I'm willing to update any old/outdated mods on Next Gen 4.04, upon those rules:
- No overhaul or huge mods, such Ghost Mode, Vladimir UI or Geralt Doppler. - I can only edits scripts, bundled text (xml and csv), and redcloth, w2scenes, w2ent, w2mesh, etc... I can't modify texture, sound or redsfw. - Will always be Brothers in Arms compatible. - Once the update tested and working, I will send the updated mod to the original author via Direct Message. - I only ask my name in the credits, no DP asking. - But if I got no answer less than 7 days, I will publish by myself and give 50% DP to the author.
In case anyone did not see the part in the description of how to equip the cloak. It is a key binding for "8 AND "9". Check your key bind settings. They should appear as the first two options for key binds.
That part could benefit from being bolded in the larger text so people don't miss it and pass on this cool mod.
I can;t use this mod. This appears when I install it on my game. Error [modgeraltcloak]local\capehoodtoggle - annot.ws(1): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(4): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(20): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(30): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(40): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(45): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(51): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(57): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(62): Unexpected '@' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(72): Unexpected '@' Fyi, it's version 4.04 GOG. I didn't do any script merging as it encountered no issues. Installed it on my witcher 3 mod manager
Error [modgeraltcloak]local\capehoodtoggle - main.ws(3): 'HoodToggleButton' is not a member of 'handle:CR4Player' Error [modgeraltcloak]local\capehoodtoggle - main.ws(11): 'CapeToggleButton' is not a member of 'handle:CR4Player' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(22): I dont know any 'HoodToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(22): I dont know any 'HoodToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(24): I dont know any 'HoodToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(32): I dont know any 'CapeToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(32): I dont know any 'CapeToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(34): I dont know any 'CapeToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(42): I dont know any 'animHoodCape' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(8): I dont know any 'HoodToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(11): I dont know any 'HoodToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(13): I dont know any 'CapeToggleButton' Error [modgeraltcloak]local\capehoodtoggle - annot.ws(16): I dont know any 'CapeToggleButton' Error [modgeraltcloak]local\capehoodtoggle - anim.ws(44): 'animHoodCape' is not a member of 'handle:CR4Player' 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.
Edit: forgot to mention, I use witcher 3 mod manager and script merger. Merged after installing like description says.
Odd - I don't have any Steam Workshop mods, to my knowledge. Everything I downloaded is from the Nexus here. My load order is here: https://imgur.com/a/qYont69
Did you follow some guide? Because I see a "0000 Merged Files" which you shouldn't have installed with mod manager. Remove FTFANG, it's a dangerous mod that may soft lock your progression. I recommend DLC - Fast Travel Pack.
I can help you or fix the mod if you tell me why it's not compatible to your mod list: Does it bring errors? Causing merged conflict? Which mod isn't compatible? etc...
Most of mods I am using are working correctly, I don't want to update "if" it breaks all the mods in list. Since many mods i used dont get updated often, most of them are from January to march. I deleted some mods (this mod, enhanced cam, custom player) and after downloading the newer version is no longer working. I know it is updating issue, I can risk and update, but most likely the old mods won't work for me then.
Then please show us your mod list, I can perhaps point you to a more recent mods or add them in the list to update. You should play on the latest version; not rely on specific game version, because it is much more trouble doing that.
You can update them? Hold on, I'll just copy my folder somewhere else and update game, I'll list it right away if mods break, thank you very much in advance
Hey, thanks for replying, I managed to finally run mods after updating game. I had crashes at first for some reason, but I assume it's not mod issue since I kept doing same merging and finally no crash (except first time opening every time I play)
Can you make a patch for Switchable Cloaks - Hoods? Two mods conflicting across CapeHoodToggle - Anim.ws https://www.nexusmods.com/witcher3/mods/8728?tab=posts&BH=6
The cloak is not displayed, it is not there. Although it seems like I installed everything according to the instructions, the file from the mod folder to the mod folder, input settings in the documents folder, xml in the bin folder. Am I missing something?
Navigate to bin\config\r4game\user_config_matrix\pc. Open the "input.xml". Then open the same files brought by the mod, you copy the text and you past exactly before the "panel" line.
If that's too hard for you, you may use Witcher 3 Mod Manager instead, the mod was made for that.
Hi ElementaryLewis, First off thank you for all your hard work in making this game better. Anyways, I just want to clarify what you meant by exactly before "panel" line If this is my panel starting point. <!-- Panels --> <Var builder="Input" id="ChangeQuest"displayName="ControlLayout_ChangeQuest"displayType="INPUTPC" actions="HighlightObjective;TrackQuest"/> <Var builder="Input" id="ToggleHud"displayName="toggle_hud"displayType="INPUTPC" actions="ToggleHud" tags="locked"/> <Var builder="Input" id="PanelChar"displayName="character_panel"displayType="INPUTPC" actions="PanelChar" tags="locked"/> <Var builder="Input" id="PanelInv"displayName="Inventory"displayType="INPUTPC" actions="PanelInv" tags="locked"/> <Var builder="Input" id="PanelMap"displayName="map"displayType="INPUTPC" actions="PanelMapPC" tags="locked"/> <Var builder="Input" id="HubMenu"displayName="hub_menu"displayType="INPUTPC" actions="HubMenu" tags="locked"/> <Var builder="Input" id="PanelJour"displayName="journal"displayType="INPUTPC" actions="PanelJour" tags="locked"/> <Var builder="Input" id="PanelMeditation" displayName="panel_title_clock" displayType="INPUTPC" actions="PanelMeditation" tags="locked"/> <Var builder="Input" id="PanelAlch"displayName="alchemy"displayType="INPUTPC" actions="PanelAlch" tags="locked"/> <Var builder="Input" id="PanelCraft" displayName="panel_title_crafting" displayType="INPUTPC" actions="PanelCrafting" tags="locked"/> <Var builder="Input" id="PanelBestiary"displayName="panel_journal_tabname_bestiary"displayType="INPUTPC" actions="PanelBestiary" tags="locked"/><!-- loc key reuse requested by story --> <Var builder="Input" id="PanelGlossary"displayName="glossary"displayType="INPUTPC" actions="PanelGlossary" tags="locked"/> <Var builder="Input" id="PanelGwintDeckEditor"displayName="gwint_deck"displayType="INPUTPC" actions="PanelGwintDeckEditor" tags="locked"/>
Please use the block session like this: [code]<!-- Geralt Cloak --> <Var builder="Input" id="ToggleHood" displayName="GC_ToggleHood" displayType="INPUTPC" actions="HoodToggle" /> <Var builder="Input" id="ToggleCape" displayName="GC_ToggleCape" displayType="INPUTPC" actions="CapeToggle" /> <!-- Geralt Cloak --> So I could read your message in a better view. Or best you write me a message on Discord.
But to answer your question, yes you did correctly.
Oh I'm so sorry for the confusion. It is my first time posting here if I remember correctly. I've edited my first post so please check it again whenever its convenient for you. Thank you.
291 comments
- No overhaul or huge mods, such Ghost Mode, Vladimir UI or Geralt Doppler.
- I can only edits scripts, bundled text (xml and csv), and redcloth, w2scenes, w2ent, w2mesh, etc...
I can't modify texture, sound or redsfw.
- Will always be Brothers in Arms compatible.
- Once the update tested and working, I will send the updated mod to the original author via Direct Message.
- I only ask my name in the credits, no DP asking.
- But if I got no answer less than 7 days, I will publish by myself and give 50% DP to the author.
Check Trello requested list.
That part could benefit from being bolded in the larger text so people don't miss it and pass on this cool mod.
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(1): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(4): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(20): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(30): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(40): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(45): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(51): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(57): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(62): Unexpected '@'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(72): Unexpected '@'
Fyi, it's version 4.04 GOG. I didn't do any script merging as it encountered no issues. Installed it on my witcher 3 mod manager
Error [modgeraltcloak]local\capehoodtoggle - anim.ws(1): Class 'CR4PlayerStateCHAnim' already defined.
Error [modgeraltcloak]local\capehoodtoggle - anim.ws(71): Class 'CR4PlayerStateCHInterruption' already defined.
Error [modgeraltcloak]local\capehoodtoggle - main.ws(3): 'HoodToggleButton' is not a member of 'handle:CR4Player'
Error [modgeraltcloak]local\capehoodtoggle - main.ws(11): 'CapeToggleButton' is not a member of 'handle:CR4Player'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(22): I dont know any 'HoodToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(22): I dont know any 'HoodToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(24): I dont know any 'HoodToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(32): I dont know any 'CapeToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(32): I dont know any 'CapeToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(34): I dont know any 'CapeToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(42): I dont know any 'animHoodCape'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(8): I dont know any 'HoodToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(11): I dont know any 'HoodToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(13): I dont know any 'CapeToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - annot.ws(16): I dont know any 'CapeToggleButton'
Error [modgeraltcloak]local\capehoodtoggle - anim.ws(44): 'animHoodCape' is not a member of 'handle:CR4Player'
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.
Edit: forgot to mention, I use witcher 3 mod manager and script merger. Merged after installing like description says.
Remove FTFANG, it's a dangerous mod that may soft lock your progression. I recommend DLC - Fast Travel Pack.
Does it bring errors? Causing merged conflict? Which mod isn't compatible? etc...
You should play on the latest version; not rely on specific game version, because it is much more trouble doing that.
Two mods conflicting across CapeHoodToggle - Anim.ws
https://www.nexusmods.com/witcher3/mods/8728?tab=posts&BH=6
i has the animation but the cloak still intact
any solution?
Then open the same files brought by the mod, you copy the text and you past exactly before the "panel" line.
If that's too hard for you, you may use Witcher 3 Mod Manager instead, the mod was made for that.
First off thank you for all your hard work in making this game better. Anyways, I just want to clarify what you meant by exactly before "panel" line
If this is my panel starting point.
<!-- Panels -->
<Var builder="Input" id="ChangeQuest"displayName="ControlLayout_ChangeQuest"displayType="INPUTPC" actions="HighlightObjective;TrackQuest"/>
<Var builder="Input" id="ToggleHud"displayName="toggle_hud"displayType="INPUTPC" actions="ToggleHud" tags="locked"/>
<Var builder="Input" id="PanelChar"displayName="character_panel"displayType="INPUTPC" actions="PanelChar" tags="locked"/>
<Var builder="Input" id="PanelInv"displayName="Inventory"displayType="INPUTPC" actions="PanelInv" tags="locked"/>
<Var builder="Input" id="PanelMap"displayName="map"displayType="INPUTPC" actions="PanelMapPC" tags="locked"/>
<Var builder="Input" id="HubMenu"displayName="hub_menu"displayType="INPUTPC" actions="HubMenu" tags="locked"/>
<Var builder="Input" id="PanelJour"displayName="journal"displayType="INPUTPC" actions="PanelJour" tags="locked"/>
<Var builder="Input" id="PanelMeditation" displayName="panel_title_clock" displayType="INPUTPC" actions="PanelMeditation" tags="locked"/>
<Var builder="Input" id="PanelAlch"displayName="alchemy"displayType="INPUTPC" actions="PanelAlch" tags="locked"/>
<Var builder="Input" id="PanelCraft" displayName="panel_title_crafting" displayType="INPUTPC" actions="PanelCrafting" tags="locked"/>
<Var builder="Input" id="PanelBestiary"displayName="panel_journal_tabname_bestiary"displayType="INPUTPC" actions="PanelBestiary" tags="locked"/><!-- loc key reuse requested by story -->
<Var builder="Input" id="PanelGlossary"displayName="glossary"displayType="INPUTPC" actions="PanelGlossary" tags="locked"/>
<Var builder="Input" id="PanelGwintDeckEditor"displayName="gwint_deck"displayType="INPUTPC" actions="PanelGwintDeckEditor" tags="locked"/>
</VisibleVars>
</Group>
</UserConfig>
Should I do this?
<!-- Geralt Cloak -->
<Var builder="Input" id="ToggleHood" displayName="GC_ToggleHood" displayType="INPUTPC" actions="HoodToggle" />
<Var builder="Input" id="ToggleCape" displayName="GC_ToggleCape" displayType="INPUTPC" actions="CapeToggle" />
<!-- Geralt Cloak -->
<!-- Panels -->
<Var builder="Input" id="ChangeQuest"displayName="ControlLayout_ChangeQuest"displayType="INPUTPC" actions="HighlightObjective;TrackQuest"/>
<Var builder="Input" id="ToggleHud"displayName="toggle_hud"displayType="INPUTPC" actions="ToggleHud" tags="locked"/>
<Var builder="Input" id="PanelChar"displayName="character_panel"displayType="INPUTPC" actions="PanelChar" tags="locked"/>
<Var builder="Input" id="PanelInv"displayName="Inventory"displayType="INPUTPC" actions="PanelInv" tags="locked"/>
<Var builder="Input" id="PanelMap"displayName="map"displayType="INPUTPC" actions="PanelMapPC" tags="locked"/>
<Var builder="Input" id="HubMenu"displayName="hub_menu"displayType="INPUTPC" actions="HubMenu" tags="locked"/>
<Var builder="Input" id="PanelJour"displayName="journal"displayType="INPUTPC" actions="PanelJour" tags="locked"/>
<Var builder="Input" id="PanelMeditation" displayName="panel_title_clock" displayType="INPUTPC" actions="PanelMeditation" tags="locked"/>
<Var builder="Input" id="PanelAlch"displayName="alchemy"displayType="INPUTPC" actions="PanelAlch" tags="locked"/>
<Var builder="Input" id="PanelCraft" displayName="panel_title_crafting" displayType="INPUTPC" actions="PanelCrafting" tags="locked"/>
<Var builder="Input" id="PanelBestiary"displayName="panel_journal_tabname_bestiary"displayType="INPUTPC" actions="PanelBestiary" tags="locked"/><!-- loc key reuse requested by story -->
<Var builder="Input" id="PanelGlossary"displayName="glossary"displayType="INPUTPC" actions="PanelGlossary" tags="locked"/>
<Var builder="Input" id="PanelGwintDeckEditor"displayName="gwint_deck"displayType="INPUTPC" actions="PanelGwintDeckEditor" tags="locked"/>
</VisibleVars>
</Group>
</UserConfig>
block session like this:
So I could read your message in a better view. Or best you write me a message on Discord.[code]<!-- Geralt Cloak -->
<Var builder="Input" id="ToggleHood" displayName="GC_ToggleHood" displayType="INPUTPC" actions="HoodToggle" />
<Var builder="Input" id="ToggleCape" displayName="GC_ToggleCape" displayType="INPUTPC" actions="CapeToggle" />
<!-- Geralt Cloak -->
But to answer your question, yes you did correctly.