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ElementaryLewis

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  1. ElementaryLewis
    ElementaryLewis
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    REQUEST OPEN!!
    I'm willing to update any old/outdated mods on Next Gen 4.04, upon those rules: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.

  2. PolymathPlays
    PolymathPlays
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    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(338): Property 'flickerStrength' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(343): Property 'flickerStrength' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(343): Property 'flickerStrength' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(348): Property 'flickerPeriod' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(353): Property 'flickerPeriod' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(353): Property 'flickerPeriod' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(386): Property 'color' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(387): Property 'color' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(388): Property 'lightFlickering' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(389): Property 'lightFlickering' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(390): Property 'shadowCastingMode' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(391): Property 'shadowCastingMode' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(392): Property 'shadowBlendFactor' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(393): Property 'shadowBlendFactor' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(394): Property 'envColorGroup' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(395): Property 'envColorGroup' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(630): Property 'color' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(632): Property 'color' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(633): Property 'shadowCastingMode' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(634): Property 'shadowBlendFactor' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(635): Property 'envColorGroup' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(636): Property 'lightFlickering' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(637): Property 'brightness' exists but was not imported from C++ code.
    Error [mod0000_mergedfiles]game\gameplay\items\itementity.ws(640): Property 'brightness' exists but was not imported from C++ code.
    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.

    I know I have the latest version of Shared Imports and Better Torches NG installed. And the New Torch FX compatible version of this mod.
    1. ElementaryLewis
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      Reinstall Shared Import and remove any Steam Workshop mods.
  3. JediGamer21
    JediGamer21
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    Hi everyone, what values are you using for the custom areas settings?

    Unsure about the logic to follow in deciding them.
  4. winterkoalefant
    winterkoalefant
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    Thanks a lot for the mod!

    For me, the 'All Enabled' setting for Torch Shadow Casting is not casting shadows for the near torchlight, whereas the 'Enabled for distant lighting' setting is. So it seems the settings names are switched?

    Does anyone know what the 'near shadows blend amount' and 'distant shadows blend amount' settings do?
    1. ElementaryLewis
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      Shadows blend amount is how much transparent they are.

      As for the setting issue. I test it, and it works for me, I got shadow on foot and Geralt (near) and shadow at distance (far).
    2. winterkoalefant
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      Thanks. I was using ray-traced shadows, that's why shadow blend didn't do anything. It does with the shadow map.
    3. sunakshi
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      I have same issue. Shadow settings "All enabled" did not cast any shadow from Geralt's torch, only NPC's torches cast shadows (also on Geralt). "Enabled for near lighting" turned Geralt's shadows on, as well as "Enabled for near lighting". RT shadows on. But I tried without RT shadows and it's the same.
    4. ElementaryLewis
      ElementaryLewis
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      Try without Ray Tracing at all.
    5. sunakshi
      sunakshi
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      Yea, it works wihout RT, but I want to play with RT. Visual is so much better for screenshoting.


    6. ElementaryLewis
      ElementaryLewis
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      Then don't use Natural Torchlight.
  5. LiloLila
    LiloLila
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    Is there a port of the original, that doesn't require Shared Imports?
    1. ElementaryLewis
      ElementaryLewis
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      Do you have an issue with Shared Imports? Please let us know so we can help you.
      I cannot port the "no Shared Import" version because it will cause errors when using Shared Imports. And since it's a resource mod where each mod require it without making their own "Shared Imports".
    2. LiloLila
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      I treid to get the game running with shared imports in the past (classic edition times) multiple times. Even if I installed it on a fresh installed game and added some mods, as soon as it came to script conflicts, I was never able to resolve them. Kinda like learning to mod the game from the ground up again. And these conflicts for some reason even reached the point where I had to reinstall the entire game, to get things undone. Sounds unrealistic, but according to the comments under shared imports, others had similar experiences.

      Tbf, since it is a seemingly commonly used mod/tool, I blame human error. But after my experience, I am not tempeted to try using shared imports again.
    3. LiloLila
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      also, this non-SI-mods not being compatible with when SI is installed is another erason why I don't want to use SI. At this moment, I have over 100 mods installed, and don't want to check each individual again, if they are SI compatible. And if not, if they have an SI version. Even though the first point would just mean tedious reinstalation of mods, so not really a problem, the second point would be a deal breaker, since I don't want to missout on any of these mod, tbh.
      Tbf, that's why I asked if there will be a non SI version at some point again, since I don't really want to missout in it too.
    4. ElementaryLewis
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      If one mod cause error when using Shared Import, it's best you write a report on the mod page and request to the author making mods on this ressource mod.
      This is why Shared Import was made so everything mod are compatible each other using one common ressource.
      I assure you, it is safer now.
  6. Rantyyhhnh
    Rantyyhhnh
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    for me mod caused fps drop from 60 to 40 in crowded places
    1. ElementaryLewis
      ElementaryLewis
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      When you're using the torch?
      Hmm...
    2. Rantyyhhnh
      Rantyyhhnh
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      yes
      deleting fixed the problem
    3. ElementaryLewis
      ElementaryLewis
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      Probably because it cast too much light and shadow.
  7. VidZiZD
    VidZiZD
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    Its fixed forgot to add shared import.
  8. Exalted86
    Exalted86
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    I'm almost totally certain I installed everything correctly, except I don't see the config settings under "mods" in-game as shown in your pictures. Do you have any idea what the reason for that could be? I only see the config settings for AMM (Appearances/Roachappearances)
    1. ElementaryLewis
      ElementaryLewis
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      If you are certain you follow the instruction, then you should have run Menu Filelist Updater.
    2. Exalted86
      Exalted86
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      LMAO I'm an idiot. I left the tw3_menufilelist_updater.asi file in the mod folder. Thanks for pointing out the obvious to me! (no sarcasm intended)
  9. bjergsenn
    bjergsenn
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    Greetings, i wanted to use this mod along with 32 other ones, i've installed with mod manager, scrpit merger does not show any conflicts however i get this long lines of error during startup. I could not figure out what to do. Do you have any advice?
    1. ElementaryLewis
      ElementaryLewis
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      Those errors mean Shared Import isn't correctly installed.
      Try again. Don't put inside "Mods" folder, you extract it and then drop at game's directory. It should not have "Mods" within "Mods" folder.
    2. bjergsenn
      bjergsenn
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      Sorry i could not figure out how to do exactly what you said... I deleted it from mod manager, manually put the mod files to the mods folder like this, then i could not figure out what to do with naturaltorchlight.xml file, so i put it on bin>config>r4game>user_config_matrix manually ...and still get the same error. i guess that was dumb..
    3. ElementaryLewis
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  10. bjergsenn
    bjergsenn
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    Hi, do i have to install  Community Patch - Shared Import for this to work?
    1. ElementaryLewis
      ElementaryLewis
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      You take its Next Gen main files. You install with Mod Manager, as usual. Or you extract and put in the game's directory.
      Don't forget to run Script Merger.
  11. neon018
    neon018
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    Good day!

    I'm using the New Torch FX compatible version, should I set the priority for this in the script merger?
    Or is this fine?

    Didn't see any specific instructions about it, but I just wanted to confirm.
    1. ElementaryLewis
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      I didn't write a specific instruction because by default Natural Torchlight has higher priority than New Torch Fx. You're good to go as long as this load order is still correct.
    2. neon018
      neon018
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      Noted, thanks!