I've added native compatibility with DLC2 Improved, 3D Eyebrows and Modular Eyes. As long as either of the burning mark mods remain higher priority than 3D Eyebrows (should be by default alphabetically, with no user input), these mods will work in tandem with no additional patch required.
I dont suppose this could be done via scripts only? :/ Currently it is not compatible with Witcher 2 Geralt mesh mod, burning effect appears on his neck :(
Update: Just a quick experiment, the cutscene of burning itself plays fine :-/
just installed the latest version of your mod (NO EMBERS) and the compatibility patch with Modular eyes...the mod works great, but the sparks/smoke still appear for few seconds when entering/existing witcher sense/cutscene/loading a save/etc...is this intended even in the "no ember" version?
PS: i checked script merger for conflict, but i notice there is no script files in your mod/patch
the mods are in alphabetical order in my mods folder:
Embers appear every time the head changes or is reloaded, its the beginning of the glowing animation. Modular Eyes changes the head to change eyes, meaning embers reappear on eye change temporarily. Stopping the effect completely with scripts prevents glowing altogether.
For those using an Embers version of the burning mark, there's a modulareyes update to prevent embers from stacking every time the head changes.
I am usig the normal version (without embers) but when loading a save or looking at a notice board or reading notices, as well as during cutscenes, embers are visible for a while before they go away. Is this normal?
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setcustomhead('head_0_mark')
setcustomhead('head_0_mark_tattoo')
setcustomhead('head_1_mark')
setcustomhead('head_1_mark_tattoo')
setcustomhead('head_2_mark')
setcustomhead('head_2_mark_tattoo')
setcustomhead('head_3_mark')
setcustomhead('head_3_mark_tattoo')
setcustomhead('head_4_mark')
setcustomhead('head_4_mark_tattoo')
setcustomhead('head_5_mark')
setcustomhead('head_5_mark_tattoo')
setcustomhead('head_6_mark')
setcustomhead('head_6_mark'_tattoo)
setcustomhead('head_7_mark')
setcustomhead('head_7_mark_tattoo')
Normal heads:
setcustomhead('head_0')
setcustomhead('head_0_tattoo')
setcustomhead('head_1')
setcustomhead('head_1_tattoo')
setcustomhead('head_2')
setcustomhead('head_2_tattoo')
setcustomhead('head_3')
setcustomhead('head_3_tattoo')
setcustomhead('head_4')
setcustomhead('head_4_tattoo')
setcustomhead('head_5')
setcustomhead('head_5_tattoo')
setcustomhead('head_6')
setcustomhead('head_6_tattoo')
setcustomhead('head_7')
setcustomhead('head_7_tattoo')
https://www.nexusmods.com/witcher3/mods/4400
Doesn't it work with these hairstyles?
I mean that if you install a hairstyle mod and select any beard from the mod, the label will stop glowing.
Glows only with standard beards.
Currently it is not compatible with Witcher 2 Geralt mesh mod, burning effect appears on his neck :(
Update: Just a quick experiment, the cutscene of burning itself plays fine :-/
just installed the latest version of your mod (NO EMBERS) and the compatibility patch with Modular eyes...the mod works great, but the sparks/smoke still appear for few seconds when entering/existing witcher sense/cutscene/loading a save/etc...is this intended even in the "no ember" version?
PS: i checked script merger for conflict, but i notice there is no script files in your mod/patch
the mods are in alphabetical order in my mods folder:
1. modBurningMark_ModularEyes
2. modHoSBurningMark
3. modModularEyes
Stopping the effect completely with scripts prevents glowing altogether.
For those using an Embers version of the burning mark, there's a modulareyes update to prevent embers from stacking every time the head changes.
Embers will disappear after about 30 seconds. Is it normal?
thanks