[TW1] [mod] Genie Wish Mod
DESCRIPTION: This mod gives Geralt a magic bottle. When he rubs the magic bottle, a genie appears. This genie will grant him one wish. Geralt can wish for any one of the following:
1. 10,000 orens
2. More Talents (choose one, depending on how much you want to cheat)
a. 5 bronze talents
b. 5 bronze and 5 silver talents
c. 10 bronze, 10 silver, and 10 gold talents
3. Weapons (choose one)
a. Gwalhir steel sword
b. Mahakaman rune sihill steel sword
c. Aerondight silver sword
d. Moonblade silver sword
4. Armor (the Excellent Leather Jacket)
5. Blade Enhancements (choose one)
a. 2 Perun rune stones
b. 5 Diamond dusts
6. Potions (choose one)
a. 5 Swallows
b. 5 Tawny Owls
c. 5 White Rafford's Decoctions
d. 5 Cats
e. 3 Full Moons
f. 3 Maribor Forests
g. 3 White Honeys
h. 3 Wives' Tears
i. 10 White Gulls
You can get it at The Witcher Nexus (or at Corylea.com, for those times when the Nexus is down.)
When you right-click on the bottle to use it, the tooltip will say "right-click to read." This is because if I'd made the bottle a potion, Geralt would have drunk it, and that's not what we want. By tricking the game into thinking the bottle is a scroll, I'm able to give you a pop-up that says, "Suddenly, a genie appears!" So yeah, I know it claims that you "read" the bottle. WE know that Geralt actually rubs the thing.
Of course you recognize who's being the genie here.
In recoloring Azar Javed, I took a much closer look than ever before at his model and textures. I swear, that man must be the vainest guy on the planet! He's got armbands and piercings and decorative stitching and decorative cutouts and necklaces and belts and buckles and godknowswhatall! I had originally envisioned recoloring every piece of his outfit, but after I got a look at how extremely complicated it was, I decided to "only" spend a couple of hours recoloring him.
The genie will teleport out after he's given you whatever you asked for. In theory, you get ONE wish. But in practice, if you want more, you can just rub the bottle again. I thought about making the bottle self-destruct after the first wish, but given that we ARE cheating here, I figured letting you use it as often as you like was better.
Is the mod very cheaty? Yes, it's very cheaty. When I posted my last mod, Kindo told me that he sometimes uses the Witcher Saved Game Editor to hack his saved games when he feels like cheating, and I thought that wasn't much fun. If we're going to cheat, let's do it in a fun way, via gameplay. That's why I made this mod.
Have fun!
New in version 1.3: Added Cat potions by request. Also, all potions now have a secondary substance as well. Swallows are nigredo; Cat, White Rafford's Decoction, Full Moon, and Maribor Forest are rubedo, and Tawny Owl, White Honey, and Wives' Tears are albedo.
New in version 1.2: Previously, this mod was only available in English, and if you played in any other language, the dialogue lines with the genie were empty. It's still only available in English, but that English text has been copied to the Polish section of the dialogue, so you can have your text language set to Polish and still use this mod. Of course, you have to be able to read enough English to know what you're wishing for ... but if you can read this, you'll be able to read that. Nothing else in the Polish game has been changed, so everything else about your game is still in Polish; it's just that now you can use this mod if you want to.
INSTALLATION: Download the folder, unzip it, and put all of the files it contains into your Override folder. If you don't have an Override folder, then you'll need to make one. The Override folder does NOT go into the Witcher folder where your saved games are; it goes in the Witcher folder where the game data is. This is The Witcher Enhanced Edition\Data.
Note: Like all my mods, this is for The Witcher; it's not for The Witcher 2.
This mod will conflict with other mods that use the def_arealoaded.ncs script. These mods include the Stuff that makes Geralt's life easier mod, the Difficulty Potions mod, the Wolf Companion mod, and several others. BUT, there IS a way to get most of these mods to work together. (This procedure does not work for the Scabbard Mod, though, since that mod and this one both use the appearance.2da file.)
HOW TO MAKE THE GENIE MOD WORK WITH OTHER MODS THAT USE THE DEF_AREALOADED SCRIPT
(Note that this procedure only needs to be used for mods that use that script; simple texture mods, for example, don't use that script, and you don't need to do anything special to get them to work with your other mods. If you don't know whether or not a mod uses that script, then look at the files in the mod -- do you see def_arealoaded.ncs among them?)
1. Put ONE of the mods (not the Wolf mod, if you use that; one of the other ones) in your Override folder.
2. Start the game, and wait until Geralt has been given the item(s). Check your inventory to make sure your new items have been added, since you don't always get the "Received item X" text on the screen. (If the item goes in your quest item inventory, remember that that inventory scrolls back and forth. If the item does not go in your quest inventory but goes in your regular inventory, before you add the mod, you'll need to make sure that there's a space in your inventory for it.)
3. Save and exit the game.
4. a. Add the files for the second mod to the same folder as the first. There should be no subfolders (folders within folders)! When you are told that the file custom_script.ncs already exists and asked if you want to overwrite it, answer yes. (This is okay because you already have the item(s) from the first mod, and it's a different script that adds functionality to the items; all custom_script does is give the items to Geralt.)
b. If you're using a mod that has a folder of its own -- like the scabbard mod or the difficulty potions mod -- then you'll need to take ALL of those files out of their folder and put them in the same folder as whatever mod you started with OR you'll need to manually remove the custom_script.ncs and def_arealoaded.ncs files -- but ONLY the custom_script.ncs and def_arealoaded.ncs files -- from the first mod you used.
c. Everything that's in your The Witcher Enhanced Edition\Data folder is loaded when the game begins. We've been recommending an Override folder to make it easy to keep track of your mods, but putting some mods in Override and some mods in folders of their own in the The Witcher Enhanced Edition\Data folder does NOT keep them from conflicting. If you feel comfortable keeping track of custom_script.ncs and which ones have been used already and which haven't, you can have mods in subfolders. If that sounds difficult or complicated to you, then you should put every file for every mod in the exact same folder, with no subfolders, and let custom_script.ncs overwrite itself each time.
5. Start your game up again, wait a few seconds, and you should get the second item(s) added. Check your inventory to make sure your new items have been added, since you don't always get the "Received item X" text on the screen. (If the item goes in your quest item inventory, remember that that inventory scrolls back and forth. If the item does not go in your quest inventory but goes in your regular inventory, before you add the mod, you'll need to make sure that there's a space in your inventory for it.)
6. Save and exit the game.
7. Repeat steps 4 - 6 for every mod you want to use that uses the def_arealoaded.ncs script.
Keep doing this until you have everything you want -- J_Slash's "Stuff," my stop-the-rain scroll, the difficulty potions, whatever you want.
If you use the Wolf Companion mod, it should be the very last mod you add. Since the wolf gets "added" frequently, he needs to have his custom_script working all the time, whereas most items are only added once, so the custom_script for those items can be dispensed with once Geralt has the stop-the-rain scroll, the "Stuff" items, and so forth.
DESCRIPTION: This mod gives Geralt a magic bottle. When he rubs the magic bottle, a genie appears. This genie will grant him one wish. Geralt can wish for any one of the following:
1. 10,000 orens
2. More Talents (choose one, depending on how much you want to cheat)
a. 5 bronze talents
b. 5 bronze and 5 silver talents
c. 10 bronze, 10 silver, and 10 gold talents
3. Weapons (choose one)
a. Gwalhir steel sword
b. Mahakaman rune sihill steel sword
c. Aerondight silver sword
d. Moonblade silver sword
4. Armor (the Excellent Leather Jacket)
5. Blade Enhancements (choose one)
a. 2 Perun rune stones
b. 5 Diamond dusts
6. Potions (choose one)
a. 5 Swallows
b. 5 Tawny Owls
c. 5 White Rafford's Decoctions
d. 5 Cats
e. 3 Full Moons
f. 3 Maribor Forests
g. 3 White Honeys
h. 3 Wives' Tears
i. 10 White Gulls
You can get it at The Witcher Nexus (or at Corylea.com, for those times when the Nexus is down.)
When you right-click on the bottle to use it, the tooltip will say "right-click to read." This is because if I'd made the bottle a potion, Geralt would have drunk it, and that's not what we want. By tricking the game into thinking the bottle is a scroll, I'm able to give you a pop-up that says, "Suddenly, a genie appears!" So yeah, I know it claims that you "read" the bottle. WE know that Geralt actually rubs the thing.
Of course you recognize who's being the genie here.
The genie will teleport out after he's given you whatever you asked for. In theory, you get ONE wish. But in practice, if you want more, you can just rub the bottle again. I thought about making the bottle self-destruct after the first wish, but given that we ARE cheating here, I figured letting you use it as often as you like was better.
Is the mod very cheaty? Yes, it's very cheaty. When I posted my last mod, Kindo told me that he sometimes uses the Witcher Saved Game Editor to hack his saved games when he feels like cheating, and I thought that wasn't much fun. If we're going to cheat, let's do it in a fun way, via gameplay. That's why I made this mod.
Have fun!
New in version 1.3: Added Cat potions by request. Also, all potions now have a secondary substance as well. Swallows are nigredo; Cat, White Rafford's Decoction, Full Moon, and Maribor Forest are rubedo, and Tawny Owl, White Honey, and Wives' Tears are albedo.
New in version 1.2: Previously, this mod was only available in English, and if you played in any other language, the dialogue lines with the genie were empty. It's still only available in English, but that English text has been copied to the Polish section of the dialogue, so you can have your text language set to Polish and still use this mod. Of course, you have to be able to read enough English to know what you're wishing for ... but if you can read this, you'll be able to read that. Nothing else in the Polish game has been changed, so everything else about your game is still in Polish; it's just that now you can use this mod if you want to.
INSTALLATION: Download the folder, unzip it, and put all of the files it contains into your Override folder. If you don't have an Override folder, then you'll need to make one. The Override folder does NOT go into the Witcher folder where your saved games are; it goes in the Witcher folder where the game data is. This is The Witcher Enhanced Edition\Data.
Note: Like all my mods, this is for The Witcher; it's not for The Witcher 2.
This mod will conflict with other mods that use the def_arealoaded.ncs script. These mods include the Stuff that makes Geralt's life easier mod, the Difficulty Potions mod, the Wolf Companion mod, and several others. BUT, there IS a way to get most of these mods to work together. (This procedure does not work for the Scabbard Mod, though, since that mod and this one both use the appearance.2da file.)
HOW TO MAKE THE GENIE MOD WORK WITH OTHER MODS THAT USE THE DEF_AREALOADED SCRIPT
(Note that this procedure only needs to be used for mods that use that script; simple texture mods, for example, don't use that script, and you don't need to do anything special to get them to work with your other mods. If you don't know whether or not a mod uses that script, then look at the files in the mod -- do you see def_arealoaded.ncs among them?)
1. Put ONE of the mods (not the Wolf mod, if you use that; one of the other ones) in your Override folder.
2. Start the game, and wait until Geralt has been given the item(s). Check your inventory to make sure your new items have been added, since you don't always get the "Received item X" text on the screen. (If the item goes in your quest item inventory, remember that that inventory scrolls back and forth. If the item does not go in your quest inventory but goes in your regular inventory, before you add the mod, you'll need to make sure that there's a space in your inventory for it.)
3. Save and exit the game.
4. a. Add the files for the second mod to the same folder as the first. There should be no subfolders (folders within folders)! When you are told that the file custom_script.ncs already exists and asked if you want to overwrite it, answer yes. (This is okay because you already have the item(s) from the first mod, and it's a different script that adds functionality to the items; all custom_script does is give the items to Geralt.)
b. If you're using a mod that has a folder of its own -- like the scabbard mod or the difficulty potions mod -- then you'll need to take ALL of those files out of their folder and put them in the same folder as whatever mod you started with OR you'll need to manually remove the custom_script.ncs and def_arealoaded.ncs files -- but ONLY the custom_script.ncs and def_arealoaded.ncs files -- from the first mod you used.
c. Everything that's in your The Witcher Enhanced Edition\Data folder is loaded when the game begins. We've been recommending an Override folder to make it easy to keep track of your mods, but putting some mods in Override and some mods in folders of their own in the The Witcher Enhanced Edition\Data folder does NOT keep them from conflicting. If you feel comfortable keeping track of custom_script.ncs and which ones have been used already and which haven't, you can have mods in subfolders. If that sounds difficult or complicated to you, then you should put every file for every mod in the exact same folder, with no subfolders, and let custom_script.ncs overwrite itself each time.
5. Start your game up again, wait a few seconds, and you should get the second item(s) added. Check your inventory to make sure your new items have been added, since you don't always get the "Received item X" text on the screen. (If the item goes in your quest item inventory, remember that that inventory scrolls back and forth. If the item does not go in your quest inventory but goes in your regular inventory, before you add the mod, you'll need to make sure that there's a space in your inventory for it.)
6. Save and exit the game.
7. Repeat steps 4 - 6 for every mod you want to use that uses the def_arealoaded.ncs script.
Keep doing this until you have everything you want -- J_Slash's "Stuff," my stop-the-rain scroll, the difficulty potions, whatever you want.
If you use the Wolf Companion mod, it should be the very last mod you add. Since the wolf gets "added" frequently, he needs to have his custom_script working all the time, whereas most items are only added once, so the custom_script for those items can be dispensed with once Geralt has the stop-the-rain scroll, the "Stuff" items, and so forth.


