Okay, so I found a couple of small bugs in this mod. Namely there is a bug with finding the fifth Aard PoP having an error in it's conditional.
The check for all PoPs found would also never trigger with how it was originally written. I've uploaded my copy of the placeOfPowerEntity.ws with fixes to here: https://gist.github.com/mburbea/787b92a057a0f02bb5c0b1f60d396d69
If you want me to take it down please let me know.
I don't think it'll curropt unless you already found the 5th Aard PoP/All PoPs (although that 5th is kind of a requirement for all...). If you see sign power increased f*#@!, that means that your progress is curropted and theres not much to do to fix it.
Hi, I noticed that whenever I use potion of clearance, the sign buffs from the places of power I have already collected decrease by 5%. this is extremely annoying as it means I'll have to load an old save and just forget about respec, or wait until ng+, because I can't collect the same PoP again to return my current sign bonus.
For some reason Script Merger requires two impossible merges with "mod0000_MergedFiles" -[4.0.0 + 13 mod]
PS: by manually setting the priority and ignoring the Merge Script the mod seemed to work because the HUD was displayed correctly, but the new Gorged of Power bonus was missing from the character sheet and the PoP % were buggy
Ignoring script conflicts is not a wise choice IMO. Whenever I have a trouble with TW3 mod, I usually try some steps like this: - Try that mod alone to see if it work or not. - Un-merge all my mods then merge them again, when encountering conflicts and being asked to solve them, preserve each mod's code block often solve most of conflict, dont go with Script Merger's line by line. You can copy, paste and edit directly when solving these conflicts. - Sometime you can't have both fish and bear's paw, so when you can not solve mods' confict, keep mod suite your taste and remove other. Have a nice day.
I tried it now, and the mod alone doesn't work. Could it be because I'm using version 4.0.0?
it didn't work because I installed it incorrectly, after unzipping, in the first folder "modLuckizdPlaceOfPowerHUD", there is a subfolder, I had to insert that
Try this file PlayerAbilityManager.ws, I did a quick merge with this mod and 2 mod you've mentioned. Replace PlayerAbilityManager.ws file in this mod, remove No Skill Restriction mod, delete PlayerAbilityManager.ws on More Skill Slots with Interface. Hope it will work.
thank you so much for the support, I did everything you told me but unfortunately I still encounter 2 conflicts with "Any Skill in Mutation Slot", and again the characterMenu.ws of 0000_MergedFiles...
I planned of restructure this mod for better merge friendly so when I do so I will see if I can help you (I don't use W3EE so I do not sure if I can do it though).
Your mod is a powerful reason to start exploring the map now, it’s a more reasonable mechanic than vanilla. Congratulations. I have a question regarding the HUD-less version. Does the increase given by each PoP apply in the same percentage for its corresponding spell?
I ask because in a new game, in White Orchard, I have observed that after visiting the PoP of Yrden and Quen, the signal intensity statistics that appear in the inventory increased by a total of 2%. However, when visiting the PoP of Axia, there is no percentage increase (I expected to see a 3% increase after visiting it).
But when I visited the PoP of Igni, the total signal intensity increased to 3%. I noticed that when I visited the PoP of Axia, which was the one where I didn’t see an increase in signal intensity percentage, I also went up to level 2 of experience.
Could it be that the buff doesn’t apply when there is also an increase in experience level?
The mechanic I used in this mod is very simple, I duplicated original PoP buffs (which increase each Sign intensity by 20%) to 10 version which value ranged from 5 to 50%. So with Sign intensity increasing aspect, it is the same calculating as vanilla, but, calculating in Witcher 3 is very very inconsistent IMO (especially in regard of damage and spell intensity calculating).
Most of the time 10% increase of a stat (ex valued 20) not mean your stat multiply with 110% (which mean 20 * 1.1 = 22) but part of your stat multiply with 110% and plus with the rest of that stat which stay untouched (something like 12 * 1.1 + 8 = 21.2), all these can be more complex with equipments changing, new skills learned, temporary buffs... this is my experience with Witcher 3 calculating :D
This seem weird, actor.ws is a normal script file like any other script files in this mod, then why is script merger can not open it? Can you try install super roach stamina, this mod also have actor.ws file and see what happen? I can figured out what cause your issue at now.
I am having a similar issue. Super Roach Stamina loads just fine, as do all my other actor.ws mods I have installed. I think the issue is you've set all your files in this update to use the Unix Line End Style instead of the DOS Line End Style, so none of them load in KDiff3 when it comes time to merge.
Thank you, I will look at this (maybe I changed soemthing in notepad++).
Edit: Opened Notepad ++ and my current End Of Line setting is Windows style.
Edit2: I'm using Script Merger 0.65 with kdiff3 Version 0.9.98 (64 bit), changed some text in actor.ws and they merge fine. This bug seem getting out of my knowledge scope :(
Edit3: Can you try set Script Merger + Kdiff3 running with Admin role? Some file blocking issue can bypassed by this method (but I still can not figured out why actor.ws blocked...)
I can't remember correctly how much code's structure change from 1.32 to 4.03, but some file that I edited seem like have little to no change. So why don't you give it a try, download the mod, run script merger, if scripts can be merged, it will work fine.
The mod will most likely not work for 1.32 simply due to the amount of code changed.. Which is not a lot yet enough to give script merger issues. I expect the game to have problem handling certain functions due to them only being present in 1 file despite being dependent on more than 2. But who knows? Porting the mod should be easy.
Ye feel free if you want to port this mod. I think the bundle file don't change or changed but can be merged, script wise I note my changes by adding "//", before a line mean that line is vanilla, after a line mean that line is newly added. But one thing I forget is when I remove Gorged on Power check (S_Perk_14) so you have to search and do those manually.
55 comments
This mod is compatible and don't need update.
- 1.02: Add detailed stats for easier tracking to Gorged of Power's tooltip.
- 1.03: Fix already drawn Place of Power become availabe after game reload.
- 1.04: Fix a bug that cause all buffs disapear when relocating Gorged of Power 's slot (thank danaith123).
- 1.05: Fix a rare chance when the game forcefully remove all buffs on Geralt (thank NudnaTaGra).
- 1.05a: Fix bug caused by 1.05 fix (thank NudnaTaGra again).
Ideas and suggestions are always welcome. I'm very appreciated for your help of tracking bugs and suggestions.The check for all PoPs found would also never trigger with how it was originally written. I've uploaded my copy of the placeOfPowerEntity.ws with fixes to here:
https://gist.github.com/mburbea/787b92a057a0f02bb5c0b1f60d396d69
If you want me to take it down please let me know.
If u want this mod, don't use potion of clearance.
-[4.0.0 + 13 mod]
PS: by manually setting the priority and ignoring the Merge Script the mod seemed to work because the HUD was displayed correctly, but the new Gorged of Power bonus was missing from the character sheet and the PoP % were buggy
- Try that mod alone to see if it work or not.
- Un-merge all my mods then merge them again, when encountering conflicts and being asked to solve them, preserve each mod's code block often solve most of conflict, dont go with Script Merger's line by line. You can copy, paste and edit directly when solving these conflicts.
- Sometime you can't have both fish and bear's paw, so when you can not solve mods' confict, keep mod suite your taste and remove other.
Have a nice day.
I tried it now, and the mod alone doesn't work.Could it be because I'm using version 4.0.0?
it didn't work because I installed it incorrectly, after unzipping, in the first folder "modLuckizdPlaceOfPowerHUD", there is a subfolder, I had to insert that
Make compatible with w3ee redux, please. 🙏🙏
I ask because in a new game, in White Orchard, I have observed that after visiting the PoP of Yrden and Quen, the signal intensity statistics that appear in the inventory increased by a total of 2%. However, when visiting the PoP of Axia, there is no percentage increase (I expected to see a 3% increase after visiting it).
But when I visited the PoP of Igni, the total signal intensity increased to 3%. I noticed that when I visited the PoP of Axia, which was the one where I didn’t see an increase in signal intensity percentage, I also went up to level 2 of experience.
Could it be that the buff doesn’t apply when there is also an increase in experience level?
Most of the time 10% increase of a stat (ex valued 20) not mean your stat multiply with 110% (which mean 20 * 1.1 = 22) but part of your stat multiply with 110% and plus with the rest of that stat which stay untouched (something like 12 * 1.1 + 8 = 21.2), all these can be more complex with equipments changing, new skills learned, temporary buffs... this is my experience with Witcher 3 calculating :D
Edit: Opened Notepad ++ and my current End Of Line setting is Windows style.
Edit2: I'm using Script Merger 0.65 with kdiff3 Version 0.9.98 (64 bit), changed some text in actor.ws and they merge fine. This bug seem getting out of my knowledge scope :(
Edit3: Can you try set Script Merger + Kdiff3 running with Admin role? Some file blocking issue can bypassed by this method (but I still can not figured out why actor.ws blocked...)