This mod should be installed MANUALLY !!! That's why the ability TO READ the (********) readme.txt is absolutely REQUIRED !!! Stop posting errors/bugs related to such issues !!!
Please use the latest MSF version (1.0.2) and the MSF hook version that matches your game version. Please run Script Merger - Fresh and Automated Edition and resolve any merging conflicts before posting your problems here. Please report any errors in the bugs section to keep the posts tab clean.
Merge Errors are no Bugs and will be closed. Unspecified bug reports without info will be closed. Bug reports that need more user info and stay unanswered will be closed.
To report an error with a container that shows malfunctioning loot behavior or should not be looted automatically, it would be great if you would:
1) Deactivate automatic mode 2) get as near to that container as possible 3) open your console 4) type "al_ea()" (without quotes) press <ENTER> 5) close your console 6) make a screenshot of the message that has popped up (you have 20 sec until this message vanishes) 7) send this screenie to me
ALL users: Opening a menu will update your AL MSF mod settings with the ones taken from the AL MSF mod menu thus overwriting any changes you made via hotkeys.
Smooth install for everyone with reading comprehension and looks professionaly made.
Unfortunately this mod doesnt behave the way i expect it to. You need the automatic mode enabled to auto loot (who wouldve guessed). But this also disables the loot menu popup for minor containers like sacks, crates and those alcohol storages. You activate them and Geralt grabs everything they contain. I dont want that, i want to look at the contents first and grab only what i desire. But if you disable automatic mode, it loots nothing anymore. What i expected is vanilla behaviour for everything except herbs and enemy remains. I hope to get a response if this is desired behaviour or a bug.
I also find it problematic that acoustic notifcations are disabled by default and that they also control the sound for manual looting. So when i looted a chest i was confused as to why i didnt hear the satisfying loot sound anymore. Maybe players want no sound when the mod looted but sound for when they looted manually.
During my 10 minute testing of all options to try to make it behave like i want, i also ran into the minor issue that the container menu stays open even if you looted it already. But it closes if you hit the take all key again. This happened when i looted the Cow gwent card. Maybe that happens only with those misc items. Would need to play longer to verify it but i thought id mention it nonetheless.
Ok so i might be a bit dense. Of course the behaviour that bothers me is intentional, its auto looting any container i interact with and even interacts with them on its own, duh. So it would be cool if you had an extra option so the mod only processes inventories it scanned for and not the ones the player interacted with. Im having a look through your code right now (it looks nice and clean, kudos) to see if i cant add that myself.
i think that the problem you describe can easily be solved with the right set of filters (e.g. loot sources) loot sources = ON herbs = ON actor remains = ON clutter = OFF or am i misunderstanding your point ?
if you are in hands-free, full automatic mode, you only have to interact with "protected" containers
Yeah you didnt get it quite right. I already had the settings you suggested, but was annoyed that the mod auto loots containers i as player interact with. I was confused that i didnt get the container popup when i pressed E to loot it (like a sack). I only want the mod to auto loot containers it scanned by itself (herbs and actor remains). I want to have to interact with all containers except the aforementioned. But i added that now and it seems to work. It just checks in the ProcessLoot function if the new setting is true and in_automatic_process is true, otherwise it yeets out of the function. But weirdly enough, the mod seems to have problems with Nostrix, it simply doesnt detect and/or loot it automatically and when you do it manually you get the container popup. When you loot the plant, the container is still open but empty and only closes when you hit the loot key again. Basically the same behaviour i had with that gwent card, before i edited anything. That probably belongs in a bug report, but tbh the mod has so many options that its hard to know if somethings intentional or not 😅 I want to thank you greatly for the mod, it'll make future playthroughs less tedious. And it was quite fun to sift through your code 🙂
BTW, as a former (amateur) programmer I really appreciate the thought and effort you put into this mod as well as the excellent installation instructions in the readme.txt. I followed them, but have not yet done the optional items, as I can't yet get it to run.
I really want this mod to work. I've installed it manually; along with the requirements, this is the only mod I have installed.
Problem: when I run the game, it crashes in Witcher 3s script compiler with a series of messages, starting with:
Error [modsettingsframeworkhooks]game\r4game.ws(108): Unknown type 'CR4IngameMenu' for property 'ingameMenu'.
followed by 34 more errors and then warnings. ( I could provide all of them if it would help.)
Is there a file I am missing to allow modding?
Environment: I've done a new install of the game on a new computer, MacBook PRO Max M4 processor, running Windows 11 under Parallels Desktop.
I had similar problems modding the Witcher 3 on my previous windows computer when Steam upgraded to version 4.04. I can't run Witcher 3 Redkit, as my computer doesn't support DirectX12
I've seen mods for "Community Fixes", but don't know which would work. Any recommendations?
hello, your script error(s) seem to be related to the required MSF not being installed correctly. Your post states that you are using the NON RedKit version of my mod. For this you need to install the corresponding NON Redkit version of MSF (the required mod): from the files tab choose: 0. modSettingsFramework 2. modSettingsFrameworkHooks for 4.04 merge your scripts and when resolving the conflict (manually) within ingameMenu.ws choose C and then B according to the pictures i posted
Thanks for this great mod, so much appreciated! :) I was using https://www.nexusmods.com/witcher3/mods/7198 , but it kept turning off the auto-looting randomly. Perhaps I solved a merge conflict incorrectly, I don't know. In any case, this one seems to work a lot better.
I do have a question, though: while installing this mod, script merger said there was a merge conflict between this mod and the MSF hooks mod (the non-Redkit version, as I don't use Redkit). I run v4.04 of the game, and picked the corresponding hooks mod. Script merger resolved all conflicts automatically, except the one in the screenshot below. To resolve this conflict, I chose the code from both files, so can anyone confirm this was the correct choice?
I have run the game, and this mod appears to work fine, so I'm guessing I made the right merge choice, but confirmation of this would be great! :)
Also, to show my appreciation, I'd be happy to make a donation to the mod author, if any mechanism exists for me to do that.
thx for this feedback... too bad that i cannot open the link/image you provided, but i guess that this merge problem was mentioned by another user in a similar post below
and if you would hit the images tab and scroll all the way to the right, you would encounter 2 images that make it clear how to solve this merge problem...
...in short: choose C and then B :D:D:D
ps: thx for your generous offer, but i don't like to "earn" money/accept donations, this would diminish the fun i have while i am modding... sounds weird ? maybe i am weird :D
I just noticed that now, when I toggle the HUD off, any loot notifications from this mod still show. Is there any way to include them in the toggle action?
I tried toggling visual notifications for this mod off, but then I found that doing this seems to stop the mod working properly, so I had to turn the visual notifications back on again.
Hi, sorry to bother but I downloaded the mod by following the instructions, successfully merged it and all that but when I go to start the game I get this error and I'm not sure what it means/how to fix it. Any help would be appreciated
Error [modautolootmsf]local\al_msf_settings.ws(3): Unknown base class 'ISettingsMaster' Error [modautolootmsf]local\al_msf_settings.ws(37): Unknown base class 'ISettingsGroup' Error [modautolootmsf]local\al_msf_settings.ws(77): Unknown base class 'ISettingsGroup' Error [modautolootmsf]local\al_msf_settings.ws(240): Unknown base class 'ISettingsGroup' Error [modautolootmsf]local\al_msf_settings.ws(288): Unknown base class 'ISettingsGroup'
Thank you for the quick reply, I facepalmed at my mistake, I thought I had installed that but clearly not. After getting all that done and merging everything there's one unsolved conflict that I have no idea how to fix but the game started up fine so yay for that.
Another random question, Will I have to start a new game to get it all up and going or will it work on an already started playthrough?
I admittedly wasn't sure what you meant by image tab so I took screenshots and had to go the link route since apparently trying to use the add image thing is a process that doesn't work for me. Blah! Anyway, hopefully this is the information you're looking for. If it wasn't clear I am very new to this so I appreciate the help all the same.
Hey there, I had this issue as well, so thanks for the help. Sorry if I missed it, but it may be worth sticky-ing this comment/directing users to the images.
May I ask what lines 2118418090 to 2118418106 mean in the en.w3strings? When translating this mod, these codes confused me. What does each line from line 2118418090 to 2118418106 represent in the mod settings?
Great mod. Works well with Complete Animations Redux as I just want to be able to auto loot herbs, but continue seeing an animation for other containers. Thank you so much.
But to find lootable entities this mod uses FindGameplayEntitiesInRange which needs a bunch of parameters to work. One of these parameters is the range (in meters) another the type of container that the function should look for. Now in order to achieve your goal one would have to run multiple instances of FindGameplayEntitiesInRange with the fitting parameters.
And this could "tank" the performance of this AL mod.
PS: created such a version for myself and tested it on Skellige...no performance hit on my side... but i have a rather "loot-friendly" setup and i am using it on a rather good gaming laptop...
if not using separate loot sources: herb search distance needs to be bigger than global search distance to trigger an additional herb search cycle remains search distance needs to be bigger than global search distance to trigger an additional remains search cycle
if using separate loot sources: separate search distances are always used (triggering a separate search cycle for each type)
Hi! I have followed the instructions and scriptmerger merged the mods as well, but I have been getting these error messages. I have tried disabling each mod, and it seems it is autoloot causing the error, but I have not been able to figure out where it went wrong. Any help would be appreciated, and thank you for your work.
Error [modsettingsframework]local\settings_master_registry.ws(83): 'm_settingsMasterRegistry' is not a member of '&handle:CR4Game' Error [modsettingsframework]local\settings_master_registry.ws(86): 'm_settingsMasterRegistry' is not a member of '&handle:CR4Game' Error [modsettingsframework]local\settings_master_registry.ws(89): 'm_settingsMasterRegistry' is not a member of '&handle:CR4Game'
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.
Not a problem with my mod. You need to install mod settings framework correctly. Check other posts about this topic and follow MSF install instructions carefully.
Ähm im not familiar with Witcher 3 modding so sorry for my noobishness but i have quite the problem understanding what version i need. I have a few mods already installed through Steam workshop and i want to install this on top. What is Redkit? What is W3EER? What means NG users and OG users???
HEy wanna ask again - how i do know which version i need? I have no clue if need rekit or non redkit. I have the game through steam, should be updated to latest version and i start the game through steam which opens the CD PR launcher and than start it from there. All other mods installed through steam workshop
just use the non RedKit version and you should be good to go... can't tell you how this game works with steam workshop mods... you surely need to merge your scripts...
199 comments
NextGen (non RedKit and RedKit), OldGen and W3EER versions available
pick your poison...
You need to remove the old version, just overwriting will not be enough. Compilation errors will occur.
Feedback welcome
PS: please update your game to the latest RedKit version, the new annotation system makes modding so much easier. THX in advance.
That's why the ability TO READ the (********) readme.txt is absolutely REQUIRED !!!
Stop posting errors/bugs related to such issues !!!
Please use the latest MSF version (1.0.2) and the MSF hook version that matches your game version.
Please run Script Merger - Fresh and Automated Edition and resolve any merging conflicts before posting your problems here.
Please report any errors in the bugs section to keep the posts tab clean.
Merge Errors are no Bugs and will be closed.
Unspecified bug reports without info will be closed.
Bug reports that need more user info and stay unanswered will be closed.
or should not be looted automatically, it would be great if you would:
1) Deactivate automatic mode
2) get as near to that container as possible
3) open your console
4) type "al_ea()" (without quotes) press <ENTER>
5) close your console
6) make a screenshot of the message that has popped up (you have 20 sec until this message vanishes)
7) send this screenie to me
I then will look into this issue. THX in advance.
Opening a menu will update your AL MSF mod settings with the ones taken from the AL MSF mod menu
thus overwriting any changes you made via hotkeys.
Unfortunately this mod doesnt behave the way i expect it to. You need the automatic mode enabled to auto loot (who wouldve guessed). But this also disables the loot menu popup for minor containers like sacks, crates and those alcohol storages. You activate them and Geralt grabs everything they contain. I dont want that, i want to look at the contents first and grab only what i desire. But if you disable automatic mode, it loots nothing anymore. What i expected is vanilla behaviour for everything except herbs and enemy remains. I hope to get a response if this is desired behaviour or a bug.
I also find it problematic that acoustic notifcations are disabled by default and that they also control the sound for manual looting. So when i looted a chest i was confused as to why i didnt hear the satisfying loot sound anymore. Maybe players want no sound when the mod looted but sound for when they looted manually.
During my 10 minute testing of all options to try to make it behave like i want, i also ran into the minor issue that the container menu stays open even if you looted it already. But it closes if you hit the take all key again. This happened when i looted the Cow gwent card. Maybe that happens only with those misc items. Would need to play longer to verify it but i thought id mention it nonetheless.
i think that the problem you describe can easily be solved with the right set of filters (e.g. loot sources)
loot sources = ON
herbs = ON
actor remains = ON
clutter = OFF
or am i misunderstanding your point ?
if you are in hands-free, full automatic mode, you only have to interact with "protected" containers
But weirdly enough, the mod seems to have problems with Nostrix, it simply doesnt detect and/or loot it automatically and when you do it manually you get the container popup. When you loot the plant, the container is still open but empty and only closes when you hit the loot key again. Basically the same behaviour i had with that gwent card, before i edited anything. That probably belongs in a bug report, but tbh the mod has so many options that its hard to know if somethings intentional or not 😅
I want to thank you greatly for the mod, it'll make future playthroughs less tedious. And it was quite fun to sift through your code 🙂
Adding new features and correcting bugs is way easier when you have readable code to work with.
I really want this mod to work. I've installed it manually; along with the requirements, this is the only mod I have installed.
Problem: when I run the game, it crashes in Witcher 3s script compiler with a series of messages, starting with:
Error [modsettingsframeworkhooks]game\r4game.ws(108): Unknown type 'CR4IngameMenu' for property 'ingameMenu'.
followed by 34 more errors and then warnings. ( I could provide all of them if it would help.)
Is there a file I am missing to allow modding?
Environment:
I've done a new install of the game on a new computer, MacBook PRO Max M4 processor, running Windows 11 under Parallels Desktop.
I had similar problems modding the Witcher 3 on my previous windows computer when Steam upgraded to version 4.04.
I can't run Witcher 3 Redkit, as my computer doesn't support DirectX12
I've seen mods for "Community Fixes", but don't know which would work. Any recommendations?
Your post states that you are using the NON RedKit version of my mod.
For this you need to install the corresponding NON Redkit version of MSF (the required mod):
from the files tab choose:
0. modSettingsFramework
2. modSettingsFrameworkHooks for 4.04
merge your scripts and when resolving the conflict (manually) within ingameMenu.ws
choose C and then B according to the pictures i posted
hope that helps
I do have a question, though: while installing this mod, script merger said there was a merge conflict between this mod and the MSF hooks mod (the non-Redkit version, as I don't use Redkit). I run v4.04 of the game, and picked the corresponding hooks mod.
Script merger resolved all conflicts automatically, except the one in the screenshot below. To resolve this conflict, I chose the code from both files, so can anyone confirm this was the correct choice?
I have run the game, and this mod appears to work fine, so I'm guessing I made the right merge choice, but confirmation of this would be great! :)
Also, to show my appreciation, I'd be happy to make a donation to the mod author, if any mechanism exists for me to do that.
too bad that i cannot open the link/image you provided,
but i guess that this merge problem was mentioned by another user in a similar post below
and if you would hit the images tab and scroll all the way to the right, you would encounter 2 images that make it clear how to solve this merge problem...
...in short:
choose C and then B
:D:D:D
ps: thx for your generous offer, but i don't like to "earn" money/accept donations, this would diminish the fun i have while i am modding...
sounds weird ? maybe i am weird :D
and you need to redo this merge:
choose C and then B
I tried toggling visual notifications for this mod off, but then I found that doing this seems to stop the mod working properly, so I had to turn the visual notifications back on again.
Error [modautolootmsf]local\al_msf_settings.ws(3): Unknown base class 'ISettingsMaster'
Error [modautolootmsf]local\al_msf_settings.ws(37): Unknown base class 'ISettingsGroup'
Error [modautolootmsf]local\al_msf_settings.ws(77): Unknown base class 'ISettingsGroup'
Error [modautolootmsf]local\al_msf_settings.ws(240): Unknown base class 'ISettingsGroup'
Error [modautolootmsf]local\al_msf_settings.ws(288): Unknown base class 'ISettingsGroup'
Another random question, Will I have to start a new game to get it all up and going or will it work on an already started playthrough?
you can install/deinstall this mod at any time.
could you describe/upload a screenshot of your merging problem ?
maybe i can help.
in the images tab you will find two pictures of the merging conflict between this mod and mod settings framework.
Middle Column
Right Column
Full Screen
posted 2 images covering this merging issue in the <images> tab on this mod page :D
and a bit lucky, i have a day off :D
Thanks again!
<font>
tag was used in HTML 4 to specify the font face, font size, and color of text.i added it to en.csv to make the code of AL_MSF_Main.ws more readable, that's all
But to find lootable entities this mod uses FindGameplayEntitiesInRange which needs a bunch of parameters to work.
One of these parameters is the range (in meters) another the type of container that the function should look for.
Now in order to achieve your goal one would have to run multiple instances of FindGameplayEntitiesInRange with the fitting parameters.
And this could "tank" the performance of this AL mod.
PS: created such a version for myself and tested it on Skellige...no performance hit on my side...
but i have a rather "loot-friendly" setup and i am using it on a rather good gaming laptop...
if not using separate loot sources:
herb search distance needs to be bigger than global search distance to trigger an additional herb search cycle
remains search distance needs to be bigger than global search distance to trigger an additional remains search cycle
if using separate loot sources:
separate search distances are always used (triggering a separate search cycle for each type)
Error [modsettingsframework]local\settings_master_registry.ws(83): 'm_settingsMasterRegistry' is not a member of '&handle:CR4Game'
Error [modsettingsframework]local\settings_master_registry.ws(86): 'm_settingsMasterRegistry' is not a member of '&handle:CR4Game'
Error [modsettingsframework]local\settings_master_registry.ws(89): 'm_settingsMasterRegistry' is not a member of '&handle:CR4Game'
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.
You need to install mod settings framework correctly.
Check other posts about this topic and follow MSF install instructions carefully.
I have a few mods already installed through Steam workshop and i want to install this on top.
What is Redkit?
What is W3EER?
What means NG users and OG users???
OG = Old Gen i.e game versions 1.31/1.32 iirc (outdated)
RedKit and non RedKit are both Next Gen. (RedKit uses annotations -> mergefree modding)
W3EER is Witcher III Enhanced Edition Redux (W3EE Redux) - a total overhaul
How do i know if i need a redkit or non redkit version?
I have the game through steam, should be updated to latest version and i start the game through steam which opens the CD PR launcher and than start it from there. All other mods installed through steam workshop
can't tell you how this game works with steam workshop mods...
you surely need to merge your scripts...