I'm willing to update any old/outdated mods on Next Gen 4.04, upon those rules: - No overhaul or huge mods, such Ghost Mode, Vladimir UI or Geralt Doppler. - I can only edits scripts, bundled text (xml and csv), and redcloth, w2scenes, w2ent, w2mesh, etc... I can't modify texture, sound or redsfw. - Will always be Brothers in Arms compatible. - Once the update tested and working, I will send the updated mod to the original author via Direct Message. - I only ask my name in the credits, no DP asking. - But if I got no answer less than 7 days, I will publish by myself and give 50% DP to the author. Check Trello requested list.
The menu wasn't showing up in-game for me either so I just simply did this and now it does,
Depending if you're playing the game on DX11 or DX12, edit the correct corresponding file in this path, "GOG Galaxy\Games\The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc" (My witcher 3 install is on GOG but Steam and EPIC should have a similar folder path) -dx11filelist.txt -dx12filelist.txt
Add this line to the bottom without the quotes and save it "modswordfx.xml;"
Then please screenshot, always share informations instead of telling "this mod is incompatible to that mod". So I can tell if we can solve it or require compatibility patch.
Hello, I think it's worth mentioning my SwordFx and SSS always worked fine before the last update. There is always one conflict needing a manual resolution but it's just clicking B, then C and voila. So I'll carry on without updating.:)
Error [modswordfx]game\player\playerwitcher.ws(5057): I dont know any 'EISPM_RadialMenuSlot3' Error [modswordfx]game\player\playerwitcher.ws(5072): I dont know any 'EISPM_RadialMenuSlot1' Error [modswordfx]game\player\playerwitcher.ws(5090): I dont know any 'EISPM_RadialMenuSlot4' Error [modswordfx]game\player\playerwitcher.ws(5104): I dont know any 'EISPM_RadialMenuSlot2' Error [modswordfx]game\player\playerwitcher.ws(11798): Could not find function 'DisableRadialMenuInput' Error [modswordfx]game\player\playerwitcher.ws(11816): Could not find function 'SetRadialPotionUpperTimer' Error [modswordfx]game\player\playerwitcher.ws(11822): Could not find function 'SetRadialPotionLowerTimer' Error [modswordfx]game\player\playerwitcher.ws(11863): I dont know any 'EISPM_RadialMenuSteelOil' Error [modswordfx]game\player\playerwitcher.ws(11868): I dont know any 'EISPM_RadialMenuSilverOil' 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're using an outdated mod on Next Gen 4.04. Check for each mod they confirm to work on 4.04 in the description or mod files, or was updated since 19th July.
Excuse me. Could you nerf Euphoria mutagen to about 0.40. I see that mod nerf Euphoria to 0.15 .I don't know that mod is NG compatible and I think 0.15 is too small. Mod : https://www.nexusmods.com/witcher3/mods/6902?tab=posts
What about this mod? I dont know this mod work for 4.04. I think If I can remove unused recipes then Euporia will be nerf. https://www.nexusmods.com/witcher3/mods/4499?tab=description
-The Author says that even if you remove unwanted recipes (e.g.I don't use some decoctions, potions or bombs ), the Acquired tolerance stat does not change. -My only solution is not to pick up unwanted recipes. (That is annoying)
I had a few questions if it isn't too much trouble, I'm currently using the same mod only from a link on the original mod page's comments that someone updated to NG. Everything seems to work, the one exception being that when the rune appearance is set to "permanent glow" the swords don't glow when sheathed. If its set to permanent, are the runes supposed to glow when the swords are on Geralt's back? I assumed so, because it kinda makes the option to have them glow when unsheathed kinda redundant. I figured I'd ask if this mod works the same way or if the one I'm using isn't working right. I was also curious, your mod's description says that the Axii FX Infusion is different than the original. I've seen videos of people using this mod as well as the original and the Axii infusion looked the same as the one I have in game. What did it used to look like? Since I read your description I've been trying to find examples of the old vs new infusions but they look the same to me and its driving me crazy lol, please help remove this worm you've put in my brain!
First of all. Please download my update so all the download count goes right to the author. Using unofficial update from mods is like using a stolen mod, you shouldn't use any of them for the respect of the author.
Second. Because you don't use the official update, you can't report something that is not from my mod. So please download and install it, per say in the instruction, and let me know if you're facing to the same issue.
Third, "Permanent Glow" is when the equipped runes or runeswork is put on the sword. So obviously they don't glow when sword is put inside scabbards (logic, it would have been ugly and annoyed). If you want a customise rune effet, you can use the "override" setting.
Fourth, I was in assumption the Axii Rune effect is different because the Sign Axii FX is different than Classic 1.32. Seem like I was wrong, so thank for bringing information.
can you make it compatible with Slots Slots SLOTS (Next-Gen compatible) gives me an error at:game\player player\witcher.ws
Error [modswordfx]local\modswordfx.ws(378): Could not find function 'SetAerondightParam' Error [modswordfx]local\modswordfx.ws(413): Could not find function 'SetAerondightParam' 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.
Can you try again but only with Sword FX and Slots Slots Slots installed, and then merge them? If you encounter merged conflict, take a screenshot so I can tell the solution and write as "Know conflict".
Thank you for the update and I wish you success in your future efforts to achieve the best quality in one of the most popular games! We believe in you!
is this mod going to work even if I don't use Script Merger? I currently don't have any mods installed on my game so it would work right? I only want to install sword fx TBH
For information i use "Lore-friendly Silver Swords 2.0a for Next-Gen". If i disable this mod it's ok rune appears.... but it strange besause problem occure only on ursine grand master silver sword. But OK it's a detail. Thanks again.
Perhaps Grandmaster Ursine Silver Sword doesn't have correct runes with Lore Friendly Silver Sword. Test with only LFSS, putting runework on the sword, so you can report it on the mod page.
101 comments
- No overhaul or huge mods, such Ghost Mode, Vladimir UI or Geralt Doppler.
- I can only edits scripts, bundled text (xml and csv), and redcloth, w2scenes, w2ent, w2mesh, etc...
I can't modify texture, sound or redsfw.
- Will always be Brothers in Arms compatible.
- Once the update tested and working, I will send the updated mod to the original author via Direct Message.
- I only ask my name in the credits, no DP asking.
- But if I got no answer less than 7 days, I will publish by myself and give 50% DP to the author.
Check Trello requested list.
Depending if you're playing the game on DX11 or DX12, edit the correct corresponding file in this path, "GOG Galaxy\Games\The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc" (My witcher 3 install is on GOG but Steam and EPIC should have a similar folder path)
-dx11filelist.txt
-dx12filelist.txt
Add this line to the bottom without the quotes and save it "modswordfx.xml;"
This is how my dx12filelist.txt looks like,
audio.xml;
gameplay.xml;
hidden.xml;
hud.xml;
input.xml;
localization.xml;
gamma.xml;
display.xml;
graphics.xml;
hdr.xml;
SetXpMultiplierMenu.xml;
modswordfx.xml;
So I can tell if we can solve it or require compatibility patch.
Update released.
Error [modswordfx]game\player\playerwitcher.ws(5057): I dont know any 'EISPM_RadialMenuSlot3'
Error [modswordfx]game\player\playerwitcher.ws(5072): I dont know any 'EISPM_RadialMenuSlot1'
Error [modswordfx]game\player\playerwitcher.ws(5090): I dont know any 'EISPM_RadialMenuSlot4'
Error [modswordfx]game\player\playerwitcher.ws(5104): I dont know any 'EISPM_RadialMenuSlot2'
Error [modswordfx]game\player\playerwitcher.ws(11798): Could not find function 'DisableRadialMenuInput'
Error [modswordfx]game\player\playerwitcher.ws(11816): Could not find function 'SetRadialPotionUpperTimer'
Error [modswordfx]game\player\playerwitcher.ws(11822): Could not find function 'SetRadialPotionLowerTimer'
Error [modswordfx]game\player\playerwitcher.ws(11863): I dont know any 'EISPM_RadialMenuSteelOil'
Error [modswordfx]game\player\playerwitcher.ws(11868): I dont know any 'EISPM_RadialMenuSilverOil'
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.
Check for each mod they confirm to work on 4.04 in the description or mod files, or was updated since 19th July.
Could you nerf Euphoria mutagen to about 0.40.
I see that mod nerf Euphoria to 0.15 .I don't know that mod is NG compatible and I think 0.15 is too small.
Mod : https://www.nexusmods.com/witcher3/mods/6902?tab=posts
I dont know this mod work for 4.04.
I think If I can remove unused recipes then Euporia will be nerf.
https://www.nexusmods.com/witcher3/mods/4499?tab=description
-My only solution is not to pick up unwanted recipes. (That is annoying)
I was also curious, your mod's description says that the Axii FX Infusion is different than the original. I've seen videos of people using this mod as well as the original and the Axii infusion looked the same as the one I have in game. What did it used to look like? Since I read your description I've been trying to find examples of the old vs new infusions but they look the same to me and its driving me crazy lol, please help remove this worm you've put in my brain!
Using unofficial update from mods is like using a stolen mod, you shouldn't use any of them for the respect of the author.
Second. Because you don't use the official update, you can't report something that is not from my mod.
So please download and install it, per say in the instruction, and let me know if you're facing to the same issue.
Third, "Permanent Glow" is when the equipped runes or runeswork is put on the sword. So obviously they don't glow when sword is put inside scabbards (logic, it would have been ugly and annoyed).
If you want a customise rune effet, you can use the "override" setting.
Fourth, I was in assumption the Axii Rune effect is different because the Sign Axii FX is different than Classic 1.32.
Seem like I was wrong, so thank for bringing information.
player\witcher.ws
Error [modswordfx]local\modswordfx.ws(378): Could not find function 'SetAerondightParam'
Error [modswordfx]local\modswordfx.ws(413): Could not find function 'SetAerondightParam'
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.
If you encounter merged conflict, take a screenshot so I can tell the solution and write as "Know conflict".
I'll see tonight in my end.
Update released.
The rest is perfect
If i disable this mod it's ok rune appears.... but it strange besause problem occure only on ursine grand master silver sword.
But OK it's a detail.
Thanks again.
Test with only LFSS, putting runework on the sword, so you can report it on the mod page.