The Witcher 3
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dnbnhlp

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  1. dnbnhlp
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    PATCH 4.04
    This mod updated to 4.04 compatible.
    CHANGELOG:

    • 1.01: Fix skill's description using overlevel value for calculating.
    • 1.02: Fix compatible with 4.04 update. Fix bug with passive bonus components of skills (adrenaline, stamina...).
    • 1.03: Fix bugs with some skill when overleveled while still equiped.
    • 1.04: Fix overleveled skill sometime grant 1 less level effects/bonuses.
    • 1.05: Fix starting new game with this mod prevent player casting Signs (thank Markplm and sleepy068).
    I'm very appreciated for your help of tracking bugs and suggestions.
  2. BronzeAndFire
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    I'm also having a similar problem to everyone else - the ability activation doesn't work.

    Also, I found that it seems that the ability has an extra effect when it is added to the maximum level, but if it is removed from the skill slot, the effect disappears again
    1. beckclgt
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      mine too, it didn't works for some passives like increase HP
  3. choosenopackage
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    This seems to be working for some skills but not others. General skills in particular are not working correctly at all, checking with the character stats you can see you don't benefit from cat school techniques, metabolic control also does not work, the only one that does seem to work is gourmet. Really cool concept for a mod too unfortunately, I love the idea of leveling up skills to enhance them further.
  4. demonspawn41
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    I feel like a fool, but I can't get this to work. I did it manually and followed the instructions, but I believe I messed up some steps. I am not getting any option to upgrade my skills beyond normal, and they are not staying active. I am using the less balanced version. Does anyone have any ideas what I could have done wrong?
    1. urodskij
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      I had the same problem, Ive taken folder"modLuckizdOverLeveledSkillAlwaysActive" from "Skill always active - Balanced" and put to folder mods, after that everything goes as intended.
       Thanks to dnbnhlp for the mod
  5. Protoplast
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    Excellent mod!
    Just what I needed :)
  6. BBanjoo
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    Can you explain why the less-balanced option has 3(+3) instead of just 3(+1) to make it ACTIVATE? What does spending the extra 2 points do?

    If it becomes activate without equipping at 3(+1) as its 0/1/2?
    Is it limitation of the system and has to be like that?
  7. PJ316
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    Hi! This is an awesome mod I have had for quiet some time, at least in the classic version, but now in NG+, I feel I have a lot of skill points and its kind of easy to overlevel some skills. Do you think you can make an optional version that requires double the skill points to over level skill?

    Like 2/4/6? Instead of the regular balanced version that requires the same amount of points.

    If not possible, then dont worry, but if you can, that would be cool :D

    Thanks in advance!
    1. dnbnhlp
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      I make a Doubled version by editing values on Balanced version, but I don't have TW3 installed currently (not in near future) so I'm not sure it working or not, so I will be very appreciated If you can give update on how this Doubled version working properly or not.
    2. PJ316
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      Oh my! Yes, I can test it :D

      Just, if it's not obvious haha, Im on next gen right now, to avoid any confusions with my pervious comment xD
    3. PJ316
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      Just noticed that you already uploaded the new version, it works! But you actually trippled the points, so it goes 1/2/3 - 3/6/9.

      Also, I had to rename the mod folder just to have both installed, one disabled obviously, but no biggie.

      Edit: I noticed something else. I dont remember if it was like this on the vanilla game, without your mod, but with the balanced version the activated skills via skill slot were giving like 20% of the bonus of its mutagen, i.e. if I put a red mutagen on a slot and then 3 red skills, the bonus would've been +60% attack power, but now with the new version, it goes 20% for the first red skill and then 10% each for the other 2, making it +40% total, like this: 

      Edit 2: it happens with all sklls btw. In my build, the blue mutagen should give +60% Sign intensity and green +900 Vitality

    4. dnbnhlp
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      but now with the new version, it goes 20% for the first red skill and then 10% each for the other 2, making it +40% total
      I think 40 is the vanilla value when I was trying with Next Gen version.

      You can open this mod files (only 2) with any text editor like Notepad. Any edited code was noted with some keyword like // OverLeveledSkillAlwaysActive begin
      return RoundMath(skills[skill].maxLevel * 3);
      // OverLeveledSkillAlwaysActive end
      Balanced version was multiplied by 2, Doubled was 3 (as above). You can find all those lines (not too many), edit them to your desired value. Hope you can find you perfect playthrough.
    5. PJ316
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      Thanks!! I will try to edit it and play with values but if Im being honest, so far I havent seen any changes from what you did xD

      The reason I think is I can read some of the code and prob understand a bit what some lines do, but in general, I still dont know what does what lol
      That, and I actually dont know C++. Just have a little knowledge of javascript and ruby. So, Im basing my lecture of the code on that xD
  8. outdun
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    It doesn't seem to be working on general skills for me, or at least two I've tried so far, strong back and griffin school techniques. They light up like they are equiped but their effect isn't active. Skills I've tried from other categories seem to be working from what I can tell.
    1. dnbnhlp
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      Thank for your feedback, I will check this when I have time for TW3 again. As for general skills, I tested with some and they work fine like: Cat school, Gourmet, Gorged on Power... You can test with Survival Instinct too, those are some easier to check General skill with stats listed on character page.
    2. junten45
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      Me too.
      not workded on general skills.
    3. EvenDeathMayDie
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      Me too.
      Only Gourmet worked.
  9. ekimovyura
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    Почему-то не работает на общих навыках
    1. dnbnhlp
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      Last time I play General skills is activated when leveled to level 2. Please try with this mod only to see if there is any mod conflict.
  10. RavixVi
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    help me solve this   (My version 1.31 GOTY)
    Error [modluckizdoverleveledskillalwaysactive]game\gameplay\ability\playerabilitymanager.ws(1612): Could not find function 'NoticeAchievementProgress'
    Error [modluckizdoverleveledskillalwaysactive]game\gameplay\ability\playerabilitymanager.ws(2692): Cannot call private function 'RemoveExtraOilsFromItem' in class 'W3PlayerWitcher' here.
    Error [modluckizdoverleveledskillalwaysactive]game\gameplay\ability\playerabilitymanager.ws(2696): Cannot call private function 'RemoveExtraOilsFromItem' in class 'W3PlayerWitcher' here.
    Error [modluckizdoverleveledskillalwaysactive]game\gameplay\ability\playerabilitymanager.ws(3352): Could not find function 'NGE_SetUsedPoints'
    Error [modluckizdoverleveledskillalwaysactive]game\gameplay\ability\playerabilitymanager.ws(3353): Could not find function 'NGE_SetFreePoints'
    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.
    1. RavixVi
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      used script merger too but no conflicts
    2. dnbnhlp
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      This is 4.04 version. So if you know some about coding, you could make a 1.32 version yourself. Find corresponding file from your witcher3 folder\content\content0\script, copy them to my mod folder, overwrite. Download this mod again, open files in this mod by any text editor, find changed codes (there is some "mark" of begin and end of changed lines, not on computer right now), add them to your 1.32 files. If you do it right, it will become compatible with 1.32 game version.
    3. RavixVi
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      wow can't do that
  11. BOSRELLO
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    how do i know if the skill is active while not in slot do i just add 1 skill point to it? just a bit confused
    1. dnbnhlp
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      If a skill is actived the game will light up their background, red for combat skills, blue for sign, green for mutation. A skill with max level of 1/2/3 will require add additional 1/2/3 skill points to become auto activated without required equip it to a skill slot.
    2. BOSRELLO
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      thanks bro
    3. ikl567
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      Do u know if it does the same for basic skills? the orange ones, bc im my playthrought they dont seems to activate but i can upgrade them indefinitely
    4. dnbnhlp
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      Upgrade infinitely? Does the skill point go down? Normally with Genneral skills overleveled at 2, it still asking you to upgrade but you can't and no skill point used. You can check if it work or not by upgrade skill that increase food duration or attack damage when equip light armor, they are easy to verify.