Firstly thanks for answering.
There may be some leftovers of abandoned features. Afaik LODs are set per mesh for optimization reasons. Dunno if this could be switched to automated but it's possible that if done it would often result in out of memory.
What kind of memory? RAM? VRAM? preallocated budgets? As far as i can tell, people tried editing lots of assets to imitate global LOD bias and it worked just fine (except being painstakingly tedious and pretty much impossible to share since mod is made out of all meshes with edited configuration layer which doesn't make much sense to upload to any site).
As with every single feature/release/announcement, if there is something planned you will learn when the time is due. That's the general rule.
I'm not *demanding* any information, just the confirmation that the plan is still there is enough.
Mind that our scripters/programmers need to know how stuff works with our internal tools, not how to make stuff work with modding tools:
That's something i'm painfully aware of, however in terms of wscript i assume there aren't going to be any differences.
A scripter:
Class needs to extend CEntity class to have timer functionality (note that the AddTimer() function is imported there). <- This person advised me to contact a programmer regarding custom classes.
A programmer:
Defining an independent class which would use timers is not possible. Timers are only available from the level of a single entity. Maybe to have some kind of a self-updating mechanism one could use the states machine, ie add a states machine to an entity and use latent functions but that's just theorizing <-translated from Polish. This person added they never used timers.
That much we've figured out on our own as script modders, point is that creating custom class that extends CEntity class and then instancing within game world works as intended(new custom class in entity), besides the painful aspect of timers, which simply do not tick due to a reason we're unable to determine.
I don't know. Btw, as you know, people already enabled some debug features like the command console, which, I must add, is a pain to technical support as people use free camera, miss trigger areas and create blockers for themselves this way.
Which is why it'd be much easier to simply hide all of the "debug" features in retail copy behind a command line switch with disclaimer that it's not supported for "actual" gameplay. That way community wouldn't have to bother to reverse engineer the game after each update, plus bother with injecting anything into the game's process. It's already within the game and engine, why do we even have to dig and claw those features on our own. It's something average user doesn't need, but (some) of the features would be greatly beneficial for modders or other kinds of "power users".
If you want to contact us with questions you can do it via our support form. It was via a support ticket that Mangekyoumadara1987, the author of The Enhancement System mod, mentioned earlier in this thread, reached me. It was very kind of him to credit me even though I contributed little.
I understand, however i always thought tech support is meant for actual issues with the game, with which i also didn't bother because as you mentioned earlier having the debug console injector = invalid bug report.[/quote]
If you decide to contact support please ask each question in a separate ticket, it's much easier and faster to reply to such questions than to collections of questions/bugs. Also, the more specific the question the more possible a specific answer will be. Support answers every query but take into account everything else I wrote above. You may crave for more detail than is, for various reasons, possible to provide. Thank you for your understanding.
I understand and thank you for your time, however i would like to stress this point that if you wish to keep Witcher 3 as "mod friendly" you should consider opening up, on more than one level.
Tools we have are sub-par, support and access to information is non-existant save from stuff we literally reverse-engineer on our own. Situation is dire for us.
If it wasn't for personas like
@Sarcen,
@rmemr who provide tools and
@KNGRSM who bothered to poke around DLC mounting system, modding possibilities for the game would've been close to none with tools and knowledge that were "officially" provided to us.
Granted, Witcher 3 is a great game, possibly even genre defining for the years to come. But mods always serve as the way of making the game truly immortal.
At this rate, Witcher 3 will be done month after B&W ships, because it'll be a finished story, lore and content wise. With decent tools community can endlessly provide both (vide Skyrim), with semi-decent tools community can at least provide content. Currently we barely can provide anything.
Excuse my litte rant here, but i feel as if CDPR staff wasn't even aware of how they aligned themselves towards modding community, having promised "a lot" and delivered "something".
At the very least, i'd appreciate if this message was forwarded to the "higher-ups". Even with current tools, the situation could be improved greatly simply by creating a stable communication channel between modding community and the developers.
Granted and 100% right - you don't owe us anything and we're in no position to demand anything, but there are certain things you should consider doing either in terms of pure PR or long term profits.
Cheers.