So why not make this patch for people without this DLC1? (I don't see the DLC folder in my game's steam install directory so I'm assuming I don't have it)
Is there some issue you're having where you must use DLC files instead of core game files?
We don't have a specification for game engine, most of knowledge used in mods was obtained empirically. And many mods were made by taking existing mode as base and then introducing changes. So, basically, "because it so happened". But, really, is there any reason to not install FREE DLC? PS in case you're not aware of it, 1.07 changelog states that problems with runecraft are fixed. So this mod will probably become obsolete in a couple of days.
Spawn1702 wrote: No recipes...AND no temerian armor to buy. ??? oO
After deinstall (backup), the Temerian Armor appears for the trader. Dont ask... i installed it correctly. No 1.06 support?
No, I play 1.06 myself, it's working. With all dlcs (1-12). Care to describe what you was doing exactly?
Got the same issue. I made a backup of metadata.store and blob.bundle and replaced them with your current files (RuneFix from main files download, date 17.06.15), by extracting them into the main folder... but no recipes appeared. Instead the temerian armor set disappeared. Now that i used my backup files Bram has every piece of the temerian armor set twice. I use 1.06 (german version, if that matters...) with all available DLCs.
Don't know what exactly happening in your case. Maybe you stored backups somewhere in game folder? I heard that game may load them and you'll get various bugs (infinite loading, crashes, missing content - you name it).
These recipes allow you to convert "odd" runes/glyphs into ordinary ones. By "odd" I mean those variants of runes/glyphs that can't be used as craft ingredients for higher tiers. Oh, and did you look for them in "craft" section or in "alchemy"? 'Cause they are in "craft" (so you need to go to weaponsmith/armorsmith to use them).
yea I found the recipes, bought them and headed to the craftman. i got to him and i found them in crafting all the way at the bottom they all cost $3 to make, but it says i dont have the ingredients, 1 lesser glyph of igni, but i have 17 of them. I even dropped those 17 and crafted new lesser glyphs from scratch, but still says i dont have the proper ingredients
It seems you don't fully understand purpose of this mod. Lets start from the beginning. Each glyph have 3 tier - lesser, normal and greater. You can buy recipe to craft 2 lesser glyphs into one normal, and recipe to craft 2 normal glyphs into 1 greater. (These recipes are already in game, that has nothing to do with my mod.) But there is a problem - some lesser glyphs internally have a different "type", so (although their name and looks suggest otherwise), they can't be crafted int higher tier. The game does not see them as valid ingredients for those recipes. This is the problem addressed by mod. New recipes allow you to convert those "special" glyphs/runes into their ordinary versions.
Yea i get the purpose, I think, or maybe I dont I may have been a little confusing in my last reply, sorry. Basically Im having the issue where i cant craft the Greater glyphs, it says i need 2 of the lesser glyphs. I have them, but it says I dont when in the crafting menu. That was what brought me here to your mod. From there I installed your mod so that I could convert my unusable lesser glyphs into usable ones via your crafting recipes. I got the recipes from the merchant as directed on here, they were there so I know the mod installed.
From there I went to a craftman to use your recipes. I went to Crafting and found your recipes all the way at the bottom, it says it requires 1 lesser of igni to craft 1 lesser of igni cost $3, but it says I dont have the ingredients to craft your recipes. it says I have 0/1 lesser of igni which i dont, i have 17 of them, I even crafted completely new lesser glyphs from scratch, thinking maybe it didnt work with glyphs that were previously in my inventory before the mod was installed but nothing.
But anyway I got frustrated and installed the debug console and just gave myself the greater igni glyphs and just threw out the lesser ones so I wouldnt feel like i was cheating to much lmao. Thanks for responding though hopefully this conversation can help other people
Problem: Bran doesn't sell the fix recipe for glyph of igni after installing your mod.
He sells your fix recipes for aard, axii, quen, stribog, dhazbog, devana, zoria, morana, triglav, svarog, veles, perun and chernobog, but not for igni.
In dlc1_items.xml, the item name is "Phosphorescent crystal schematic", but in dlc1_shop.xml, it uses the name "Phosphorescent crystal fix schematic". Correcting the name in dlc1_items.xml should fix the problem.
that works. i had to do a force import because "fix " changed the length of the xml file, but now the igni rune recipe is in Bram's shop. waiting for the OP to do a proper update because i don't trust my forced import
Nice catch. Fixed in v3. About "forcing" reimport: as I understand it, by forcing reimport you overwrite part of the next file in bundle (ie breaking it). So I've added some placeholder into both xml-files. Now you can add new stuff into xml, delete placeholders and reimport xmls back into bundle (you don't need to "force" it because new files are not bigger). For example, somebody might easily merge Temerian Armor Stats Mod with this mod, as they don't need to tinker with metadata.store anymore.
Well, if you tell me which one version of Temerian Armor Mod you want merged with which version of my mod, I can merge it for you. After that you can try to merge another combination by yourself. It's quite simple - just replace item definitions for Temerian armor in my sources, add or remove some placeholders to match original file size and then patch it into bundle (using quickbms).
Uploading patch. It's a patch (so you copy it and run bat-file). It requires RuneFix or RuneFix_2for1 installed. Oh, did you know that Bran sells another variant of Temerian armor starting from lvl 29? And stops selling the old one at the same time. I'll remove later part for now, as it'll be inconvenient for you. And as it looks, it's entirely possible to implement recipes for tiered craft of all versions of moded Temerian armor. Tough, it's kinda cumbersome, as 4 pieces x 3 tiers - it's already 12 schematics (and recipe-items), and you need to come up with some sensible ingredient list for each schematic. I hope somebody will make that...
dude, i have followed you instruction in description and now i can't play game... all my saves dont load .... i got a message i am lacking content lkike foolq gold quest and elite crossbow sets but i got all wee dlcs and after this error i have reinstalled all of them again but it didn't fix it.............any help ? i got like 120 h put in this game and i don't want to start from new ?
Hi. I had this problem then I first time tried to use mods (to be clear - someone else's mod). I ended up reinstalling game, but my saves were here and working after that. Still don't know for sure what that was about. My guess - I did backup of some .bundle file by moving it into some subdirectory inside game folder (as someone said earlier, that breaks the game). So I recommend you to do the following: 0. Backup you savegames. Copy them somewhere safe, like c:\MyBackups or desktop. Hell, zip them and upload into google-drive or dropbox. 1. Move (not copy) all your backups of game files (like *.bundle or metadata.store) from game folder to some other place (like desktop or c:\MyBackups). 2. Try load your saves. 3. If failed, uninstall game and install it again. 4. Try load your save. 5. If your saves aren't showing in game, copy them from backup (don't know for sure that all game versions do not erase saves on uninstall).
I really want to use this fix since in my inventory there are many lesser chernoborg runestones (+2% attack power) that can't be used to upgrade them into the normal/basic version.
But what if after I use this fix and have buy the recipe from Bram and then later I delete this mod just incase of something happen (maybe this will be fixed in official patch, etc), will these fixed recipes stay or disappear in alchemy list? And also will this cause my savegame compatibility issue with future patch if I use this fix and delete it later too? This is the reason why I don't use the unofficial exp fix etc.
The game is pretty stable that way. I had many versions of these recipes tested on my saves, and after switching to vanilla dlc1 files my saves load successfully. Recipes are just missing from alchemy/crafting screen. The only side-effect that persists is that food recipes are still counts towards alchemy recipes total (ie increase max toxicity through acquired tolerance).
Well, if CDPR guys will want to break your saves, they definitely can implement that in future patches.
40 comments
Is there some issue you're having where you must use DLC files instead of core game files?
But, really, is there any reason to not install FREE DLC?
PS in case you're not aware of it, 1.07 changelog states that problems with runecraft are fixed. So this mod will probably become obsolete in a couple of days.
Got the same issue. I made a backup of metadata.store and blob.bundle and replaced them with your current files (RuneFix from main files download, date 17.06.15), by extracting them into the main folder... but no recipes appeared. Instead the temerian armor set disappeared. Now that i used my backup files Bram has every piece of the temerian armor set twice.
I use 1.06 (german version, if that matters...) with all available DLCs.
??? oO
After deinstall (backup), the Temerian Armor appears for the trader.
Dont ask... i installed it correctly. No 1.06 support?
Oh, and did you look for them in "craft" section or in "alchemy"? 'Cause they are in "craft" (so you need to go to weaponsmith/armorsmith to use them).
Lets start from the beginning.
Each glyph have 3 tier - lesser, normal and greater. You can buy recipe to craft 2 lesser glyphs into one normal, and recipe to craft 2 normal glyphs into 1 greater. (These recipes are already in game, that has nothing to do with my mod.)
But there is a problem - some lesser glyphs internally have a different "type", so (although their name and looks suggest otherwise), they can't be crafted int higher tier. The game does not see them as valid ingredients for those recipes.
This is the problem addressed by mod. New recipes allow you to convert those "special" glyphs/runes into their ordinary versions.
From there I went to a craftman to use your recipes. I went to Crafting and found your recipes all the way at the bottom, it says it requires 1 lesser of igni to craft 1 lesser of igni cost $3, but it says I dont have the ingredients to craft your recipes. it says I have 0/1 lesser of igni which i dont, i have 17 of them, I even crafted completely new lesser glyphs from scratch, thinking maybe it didnt work with glyphs that were previously in my inventory before the mod was installed but nothing.
But anyway I got frustrated and installed the debug console and just gave myself the greater igni glyphs and just threw out the lesser ones so I wouldnt feel like i was cheating to much lmao. Thanks for responding though hopefully this conversation can help other people
He sells your fix recipes for aard, axii, quen, stribog, dhazbog, devana, zoria, morana, triglav, svarog, veles, perun and chernobog, but not for igni.
the src files for his shop (dlc1_shop.xml) have
<loot_entry name="Phosphorescent crystal fix schematic" player_level_min="0" player_level_max="0" quantity_min="1" quantity_max="1" chance="-1" />
which looks fine to me
and flc1_items.xml has
<schematic name_name ="Phosphorescent crystal fix schematic"
craftedItem_name ="Glyph igni"
craftsmanLevel_name="Journeyman" craftsmanType_name="Crafter" price="10">
<ingredients>
<ingredient item_name="Phosphorescent crystal" quantity="1" />
</ingredients>
</schematic>
which looks fine too.
maybe metadata.store is missing the entry?
can you double check please? thanks
About "forcing" reimport: as I understand it, by forcing reimport you overwrite part of the next file in bundle (ie breaking it).
So I've added some placeholder into both xml-files. Now you can add new stuff into xml, delete placeholders and reimport xmls back into bundle (you don't need to "force" it because new files are not bigger).
For example, somebody might easily merge Temerian Armor Stats Mod with this mod, as they don't need to tinker with metadata.store anymore.
Or do I have to mess with the source files you provided?Looked at the source files but... don't know the first thing about messing with them...
After that you can try to merge another combination by yourself.
It's quite simple - just replace item definitions for Temerian armor in my sources, add or remove some placeholders to match original file size and then patch it into bundle (using quickbms).
Thank you!!
Oh, did you know that Bran sells another variant of Temerian armor starting from lvl 29? And stops selling the old one at the same time.
I'll remove later part for now, as it'll be inconvenient for you.
And as it looks, it's entirely possible to implement recipes for tiered craft of all versions of moded Temerian armor. Tough, it's kinda cumbersome, as 4 pieces x 3 tiers - it's already 12 schematics (and recipe-items), and you need to come up with some sensible ingredient list for each schematic.
I hope somebody will make that...
My guess - I did backup of some .bundle file by moving it into some subdirectory inside game folder (as someone said earlier, that breaks the game).
So I recommend you to do the following:
0. Backup you savegames. Copy them somewhere safe, like c:\MyBackups or desktop. Hell, zip them and upload into google-drive or dropbox.
1. Move (not copy) all your backups of game files (like *.bundle or metadata.store) from game folder to some other place (like desktop or c:\MyBackups).
2. Try load your saves.
3. If failed, uninstall game and install it again.
4. Try load your save.
5. If your saves aren't showing in game, copy them from backup (don't know for sure that all game versions do not erase saves on uninstall).
But what if after I use this fix and have buy the recipe from Bram and then later I delete this mod just incase of something happen (maybe this will be fixed in official patch, etc), will these fixed recipes stay or disappear in alchemy list? And also will this cause my savegame compatibility issue with future patch if I use this fix and delete it later too? This is the reason why I don't use the unofficial exp fix etc.
Sorry if I bother you with these questions.
Well, if CDPR guys will want to break your saves, they definitely can implement that in future patches.