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Posts posted by Martinezz123
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I'm editing the inputs_explore_fight.sli file.
Changing SKILL_BLOCK to pad_RT works.
However when I change DODGE to Pad_B it does not work.
And I can't find binding (double tap of pad_A) for ROLL anywhere.
<!-- ################################################################################################# --> <command id="SKILL_DODGE" contexts="actions_base"> <conditions> <operands> <button channel="pad_B" onUpToDown="true" watchId="0"/> <button channel="shift" onUpToDown="true" watchId="0" preset="kbm" column="0"/> </operands> </conditions> </command>
please HELP.
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I'm trying to increase the time parry works after hitting the parry button.
i'm editing float_defaults.sli
I've set float type="PARRY_COUNTER_DURATION" default to 30 then to 300 and
float type="PARRY_MELEE" default to 5 then to 100
<float type="PARRY_VMELEE" default to 5 then to 100
However no my modification seem to work.Anyone can explain what these parameters do?
<float type="PARRY_MELEE" default="0.f" /> <float type="PARRY_VMELEE" default="0.f" /> <float type="PARRY_PROJECTILE" default="0.f" /> <float type="PARRY_MAGIC" default="0.f" /> <float type="PARRY_EXPLOSION" default="0.f" /> <float type="PARRY_DURATION" default="0.f" /> <float type="PARRY_CRITIC" default="0.f" /> <float type="PARRY_COUNTER" default="0.f" /> <float type="PARRY_COUNTER_DURATION" default="0.f" /> <float type="PARRY_ANGLE_DEGREE" default="0.f" /> <float type="PARRY_INTERRUPT_MULT" default="0.f" />
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Where are the parameters for camera centering?
Im looking at library_camera_gp.sli but can not find the correct parameter for camera centering behind player at run and sprint.
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So I have unpacked the data.spk and sli.spk and I'm searching for anything concerning the time it takes for mobs (especially monsters) to:
1. express pain on hit
2. express "shock" on block
And also
3. the interruption of attack on block
I've been searching for two hours but cant find anything.
Any help please?
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Can anyone make a mod where rolling and blocking would not use the stamina?
This makes my experience so iritating!
Thanks a lot!
+and x3 experience for killing mobs
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I don't know where to post this - there should be a forum for REQUESTS.
I really, really do need the mod for the new Faltout, TURNING OF ALL THE WEAPONS in the assault mode.
I hate it. It's got very low rates allover the reviews. I'd love to play the game in the old "ultimate carnage" fashion, but I can't because players are forced to go through this idiotic mode.
Can anyone do it?
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I'm so overwhelmed by this avalanche of help from your side guys.
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Well I have tried to install 1.21 and 1.22 compatible mods mentioned above with use of Nexus Mod Manager.
No f*#@in result!!
Still the same errors!!!!
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However with the above hack and the mods that are updated to 1.21 or 1.22 im still getting a full bunch of errors.
I have tried these mods:
Free dismantling
World without borders
No Fall Damage
Each of them is updated to work with the 1.22 or 1.21 verssion of the game
I'm getting these errors each time:
Error [content0]game\gameplay\focus\focus.ws(202): Function 'LogWithName' does not take 1 param(s) Error [content0]game\gameplay\focus\focus.ws(262): Function 'LogWithName' does not take 1 param(s) Error [content0]game\gui\menus\gwintgamemenu.ws(105): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\vehicles\horseriding.ws(44): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\vehicles\sailing.ws(56): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\playerdialogstate.ws(46): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\aimthrow.ws(39): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\combat.ws(123): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\exploration.ws(55): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\swimming.ws(247): Function 'LogWithName' does not take 1 param(s) Warning [content0]engine\telemetrykeyword.ws(5): Native function 'Log' was not exported from class 'CR4TelemetryScriptProxy' in C++ code. Warning [content0]engine\environment.ws(25): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(27): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(9): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Please help if you know hot to overcome this.
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I have found this:
Navigate to this directory: <Witcher 3 Install Path>\content\content0\scripts\game\behavior_tree\ tasks
Then delete the folder named "hacks" (make a backup of it first somewhere). Now everything should compile fine.
EDIT: By the way, to any CDPR officials who see this (and anyone else who's curious) -> this particular issue is not (strictly) a mod problem. It's a problem with the game's default, uncooked script files directory (at <Witcher 3 Install Path>\content\content0\scripts). It only crops up when script mods are enabled because that's the only time the game attempts to compile from that directory (instead of using the pre-compiled objects that the game ships with).here:
http://forums.cdprojektred.com/threads/58863-Patch-1-10-Script-compilation-error
But it only fixes some errors.The mods must be compatible with the verssion of the game we are using.
But sadly many good mods from the nexusmod aren't.
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Wow, Martinezz... nice of the community to respond all at once. :confused:
Yeah:)
If I find a solution to this, I'll be sure to share it here.. IN DETAIL (not one of these snapshot instructionals that leave one more confused than resolved).
Great. ill try to find it too.
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I have realised that in all the mods the "scripts" folder resistde in "content" folder while in my game the "scripts" reside in "content\content0".
So I've changed that for the mods I have.
This has eliminated the errors and I could load the game with the mods copied to the "mods" folder, but the mods have no effect. It looks like I would not load any mods at all.
Please help.
Is this behavior common?
I mean the authors report no problems with their mods but I have errors with EVERY mod.
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I have changed the line you have mentioned - setting it to 99.
But that has no change to the pointers bahaviour. Not the one you have mentioned or any other.
Basically no effect at all.
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Hi.
When I try to load Witcher 3 with any mod i get several errors.
I've upgrated the Witcher to 1.21 - no result. [PLEASE CHANGE 1.12.1 to 1.21 IN THE TOPIC]
For example for Better Parries - Parry and Counter Heavy Attacks mod i get these errors:Error [content0]game\replacers\ciri.ws(966): Cannot override function 'IsEquippedSwordUpgradedWithOil' declared 'final' in class 'CR4Player'. Error [content0]game\player\playerwitcher.ws(1471): Cannot override function 'IsEquippedSwordUpgradedWithOil' declared 'final' in class 'CR4Player'. Warning [content0]engine\telemetrykeyword.ws(5): Native function 'Log' was not exported from class 'CR4TelemetryScriptProxy' in C++ code. Warning [moddefenseheavy]game\actor.ws(253): Native function 'ForceSoundAppearanceUpdate' was not exported from class 'CActor' in C++ code. Warning [moddefenseheavy]game\actor.ws(512): Native function 'GetScriptStorageObject' was not exported from class 'CActor' in C++ code. Warning [moddefenseheavy]game\actor.ws(1354): Native function 'SetGroupShadows' was not exported from class 'CActor' in C++ code.
For free dimantling mod I get these errors:
Error [modfreedismantling]game\gui\_old\components\guidisassembleinventorycomponent.ws(28): Function 'ShouldShowItem' cannot have a weaker access modifier than in ancestor class 'W3GuiPlayerInventoryComponent'. Warning [content0]engine\telemetrykeyword.ws(5): Native function 'Log' was not exported from class 'CR4TelemetryScriptProxy' in C++ code.
For No fall Damage mod I get these errors:
Error [content0]game\player\playerwitcher.ws(148): Function 'LogWithName' does not take 1 param(s) Error [content0]game\gameplay\focus\focus.ws(199): Function 'LogWithName' does not take 1 param(s) Error [content0]game\gameplay\focus\focus.ws(253): Function 'LogWithName' does not take 1 param(s) Error [content0]game\gui\menus\gwintgamemenu.ws(104): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\playerdialogstate.ws(48): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\aimthrow.ws(42): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\combat.ws(124): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\exploration.ws(55): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\swimming.ws(252): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\vehicles\horseriding.ws(49): Function 'LogWithName' does not take 1 param(s) Error [content0]game\player\states\vehicles\sailing.ws(56): Function 'LogWithName' does not take 1 param(s) Warning [content0]engine\telemetrykeyword.ws(5): Native function 'Log' was not exported from class 'CR4TelemetryScriptProxy' in C++ code.
etc. etc.....
So I can't actually run any mod.
HELP PLEASE.
[REQUEST] Slower beasts' attacks
in Mod Ideas
Posted
Hi I've searched the float_defaults.sli but can not find a float for the speed of beasts attacks.
I'd like to slow the short attacks down - those made with paws or heads. They are so fast that it's impossible to block.
Anyone knows how to do it?