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No autorefill of potions, craft every potion yourself ( as in Witcher 1 )


Koaalar

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Hello,

 

so I am no friend of the new alchemy system introduced with the Witcher 3 and decided to try to make a mod that changes the system so that it is more like in the first witcher game. ( e.g. for swallow you need 2xrebis, 1xvitriol, 1x aether. You get those out of differents plants. e.g Celandine/ Crows Eye... contain rebis etc etc. )

 

But because I am no coder I have no idea about scripts/code and it did not take long for me to reach my limits. Perhaps someone here can help me with this problem:

 

I can't figure out how to disable autorefill and to disable the restriction that you can only make potions once.

What seems to be responsible for this restriction is the tag "singletonitem" which probably activates a bunch of scripts. If I delete this tag in ~\gameplay\items\def_item_alchemy_potion.xml from the various potions I can make as many potions as I want, but I'm no longer able to consume them. I then tried to add the tag "edible" and was able to make as many potions as I want and to consume them, but they didn't trigger the potion effects. Which means they are useless. I then tried to add the cat effect to bread, just to see if it works. I did that by adding the lines

<highlightObjectsRange type="add" min="3"/>
<highlightEnemiesRange type="add" min="25"/>

as found in ~\gameplay\abilities\effects_potions.xml under cat to the "WellFedEffect_Level1"

<ability name="WellFedEffect_Level1">
        <duration type="add" min="5" max="5" />
        <vitalityRegen type="add" min="50" max="50" />
        <vitalityCombatRegen type="add" min="50" max="50" />
	<highlightObjectsRange type="add" min="3"/>
	<highlightEnemiesRange type="add" min="25"/>
        <level type="add" min="1" />
      </ability>

which is triggered if you consume bread ingame.

 

The result: nothing, just the normal Vitality regen, but no cat effect.

 

I think the key is the "singletonitem" tag but I have no idea what goes on in this scripts.

 

Here are the scripts that contain the string "singletonitem":

"~\The Witcher 3 Wild Hunt\content\content0\cooked.redscripts
"~\The Witcher 3 Wild Hunt\content\content0\cookedfinal.redscripts
"~\The Witcher 3 Wild Hunt\content\content0\x64.final.redscripts
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\definitionsManager.ws 
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gameParams.ws 
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\temp.ws 
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\components\inventoryComponent.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gameplay\alchemy\alchemyManager.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gameplay\effects\effects\mutagens\mutagen03.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gameplay\interactive\monsterNestEntity.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gameplay\items\throwables\petards\petard.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gui\inventoryContext.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gui\hud\modules\hudModuleItemInfo.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gui\hud\modules\hudModuleLootPopup.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gui\menus\preparationBombsAndPotionsMenu.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gui\menus\preparationMutagensMenu.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gui\popups\LootPopup.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\gui\_old\components\guiBaseInventoryComponent.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\player\playerInput.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\player\playerWitcher.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\player\r4Player.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\player\states\vehicles\useVehicle.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\quests\quest_function.ws
"~\The Witcher 3 Wild Hunt\content\content0\scripts\game\quests\conditions\questItemAmmo.ws

Perhaps someone wants to take a look at it ?

 

Thanks for your help.

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There is a mod that gives you an option if you want to auto-refill or not. I would ask that mod's author. :)

 

Also - might be hack-y, but you could script each potion to simply get dropped when the player drinks it. Potions are destroyed upon drop, so you'd accomplish what you need.

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thank you.

 

I was able to deactivate it now. Other mods I had installed simply overrid my changes in the scripts and so they never applied xD

 

note to myself: don't test your changes with other mods installed xD

Edited by Koaalar
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thank you.

 

I was able to deactivate it now. Other mods I had installed simply overrid my changes in the scripts and so they never applied xD

 

note to myself: don't test your changes with other mods installed xD

Heheh. A good way to do it.

 

Also, if you're going to take away the auto-refill, are you going to change ingredients for everything as well? It'd make sense, as there are a lot of ingredients you only get a few times, even for regular non-decoction type potions.

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Yes. For potions you will need the substances ( rebis , vitriol ... )

 

For example Swallow:

 

2x rebis

1x aether

1x vitriol

 

Every plant contains two substances. I'm no scripter, so in the first version of the mod you will get those substances by dismantling plants/monster extracts at a blacksmith (armorer ). Perhaps I'll find a way so that you can dismanlte plants @herbalists or in the field.

 

 

 

I will change durations and effects a little bit as well. Vanilla durations are too short for this system, it would end up being a grindfest I think ^^

 

That's the plan so far.

Edited by Koaalar
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