This mod requires a fresh game start. You won't really break anything if you load it mid-playthrough, but you will miss out on a bunch of fixes.
When copying files don't forget about localization files. Each supported language needs to have 2 files (for English these would be en0.w2strings & en_user.w2strings). Failing to install these files will break the game.
Fully supports the following localizations - English, Russian, Czech, German, French, Italian, Polish, Spanish and Hungarian.
Unfortunately I haven't found a tool that would let me decode the remaining locales - Portuguese, Japanese, Traditional Chinese, Turkish and Korean, so these ones are currently unsupported. You can still use this mod with them (as long as you copy the corresponding user.w2strings file), but you will see some stuff (not a lot) in English during the game.
I have tested each and every fix multiple times. But I am just 1 person, so if you encounter anything at all that looks weird, please report it immediately.
I've found two minor issues. I'm not sure if these are vanilla bugs or caused by Project Mersey. There is a random background NPC name that appears with the "Name" suffix. Sadly I don't remember what name that was, it was a female NPC that i've seen in Flotsam. When you speak to the dwarf Isidor Kay in Loc Muinne (Roche's Path if that matters) the first dialogue line that he speaks has english subtitles, while my language version is polish.
Can't help with the npc unless you provide more details. Isidor Kay wouldn't even be there without Project Mersey, so I will check in the Polish translation file has an English line (probably there is) and will fix it in the future.
I have recently realised that q212r_08_son_lives.w2scene (talk with Manfred and Sven after saving the latter from duel in Kaedweni Camp) has a terrifyingly illogical flow.
If we tell Sven to "butt out", Geralt doesn't say what information he wants from Manfred, and yet Manfred knows it already. If one chooses "Nothing's ever free" the dialogue makes sense. It could be avoided by making "butt out" an optional dialogue choice with only "Nothing's ever free" moving dialogue forward.
Hey, I'm attempting to merge your mod with FCR2, but I have a question: Basically how FCR2 is set up is that it adds "mods" to the UserContent folder in documents, one for each act and all of them have a scripts.dzip file in them, I'm assuming activating said mods loads this file instead of the one in CookedPC, so I should merge your mod's changes and repack into each of those, I'm not sure that's how it works though so it would be great if anyone could confirm. The other option (CookedPC overruling mods) makes no sense to me, also if that was the case it would be really hard for me to merge since there's no documentation of every file changed by FCR. Thanks for your mod and also for making your exact changes available, would have been impossible otherwise.
Sadly I don't know how mods in UserContent interact with mods in the game folder. There has never been any documentation for this kind of stuff. All you can do is experiment, maybe unpack my base_scripts.dzip and carry over my changes which are documented to the matching files in the scripts folder in the FCR mod. Or maybe carry all my scripts edits to the FCR folder and then you could delete base_scripts file from my mod entirely and wouldn't need to worry about which one takes priority.
I think I'll merge your changes to the dzips in UserContent, one more question I have is whether loose files overwrite stuff in dzips, for example I can see you have textures for hanselt grass in ZZ_UPatch, if I install something like AI upscaled textures that has the same files loaded loosely which ones take priority? I also just realized that using the loose files option you provide probably will make everything a lot easier
I think the loose files win over the bundles, but I'm not 100% sure either. And yes, you can of course just use the loose files version if you want. It's a mirrot copy of what is in the packed files.
Hey there @nicmerenda I was wondering if you were able to successfully merge PM with FCR2? If so, do you have a patch or would you be able to explain how you did it?
please You can create an alternative version with the runes, oils and gloves from the DLC and the pants and everything else. In the beginning it bothers that you force some people to play that way when all we want is to add content, not remove it and add it as you want i aprecciate your work is really good but that was unnesesary im in chapter 1 and i cannot get the herbalist gloves for farm more kayran meat or herbs for make money with potions or make mutagens the herbalist gloves basically you get them when you already kill the kayran its not fare for all people that change
I've read through the changelog and the only two things I don't want is the less combat finishers and the no combat chatter. Is there an easy way to remove just those two things?
Download the mod, find base_scripts.dzip file. Unpack it using GIBBED RED TOOLS. Find these two files: base_scripts\game\gameplay\cstakedown.ws base_scripts\game\player\player.ws Find the edits in those scripts using a text editor like Notepad++. I have marked all my edits in the script. Restore those edits to vanilla state. Unpack vanilla base_scripts.dzip if you need to compare how vanilla looks like and look in those same files. After making the edits, save the files and use GIBBED tools again to pack the scripts back into base_scripts.dzip file. Copy your edited scripts file to game folder.
All edits are marked with //===ProjectMersey=== comment. For example for combat commentary change you will find the line in player.ws script: //PlayVoiceset(1, "witcher_alone_enemies_oneliners");//===ProjectMersey=== To restore it to vanilla you will want to remove // from the beginning of the line, so the voiceset can play.
Again you've been super helpful, I've adjusted and merged some mods that use the base script file, but now the issue I'm having is the 'ZZ_Upatch.dzip' doesn't appear in the DLC tab. The file is in my CookedPC folder but it's nowhere to be seen in the options under the launcher, any ideas of where I've gone wrong?
Sorry, I have no idea. As long as the dzip file is in CookedPC it should show up in DLC list. Try removing it, launch the launcher, open DLC list, close the launcher, copy in the dzip file again and launch again. Also, maybe the DLC list is saved in some settings in the Documents folder, you can try clearing that.
Uninstalled and reinstalled and everything seems to be working! I even managed to merge mods like the enable loot window on controller with your one, so far so good! Thanks again for your help and for an awesome mod!
I did just have one final question. With the combat taunts, I have reverted this line to the vanilla version and still never hear them in game. Are they just rare? I looked up some combat gameplay to check and Geralt's combat lines never seem to trigger.
Also I likely won't bother as it looks a more complex process but how would I go about restoring the vanilla item weights? .xml files look a completely different thing compared to the other files.
They're not that rare. Which was the reason I turned them off to begin with. I'd say every 2-3 battles Geralt should say at least 1 line. But it's been a while since I played with them On. I really just can't stand them.
Good evening, when installing your mod, the character models in the dialogues disappear, more specifically, the model Triss in the kingslayer quest, on a prison barge while talking to a wounded elf, can you help?
Experimentally, I found out that the problem is in your mod, I was a little mistaken, the problem is not in the triss model, but in the camera during the dialogue, people wrote about this problem earlier, you can see in this video, it starts at 0:58, thanks for the answer, otherwise the mod is great. https://youtu.be/MHpJ-ZGD0BY?feature=shared
Thank you for the report, I was able to replicate this bug too. I will fix in in the next update. But currently I'm not modding this game, it will be a while.
I'm currently playing through the game, I'll update this post with any bugs I've found in case you want to update the mod.
* In Flotsam I encountered a female elf named "market_crowd_elf_woman6f42b800". It was before witnessing the execution. I never encountered her again. * When Ziggy is leading Geralt to Loredo, he should be walking instead of running. There's no need for him to run, and he has quite a long dialog on the way. * Malena loves to get stuck in place if you let her lead the guards into the ambush. I had to reload the game a few times before speaking with the guards before she finally decided to actually walk to the ambush site. * After drinking Gaspar and Farid's potion, they go into Einar's house and just stand there all day and night. Not sure if it's a bug, but maybe they should exit the town and despawn instead? * Now this is super annoying, the item pop up that shows up whenever you get an item during a quest or a conversation is super short, like half a second and most of the time it's gone before you even end the dialog. * The Flotsam troll never regenerates his health after "talking" with him. * When talking with Ves in Flotsam you can ask her how she became a soldier and you can proceed to flirt with her, If you do, the question how she became a soldier leads to a new dialog (Geralt asks if she stole her father's armor and pretended to be him) but it's greyed out like if asking the same question again despite it being a new dialog. * There's a door above the guy cooking in a pot in Flotsam harbor with an open prompt, but you can't actually interact with it. https://ibb.co/HgDPGPX * Not sure if it's a bug (I think it is) but Kayran can be looted twice (it has two loot spots). * Triss needs White myrtle petals, Green mold and Wolf's aloe leaves to remove Geralt's tattoo after the Hung Over quest but the ingredients aren't consumed in the process. I'm guessing this is also the case with Philippa/Sile in act 2. * There's a locked chest in the sleeping guards area when you're sneaking through Loredo's mansion at the end of act 1 (siding with Vernon path). I don't think the key exists, so just maybe make it non-interactive (unless there really is a key somewhere)?
- Items that increase oil duration do not work, since you fixed oil duration at 10 mins. This might be the same when taking the alchemy path when leveling up; haven't tried that though.
- It says you fixed talking to Dandelion about the Poem of the Wild Hunt on Iorveth's path, but I don't think that was broken. I'm on Roche's path and cannot mention the poem to Dandelion at all, even after visiting Myron who tells me he's not interested in poetry and I should look for someone who is.
Any chance of doing something about the weird shaky camera after a quickload?
I got back to W2, so this will be for act II (Vernon path): * Madame Carole wants money for talking to Geralt, if you agree to pay, you can ask her anything you want, but you don't actually lose any gold. * After exhausting all Zyvik's dialog options, if you talk to him, you'll have two options: play dice or say goodbye. If you choose goodbye Geralt will say something about watching out for the fire, which is completely out of context. * Every time you get ignited (like by stepping into a campfire) you get the Pyromaniac perk even if you already got it. * After winning at dice all items from Skalen Burdon he becomes not interactable even though there's still an interaction prompt. He should have a standard greeting at least. * Gameplay tweak: The riposte perk you get after performing it a few times gives Geralt a 10% chance of performing an automatic riposte when blocking. Geralt has no invulnerability during the animation, which often spells certain doom when he decides to auto perform it toward an enemy when fighting multiple opponents (it happened to me multiple times). This means the mere act of blocking can be very dangerous when fighting multiple humans. Would it be possible to make Geralt invulnerable during the animation when the riposte is procced from that perk? You could lower the chance to 5% to compensate the buff.
How difficult would it bee to merge this with Geralt's Improved Quality of Life (https://www.nexusmods.com/witcher2/mods/871)? m willing to try i just don't know where to start after I download the loose files.
So for the case of loose files, I compiled new ZZ_UPatch.dzip from my edited files from REDkit Files and new base_scripts.dzip use unpacked original script modified by file from folder Scripts edited by me. Theoretically if I haven't broken anything it should work properly?
664 comments
https://www.nexusmods.com/witcher2/mods/826
There is a random background NPC name that appears with the "Name" suffix. Sadly I don't remember what name that was, it was a female NPC that i've seen in Flotsam.
When you speak to the dwarf Isidor Kay in Loc Muinne (Roche's Path if that matters) the first dialogue line that he speaks has english subtitles, while my language version is polish.
I have recently realised that q212r_08_son_lives.w2scene (talk with Manfred and Sven after saving the latter from duel in Kaedweni Camp) has a terrifyingly illogical flow.
If we tell Sven to "butt out", Geralt doesn't say what information he wants from Manfred, and yet Manfred knows it already. If one chooses "Nothing's ever free" the dialogue makes sense. It could be avoided by making "butt out" an optional dialogue choice with only "Nothing's ever free" moving dialogue forward.
Basically how FCR2 is set up is that it adds "mods" to the UserContent folder in documents, one for each act and all of them have a scripts.dzip file in them, I'm assuming activating said mods loads this file instead of the one in CookedPC, so I should merge your mod's changes and repack into each of those, I'm not sure that's how it works though so it would be great if anyone could confirm.
The other option (CookedPC overruling mods) makes no sense to me, also if that was the case it would be really hard for me to merge since there's no documentation of every file changed by FCR.
Thanks for your mod and also for making your exact changes available, would have been impossible otherwise.
I also just realized that using the loose files option you provide probably will make everything a lot easier
Find these two files:
base_scripts\game\gameplay\cstakedown.ws
base_scripts\game\player\player.ws
Find the edits in those scripts using a text editor like Notepad++. I have marked all my edits in the script. Restore those edits to vanilla state. Unpack vanilla base_scripts.dzip if you need to compare how vanilla looks like and look in those same files. After making the edits, save the files and use GIBBED tools again to pack the scripts back into base_scripts.dzip file. Copy your edited scripts file to game folder.
For example for combat commentary change you will find the line in player.ws script:
//PlayVoiceset(1, "witcher_alone_enemies_oneliners");//===ProjectMersey===
To restore it to vanilla you will want to remove // from the beginning of the line, so the voiceset can play.
I did just have one final question. With the combat taunts, I have reverted this line to the vanilla version and still never hear them in game. Are they just rare? I looked up some combat gameplay to check and Geralt's combat lines never seem to trigger.
Also I likely won't bother as it looks a more complex process but how would I go about restoring the vanilla item weights? .xml files look a completely different thing compared to the other files.
https://youtu.be/MHpJ-ZGD0BY?feature=shared
* In Flotsam I encountered a female elf named "market_crowd_elf_woman6f42b800". It was before witnessing the execution. I never encountered her again.
* When Ziggy is leading Geralt to Loredo, he should be walking instead of running. There's no need for him to run, and he has quite a long dialog on the way.
* Malena loves to get stuck in place if you let her lead the guards into the ambush. I had to reload the game a few times before speaking with the guards before she finally decided to actually walk to the ambush site.
* After drinking Gaspar and Farid's potion, they go into Einar's house and just stand there all day and night. Not sure if it's a bug, but maybe they should exit the town and despawn instead?
* Now this is super annoying, the item pop up that shows up whenever you get an item during a quest or a conversation is super short, like half a second and most of the time it's gone before you even end the dialog.
* The Flotsam troll never regenerates his health after "talking" with him.
* When talking with Ves in Flotsam you can ask her how she became a soldier and you can proceed to flirt with her, If you do, the question how she became a soldier leads to a new dialog (Geralt asks if she stole her father's armor and pretended to be him) but it's greyed out like if asking the same question again despite it being a new dialog.
* There's a door above the guy cooking in a pot in Flotsam harbor with an open prompt, but you can't actually interact with it. https://ibb.co/HgDPGPX
* Not sure if it's a bug (I think it is) but Kayran can be looted twice (it has two loot spots).
* Triss needs White myrtle petals, Green mold and Wolf's aloe leaves to remove Geralt's tattoo after the Hung Over quest but the ingredients aren't consumed in the process. I'm guessing this is also the case with Philippa/Sile in act 2.
* There's a locked chest in the sleeping guards area when you're sneaking through Loredo's mansion at the end of act 1 (siding with Vernon path). I don't think the key exists, so just maybe make it non-interactive (unless there really is a key somewhere)?
Typo in The Assassins of Kings journal entry - Grand Maser should be 'Grand Master'
- It says you fixed talking to Dandelion about the Poem of the Wild Hunt on Iorveth's path, but I don't think that was broken. I'm on Roche's path and cannot mention the poem to Dandelion at all, even after visiting Myron who tells me he's not interested in poetry and I should look for someone who is.
Any chance of doing something about the weird shaky camera after a quickload?
* Madame Carole wants money for talking to Geralt, if you agree to pay, you can ask her anything you want, but you don't actually lose any gold.
* After exhausting all Zyvik's dialog options, if you talk to him, you'll have two options: play dice or say goodbye. If you choose goodbye Geralt will say something about watching out for the fire, which is completely out of context.
* Every time you get ignited (like by stepping into a campfire) you get the Pyromaniac perk even if you already got it.
* After winning at dice all items from Skalen Burdon he becomes not interactable even though there's still an interaction prompt. He should have a standard greeting at least.
* Gameplay tweak: The riposte perk you get after performing it a few times gives Geralt a 10% chance of performing an automatic riposte when blocking. Geralt has no invulnerability during the animation, which often spells certain doom when he decides to auto perform it toward an enemy when fighting multiple opponents (it happened to me multiple times). This means the mere act of blocking can be very dangerous when fighting multiple humans. Would it be possible to make Geralt invulnerable during the animation when the riposte is procced from that perk? You could lower the chance to 5% to compensate the buff.
https://ibb.co/V3Sv3r2