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Posted
  On 6/14/2016 at 3:35 AM, Towa said:

Primer is a great addition, I was playing around with it last night and my god... It changes the way I approach combat in this game, there's like a whole new layer to the game now and I like that a lot. Not to mention it makes the game pretty challenging, there's been a few times where I got killed because I either a.) Didn't take the time to prepare enough before the fight and/or b.) couldn't find a opening in combat to heal myself. The animations are so good, really adds that last bit of realism/immersion while adding in a layer of difficulty to the combat.

 

I've noticed an issue with the setup. Primarily that if your using FriendlyHUD's quick items in radial menu feature which allows you tab into the radial menu and then use potions/oil/bombs on the fly with the number keys without having to go into the inventory and switch, if you take a potion this way it will not activate the animation when you tab out... although for some reason the oil animation does still work this way. Sorry if this has already been reflected in the guide, I didn't check. Maybe add a note in the FHUD configuration to turn off the quick item module.

 

haven't installed Enhanced Armors yet, but it was one of the mods I was waiting for to get updated, sure to be great!

Interesting, I personally didn't have a problem using the radial menu... I'll try it again tonight and see what I find.

 

Damn, your right it doesn't appear to be working but I could have sworn it did before. Time to investigate!

Posted

I guess I'll give it a try then. However, is there a way to still use two decoctions and a potion from time to time (at level 45-50)? It seems to me that with Acquired Tolerance nerfed into oblivion that could prove problematic.

Posted

Is there a way to update script merger without losing all my merges? or do I have to re-merge everything every time a update is released?

Posted
  On 6/15/2016 at 12:35 AM, Towa said:

Is there a way to update script merger without losing all my merges? or do I have to re-merge everything every time a update is released?

I always just redo them. Doesn't take long.
Posted (edited)
  On 6/15/2016 at 1:06 AM, Neovalen said:

I always just redo them. Doesn't take long.

yeah I figured. no it doesn't take that long, but if there was a way to avoid that I would... lol thanks

Edited by Towa
Posted
  On 6/14/2016 at 4:47 AM, Neovalen said:

Interesting, I personally didn't have a problem using the radial menu... I'll try it again tonight and see what I find.

 

Damn, your right it doesn't appear to be working but I could have sworn it did before. Time to investigate!

I worked my scripting magic and added a "Consistency Patch" for this problem. Now potions will use the animations and you can only drink one at a time. The only caveat is that you can't be in the middle of a sword swing or the animation won't play.

Posted
  On 6/15/2016 at 5:59 AM, Towa said:

you rock man, good job!

Glad you approve. I also added a custom patch that allows opening of the Bestiary when in meditation mode. No more guessing at the bomb/oil type(s) you need to craft. :)

Posted (edited)

So, went through the guide yesterday, no problems, played a bit through the opening prologue with no problems. Now I'm getting the following error when running (happens during script compilation):

  Quote
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(2355): Could not find function 'GetAbilities'
Error [mod0000_mergedfiles]game\player\playerwitcher.ws(9298): Could not find function 'GetAbilities'
Error [modprimer]game\gameplay\ability\playerabilitymanager.ws(106): To few params in call to function 'GetAbilitiesWithTag'
Error [modprimer]game\gameplay\ability\playerabilitymanager.ws(158): To few params in call to function 'GetAbilitiesWithTag'
Error [modprimer]game\gameplay\ability\playerabilitymanager.ws(184): To few params in call to function 'GetAbilitiesWithTag'
 
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.

 

This morning I applied the changes that Neovalen made last night with the Consistency Patch (the changes to Primer and FriendlyHUD).

Also, this morning a 2.9GB update arrived in the form of official patch 1.22.

 

So, not sure whether it was the patch that messed stuff up (that's my guess), or if I did something wrong with the Consistency Patch stuff.

 

Anyone else experiencing this problem?

Edited by Vaportrails

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