[Mod Request] New Game++

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[Mod Request] New Game++

Is it possible to make a mod that allows you to use your NG+ savegame for another playthrough? Maybe it's possible to edit the savegame. I'm not sure how the game determines whether or not a savegame is ready for NG+, but removing the fact 'NewGamePlus' and setting the fact 'witcher3_game_finished' to true (it already was on truce since I completed the game) doesn't work. The game still says that I can only start a NG+ with saves, that I have completed the story with, eventhough the story was finished already. Whether or not a save is suitable for NG+ is determined by CR4Game#StartNewGamePlus(), but since it's imported, it's probably not possible to see how it works (I guess).

Another way would be to transfer the character progress (inventory, abilities etc) to a non NG+ savegame.

I've already tried to transfer the character progress, but I run into a lot of problems with copying the inventory from one save to another. One of the things I tried to do, was spawning an NPC and then transfer the player's inventory to the npc's inventory using CInventoryComponent#GiveAllItemsTo(). I stored the npc's inventory as a variable so that I could later transfer its content to the non-NG+ save game. The problem is that the npc gets 'destoyed' once you leave the savegame and the inventory gets cleared. Is there any way I can instantiate an inventory that I can transfer items to and from without having it bound to an npc?

And I've not even tried to do the abilities. Can someone more skilled give me some tips or is there already a mod that solves my problem?
 
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erxv

Forum veteran
you can make a saved var that holds all the player items (although some stuff gets removed when you start NG+ cause they are quest items, so you gota filter those out aswell)
 
erxv;n7940950 said:
you can make a saved var that holds all the player items (although some stuff gets removed when you start NG+ cause they are quest items, so you gota filter those out aswell)

I already tried that, but I couldn't figure out how to add the stored items back to the inventory. There's only a method called "AddAnItem" which lets you add a randomly generated item based on the itemname/id. I couldn't find a method that takes SItemUniqueId as an argument, which means that stats (level, attributes etc) would be lost. I also tried to adjust the item stats afterwards, it works for tags and the level but I wasn't able to change item attributes (damage, bonuses, resistances etc)
 
Ok.The mod of DarkTar seems to be what I'm looking for. Thanks :)

Anyways I'd still be interested if it was possible to add items somehow.

erxv;n7952340 said:
you can try MountItem, that takes an SItemUniqueId

I think MounItem is used to equip items (armor, swords). The item already has to be in the inventory to be used in MountItem.
 

erxv

Forum veteran
TypicalDarkness;n7952630 said:
Ok.The mod of DarkTar seems to be what I'm looking for. Thanks :)

Anyways I'd still be interested if it was possible to add items somehow.



I think MounItem is used to equip items (armor, swords). The item already has to be in the inventory to be used in MountItem.

okay, i think GiveItemTo will work...

public final function GiveItemTo( otherInventory : CInventoryComponent, itemId : SItemUniqueId, optional quantity : int, optional refreshNewFlag : bool, optional forceTransferNoDrops : bool, optional informGUI : bool ) : SItemUniqueId
 
erxv;n7952920 said:
okay, i think GiveItemTo will work...

public final function GiveItemTo( otherInventory : CInventoryComponent, itemId : SItemUniqueId, optional quantity : int, optional refreshNewFlag : bool, optional forceTransferNoDrops : bool, optional informGUI : bool ) : SItemUniqueId

The problem is that I need an inventory for that and I don't know how to instantiate a working inventory without an entity.
 
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Update: mod got additional features, some requests, others my own ideas, but more importantly, someone over at the Nexus has done a completionist playthrough, then tried the mod again and confirmed that it works.

Not sure how CD Projekt Red feels about this, since they meant NG+ to be a one-and-done thing, but apparently it now stacks (and I misnamed the mod :D).
 
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