mike2003 Posted December 15, 2015 Share Posted December 15, 2015 Very interested in the method by which i can hide from the craft menu useless old low level things!I will be glad for your help!http://i.imgur.com/UPpHUHa.jpg Link to comment Share on other sites More sharing options...
TheLastWitcher Posted December 15, 2015 Share Posted December 15, 2015 I made it based on level, http://www.nexusmods.com/witcher3/mods/892/?. Link to comment Share on other sites More sharing options...
mike2003 Posted December 16, 2015 Author Share Posted December 16, 2015 how about hidden bolts?It is possible that it are not hiding? Link to comment Share on other sites More sharing options...
TheLastWitcher Posted December 16, 2015 Share Posted December 16, 2015 It is possible that it are not hiding? This will be fixed in the next update, thanks for bringing this to my attention. Link to comment Share on other sites More sharing options...
mike2003 Posted December 16, 2015 Author Share Posted December 16, 2015 (edited) A few ideas:1. Some goods have 1 level (components/tools/runes). No need to hide these! But it is very well to hide weapons and armor level 1))http://i.imgur.com/zhDvcsC.jpghttp://i.imgur.com/mJFHujR.jpg2. I took a little bit of code from Enhanced Menus to always see the item levelitemLevel = m_definitionsManager.GetItemLevelFromName(schematic.craftedItemName);l_DataFlashObject.SetMemberFlashString( "cantCookReason", "Level:"+ " " + itemLevel);and for restricted by ECE_NoExceptionl_DataFlashObject.SetMemberFlashString( "cantCookReason", "Level:"+ " " + itemLevel+" "+ GetLocStringByKeyExt(CraftingExceptionToString(canCraftResult)) ); Very helpful!http://i.imgur.com/eyjLnK3.jpg3. Option to hide not only old but very very good itemsif(m_definitionsManager.GetItemLevelFromName(schematic.craftedItemName) > thePlayer.GetLevel() - StringToInt(inGameConfig.GetVarValue('Misc', 'threshold'))&& m_definitionsManager.GetItemLevelFromName(schematic.craftedItemName) < thePlayer.GetLevel() + StringToInt(inGameConfig.GetVarValue('Misc', 'threshold'))|| m_definitionsManager.GetItemLevelFromName(schematic.craftedItemName) == 1)No more recipes that I can not do a week of the game))I used 1 value from gui. but probably better to do individually for the maximum level difference.(Item level - Option 1) < Player level < (Item level + Option 2) Thank you, I hope useful. Edited December 16, 2015 by mike2003 Link to comment Share on other sites More sharing options...
mike2003 Posted December 16, 2015 Author Share Posted December 16, 2015 (edited) And whether check this filter through a hotkey or the filter menu of the game? Will be comfortable.http://i.imgur.com/A9oVfAR.jpg Edited December 16, 2015 by mike2003 Link to comment Share on other sites More sharing options...
mike2003 Posted December 17, 2015 Author Share Posted December 17, 2015 // ----- modExtendedHUD ----- // if(inGameConfig.GetVarValue('Misc', 'hideSchematics')) { if( m_definitionsManager.GetItemLevelFromName(schematic.craftedItemName) > thePlayer.GetLevel() - StringToInt(inGameConfig.GetVarValue('Misc', 'threshold')) && m_definitionsManager.GetItemLevelFromName(schematic.craftedItemName) < thePlayer.GetLevel() + StringToInt(inGameConfig.GetVarValue('Misc', 'threshold')) || m_definitionsManager.IsItemBolt(schematic.craftedItemName) //bolts are weapon too || !( m_definitionsManager.IsItemWeapon(schematic.craftedItemName) || m_definitionsManager.IsItemAnyArmor(schematic.craftedItemName) ) ) this is my code for bolt/armor/weapons issue with level 1 Link to comment Share on other sites More sharing options...
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