'cmd' window in that directory and type the following line by line pressing enter after each line. Remember to change the xx to your language.


    del *.w3strings
    w3strings.exe --encode xx.csv --force-ignore-id-space-check-i-know-what-i-am-doing
    del *.ws
    rename xx.csv.w3strings xx.w3strings

    After that just drop the file into modBotanist\Content and say yes to overwrite and it should appear in game.

    If all goes well and your happy with your translation, send it over to me to be included on the mod page with credit!
  2. helloon
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    I followed the instuructions for the instalation. I still don't have a Botanist tab for the map.
    Imgur screenshot


  3. Myrdo
    Myrdo
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    Hi Faen,
    i think you missed some herb definitions i.e. Bison Grass, Blue lotus, Holy basil and Winter cherry.
    Noticed this as i was updating my mod for Content Expansion - Time of the Sword and Axe and took a look at your code :D

    Cheers
    1. Faen90
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      Hmmm so they grow out on the wild? 
    2. Myrdo
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      i think so, they are from B&W expansion, but i am not sure, if they grow in the wild...
  4. AlexDelon077
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    Hi there! Thanks for your work
    Have a question about quantity. Im playing with W3EER and when you collect the plant you have like 5-10 instances of the herb at once. I dont remeber how it was in vanilla, but i guess it was simply one. And therefore i have a question about installing instructions and specifically this line: Botanist_Mod_Quantity=60
    Because it looks like if i reach the cap(if this line is about this which im not sure xD) in my inventory herbs stop from displaying on the map. So the question is if im not mistaken and would it be okay to raise this number to something much higher or maybe some other workarounds?
    1. Faen90
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      Quantity represents the minimum amount you want to collect, so for instance if you set the quantity at 30 Celandine and you already had 20 in your inventory or stash, you would get map markers for 10 you need or the maximum amount of discovered and lootable plants in the region if less than 10.

      hope that makes sense. 

      Copy all of the lines over regardless then edit them in the mod config menu to your liking.

      you can raise the cap to whatever value you like, however.. there are 15 types of herbs, 15*60 is 900 possible map markers and 3D markers, this is the maximum I tested with, pushing it any further could potentially slow down your game due to the workload. So be aware of that.
    2. AlexDelon077
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      Thanks for reply!
      Ye ive already raise the number to 600 and it works as intented, another thing is that i have all White Orchad covered in markers xD, so i guess i should dive deeper in menu and try to make more sensible values) and one thing to clarify - when i run near the plant it will be registered, if i dont collect, it will be on the map. And if i collect, it will be displayed on the map only when grow again? 
    3. Faen90
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      yes the map markers will enable and disable with the plants respawn schedule
  5. Ph03nix89
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    Getting the following compilation error after successful merges, following the installation notes for each mod/patch and the script merge example to the letter with no luck and I've also tried merging all my scripts from scratch with the same results. Seems to be a similar problem to mfweishen on July 8th but with some extra clashes.

    I'm on 4.03, using the Base - Smooth GUI version of the Community Patch and I don't have The Stable installed(which afaik I don't need
    based off the mod description)

    I've had multiple goes at this with no luck and it's late so if anyone can give me some pointers that'd be much appreciated:

    Error [mod0000_mergedfiles]game\player\playerinput.ws(1757): Could not find function 'GetRadialPopupShown'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1764): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1764): I dont know any 'EISPM_RadialMenuSlot1'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1766): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1766): I dont know any 'EISPM_RadialMenuSlot3'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1780): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1780): I dont know any 'EISPM_RadialMenuSlot2'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1782): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1782): I dont know any 'EISPM_RadialMenuSlot4'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1865): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1865): I dont know any 'EISPM_RadialMenuSlot1'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1868): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1868): I dont know any 'EISPM_RadialMenuSlot2'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1871): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1871): I dont know any 'EISPM_RadialMenuSlot3'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1874): Could not find function 'PotionSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1874): I dont know any 'EISPM_RadialMenuSlot4'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1896): Could not find function 'OilSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1900): Could not find function 'OilSelectionPopup'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1930): Could not find function 'GetRadialPopupShown'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(1970): Could not find function 'GetRadialPopupShown'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(2008): Could not find function 'GetRadialPopupShown'
    Error [mod0000_mergedfiles]game\player\playerinput.ws(2043): Could not find function 'GetRadialPopupShown'

    Warning [modbotanist]local\botanist_compiled.ws(1237): Adding state 'disabled' to class 'BT_Harvesting_Ground' which is not a state machine. Did you forget the 'statemachine' keyword in class?
    Warning [modbotanist]local\botanist_compiled.ws(1249): Adding state 'waiting' to class 'BT_Harvesting_Ground' which is not a state machine. Did you forget the 'statemachine' keyword in class?
    Warning [modbotanist]local\botanist_compiled.ws(1261): Adding state 'update' to class 'BT_Harvesting_Ground' which is not a state machine. Did you forget the 'statemachine' keyword in class?
    Warning [mod_0bettericons2022_english_dinpro_ardbombs]game\mod\hudefaulticons.ws(15): Native function 'GetItemIconPathByUniqueID' was not exported from class 'HUDefaultIcons' in C++ code.
    Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
    Warning [modsharedimports]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.
    Warning [modprogressonthepath]local\progressonthepath_compiled.ws(8084): Return statement prevents the execution of successive lines of script
    Warning [modprogressonthepath]local\progressonthepath_compiled.ws(8088): Return statement prevents the execution of successive lines of script
    Warning [modprogressonthepath]local\progressonthepath_compiled.ws(8114): Return statement prevents the execution of successive lines of script
    Warning [modprogressonthepath]local\progressonthepath_compiled.ws(8115): Return statement prevents the execution of successive lines of script
    1. Faen90
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      The latest version of the mod is for game version 4.0.4 as per the change log. Please use version 1.0.5 for game version 4.0.3
    2. Ph03nix89
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      Thank you that worked, the only thing I didn't read...along with the permissions :)

      Excellent mod btw
  6. satyananda0
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    Hello!! Your mod is working great here , thanks for your work .
    I use the AutoLoot All-in-One mod, but I disable the herb loot because picking up the herbs by automatic loot they are not registered on the map. Would you have the intention to make a patch for this mod? Or any suggestions I can tweak here?
  7. motherfuckingweishen
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    Got this error in script compilation, 

    Error [mod0000_mergedfiles]game\player\playerwitcher.ws(6126): Could not find function 'DetectTagOfASet'
    Warning [modbotanist]local\botanist_compiled.ws(1113): Adding state 'disabled' to class 'BT_Harvesting_Ground' which is not a state machine. Did you forget the 'statemachine' keyword in class?
    Warning [modbotanist]local\botanist_compiled.ws(1125): Adding state 'waiting' to class 'BT_Harvesting_Ground' which is not a state machine. Did you forget the 'statemachine' keyword in class?
    Warning [modbotanist]local\botanist_compiled.ws(1137): Adding state 'update' to class 'BT_Harvesting_Ground' which is not a state machine. Did you forget the 'statemachine' keyword in class?
    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.

    Can help?
  8. satyananda0
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    Hello !! Nice mod. Thanks for that.
    The Primer (Next Gen) mod has an optional file folder where it adds information about herbs (reenable_herb_loot_info). As you said to delete the Primer's herb file, I believe that this other optional file is not for use with your mod. Am I right ?
    1. Faen90
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      Yeah that is correct, Botanist will tell you what you need to know about what herbs are where and such
    2. satyananda0
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      thanks
  9. irulannaba
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    what is the mod priority? community worldmap should win over botanist right? 
    also, I already installed progress on the path which includes your shared utility, I shouldn't overwrite them right?
    1. Faen90
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      you should always overwrite to ensure your on the latest version of SU, and yes Community Patch World Map should win any conflicts
  10. veskoandroid
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    Hi K1ngTr4cker, is there any chance for OG version? I love the mod, its great idea, but am on OG atm. Woould love to have it in my next paly, im just modding one.  Thx!
    1. Eisenh31m
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      +1
    2. Faen90
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      Sorry, I have no plans to backport any of my mods... moving on with the times and all that :)
  11. Phaz42
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    Interesting new mod! A lot time went into this, I can see!

    I've been trying it out for a couple of hours yesterday (during regular play). I had the feeling that sometimes the 3D markers didn't show, while they should. I had discovered herbs in range, that were shown with the new icons on the map, and I was not above the inventory limit. Not sure yet of the exact circumstances, will keep an eye out if it happens again and report back.

    Also I noticed that the 3D markers don't show if you disable NPC chatter in the HUD options. I guess you're using that system to display these? I prefer to have that turned off, but that's not possible then?

    Edit: And a question, would it be possible to add herbs in the map/database if you've highlighted them with Witcher Senses? That would add a little more flexibility than just when you have the interaction on screen to pick it up. At that point you're basically standing on top of it, so you might as well pick it up anyways. (I know it still has benefit to register it for the future.)
    1. Faen90
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      Hey there,

      so the actual calculation is inventory count + already displayed, if you need 30 celandine, have 20 in inventory and 3D markers already on 10 then it won’t do anymore, this way the system doesn’t get bogged down.

      interesting about NPC chatter, didn’t know about that and I’ll look into a potential workaround.

      the Witcher senses is a good idea, I’ll look into that.