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pcworldSW

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  1. Thanks for the responses. I can reproduce the issue in a Windows 10 VM, so I do not need further feedback. I have no idea why it works on my PC but nowhere else though (for some reason the DllMain of my dll is not called). I will look into it, but might take a few weeks as I'm currently rather busy.
  2. @Nevaehy I don't think reinstalling will help. For the mod, only the contents of the "bin" folder should be relevant and not other game resources. Can you download Process Explorer, launch its procexp64.exe, click View -> Lower Pane View -> DLLs, launch witcher3.exe from Windows Explorer, then search for the witcher3.exe process in Process Explorer and select it, and finally choose File -> Save in Process Explorer and save the text file? Then send me the resulting text file (feel free to PM it as it may contain personal information). And these questions are still open:
  3. @Nevaehy Thanks for sending me the bin folder. I have extracted it, and both in the "x64" and "x64_dx12" folders, once I double-click witcher3.exe, it greets me with this dialog: I don't know what the difference is between our systems then. Which exact Windows version do you use? (Open "About your PC" and then press "Copy" in the section "Windows specifications".) What antivirus do you have? Can you try launching it with your antivirus disabled? Antivirus programs may have very nasty and deep integrations with the OS and the way applications are launched. Also, disable any other programs that modify program behavior, such as programs that add overlays (Steam/Galaxy overlay, FPS counters, programs that add additional shaders etc.). Let me know if that helps, and if so which specific step helped. For people where the mod does not work on Witcher 3 v4.0.0, did/does it work for you on v1.32 (and if so, was it the v0.1 or v1.0-rc1 version of my mod)? Also if there is anyone for whom the v1.0-rc1 version of my mod works, let me know (I have only gotten responses from people where it doesn't work so far).
  4. It would be a message box that blocks the game from loading until you have clicked "OK," so you would have noticed. This means the unlimited-custom-markers.dll is not loaded and I don't know why. I'm testing on the GOG Galaxy build (and it works for me), but as Berlioz22 also experiences the same issue with GOG Galaxy, it does not sound like a Steam-specific problem. Did you all reinstall from scratch or update from Witcher 3 v1.32? I updated to v4.0.0_Hotfix2 from the latter version, maybe some file is left over during the update which makes the dsound.dll load and is missing from fresh reinstalls; however that options seems unlikely. If anyone could PM me their "bin" folder, that might be helpful. And if that does not bring any findings, if someone is willing to let me debug their issue via a remote desktop, let me know.
  5. Okay, this is weird. I have attached a variant that should show a message box once the plugin is loaded. If everything is successful, launching The Witcher 3 should show 2 message boxes: First "unlimited-custom-markers mod: mod starts loading", and then "unlimited-custom-markers mod: done patching". The game starts only after acknowledging both. Do you see any of these message boxes or any error messages? If not, are you sure that you correctly placed the mod files (both in bin\x64 and bin\x64_dx12) like this, including the dsound.dll and the plugins folder?: And does it make any difference if you directly launch witcher3.exe from either directory rather than through the Steam/Galaxy launcher? Which Windows version are you on (I am testing on Windows 10 22H2 19045.2364)?
  6. I have updated the mod so that it is compatible from Witcher 3 v1.24 up to v4.0.0_Hotfix2 (and possibly future versions). Download v1.0-rc1 of this mod. I have additionally published its source code at https://gitlab.com/pcworld/witcher3-unlimited-custom-markers I have tested it with the GOG Galaxy release of Witcher 3 v4.0.0_Hotfix2 (I have not tested it with Steam or other versions but assume they should be compatible). Please report whether it works for you and which Witcher 3 version and game store (GOG installer, GOG Galaxy, Steam, …) you use. Please also test that once you have more than 20 markers, you can load the save game after restarting the game and that all custom markers have been persisted. If this turns out fine, I intend to create a mod page on nexusmods.
  7. Hi, I hope I will take a look in the new year. Feel free to ping me if I haven't by mid-January. I should also finally create a mod page for this mod, since there really appears to be a lot of demand (and I posted the original mod here over 5 years ago… wow).
  8. I have created a mod that removes the limit on custom markers. Get it from the attachment to this post or download it from here. Unzip and place the files in your Witcher 3 directory in bin\x64. If there's already a "plugins" directory that's fine, just merge it with this mod's one. If you already have a "dsound.dll", chances are it's the same I have included, so just try it without overriding. It should work on all versions of Witcher 3 v1.24-v1.31 (and possibly even older versions), no matter if GOTY or not, on Steam/GOG/Galaxy and probably other platforms. Use at your own risk, I provide no warranty at all. I don't know why the developers decided to put these limits into the game in the first place, I can't rule out technical problems. Feedback on whether it works for you is appreciated, if it works well for other people I might put the mod onto its own page on Nexus Mods. Credits: The "dsound.dll" I have included is a dll which loads all dlls from the "plugins" directory (so you can have multiple mods that use a dll for code injection), source code of it can be found at gamebooster/dll-plugins-loader, the compiled version I have used was taken from the Adjustable Weight Limit mod. Additionally I used some code/ideas from the aforementioned weight mod for patching the game's memory. If there's interest I can release the source code of my mod as well.
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