Yo, FreakVlp. I have a request for you. I've just noticed that you have adapted your mod to work with the Time of Sword and Axe mod (Corvo Bianco). It impresses me. Although I share the opinion that Geralt is quite aware of which oil will help him in the fight with a specific monster, the aforementioned mod contains oils that have a more general application. Some of them cancel the effects of dedicated oils, others can work together. Automation in applying the appropriate set of such oils to avoid the aforementioned conflict, in my opinion, would require more attention from Geralt. This would maintain the basic goal of your current mod AND give a chance to include "new-old" oils from the Time into CDPR auto system. Edit: maybe a chance to put two oils on the sword - one dedicated and the other "strengthening" the message for the monster. You have mods in your portfolio that use similar logic and support immersion (All Gear Enchanting & Minor Set Bonus). I kindly ask you to consider this idea. I wouldn't be surprised if you like this very basic idea, that we end up with a creatively developed product that, like the vast majority of your mods, will make a difference.
That's actually a totally different mod purpose from the current mod, creating an auto-apply-oil system for oils added by Time of Sword and Axe, also based on the vanilla system. Maybe ask the author of that mod, if he has time and may be interested in the idea.
Regardless, thank you. Paradoxically, I like to apply oils myself. The confusion around this topic results from the fact that I've been playing without Primer for the first time and, to be honest, alchemy (imo)... is more static, so to speak. Now the axis of my playthrough is the Time of S&A (and most of yours), which is dedicated to players like me who don't start W3 without finishing W1&2. So I'm carefully tracking down curiosities to support it and not spoil it. Thx for your time. CU
lore wise this doesn't make much sense seeing that geralts job is to know how to defeat monsters including presumably what oils are strong against them.
Removed All mods over 4 years old. Only kept mods made from 2021 to 2024. Still having same issues / errors. Made sure that all remaining mods were recently updated.
You could search for this function from your merged r4Player.ws file: private function AutoApplyBladeOil( optional target : CActor ) If it doesn't exist, it's because some of the outdated mods doesn't have it and removes it from r4Player.ws after merged with other mods. Then you should start to check which mod has r4Player.ws but doesn't have that function which is added in Next-gen 4.03.
Your problem is simple: 4.0.3 was released in May 2023. Some of your mods are from before that date. Check those out and see if they change r4Player.ws.
I generally don't recommend having any mods with scripts that aren't updated for 4.04 without manually verifying compatibility (or check the comments of that mod's Nexus page for compatibility).
This means manually comparing the original script files of the game version the mod was made for with the original script files of the latest game version, and then incorporating those changes into the mod script files. Most of the times its easy to make compatible, but it's a lot of work since you'll need to download the whole version of the game the mod was made for manually, which is only possible if you have the GOG version.
I once tested Auto Apply Oil mod and found that it won't continue to auto apply oil once current applied oil in combat has fully depleted. Like you're fighting an over leveled monster and current applied oil has 50/50. Once it reaches 0/50, then you have to sheathe the sword and redraw it, so that the same oil can be re-applied. I wonder if this can be fixed in a mod, making it auto reapply when it reaches 0/50 without needing to sheathe and draw sword again, something like that
WTF is that ironic sarcastic saying? Sounds like one has been mistreated for many years and hate everything. Also how does this has anything to do with you man?
23 comments
I've just noticed that you have adapted your mod to work with the Time of Sword and Axe mod (Corvo Bianco). It impresses me.
Although I share the opinion that Geralt is quite aware of which oil will help him in the fight with a specific monster, the aforementioned mod contains oils that have a more general application.
Some of them cancel the effects of dedicated oils, others can work together. Automation in applying the appropriate set of such oils to avoid the aforementioned conflict, in my opinion, would require more attention from Geralt.
This would maintain the basic goal of your current mod AND give a chance to include "new-old" oils from the Time into CDPR auto system. Edit: maybe a chance to put two oils on the sword - one dedicated and the other "strengthening" the message for the monster. You have mods in your portfolio that use similar logic and support immersion (All Gear Enchanting & Minor Set Bonus).
I kindly ask you to consider this idea.
I wouldn't be surprised if you like this very basic idea, that we end up with a creatively developed product that, like the vast majority of your mods, will make a difference.
Paradoxically, I like to apply oils myself. The confusion around this topic results from the fact that I've been playing without Primer for the first time and, to be honest, alchemy (imo)... is more static, so to speak.
Now the axis of my playthrough is the Time of S&A (and most of yours), which is dedicated to players like me who don't start W3 without finishing W1&2. So I'm carefully tracking down curiosities to support it and not spoil it.
Thx for your time. CU
Error [modmorereasonableautoapplyoils]local\morereasonableautoapplyoils.ws(1): Wrap function 'AutoApplyBladeOil' must wrap an existing function
private function AutoApplyBladeOil( optional target : CActor )
If it doesn't exist, it's because some of the outdated mods doesn't have it and removes it from r4Player.ws after merged with other mods.
Then you should start to check which mod has r4Player.ws but doesn't have that function which is added in Next-gen 4.03.
I generally don't recommend having any mods with scripts that aren't updated for 4.04 without manually verifying compatibility (or check the comments of that mod's Nexus page for compatibility).
This means manually comparing the original script files of the game version the mod was made for with the original script files of the latest game version, and then incorporating those changes into the mod script files. Most of the times its easy to make compatible, but it's a lot of work since you'll need to download the whole version of the game the mod was made for manually, which is only possible if you have the GOG version.