blacklimo said:
First up, awesome mod!!! I totally love it.
Thanks, I'm glad to hear it.
Secondly, with regards to mod compatability, with some work I think I could make this and the doppler mod work together... apparently there's an "ExecuteScript" method that can call other scripts in the NCS file, so renaming "custom_script" to something else and executing that method to call the script names should work.
Yes, of course. The reason why all these mods conflict is because we have only a
compiled version of the
def_areaload script, so we can't alter it. If I had access to the uncompiled version, I'd have given each of my mods a different script to add them with; they wouldn't all be called "
custom_script." I don't know what else the
def_areaload script does besides call
custom_script, so I haven't tried to write a new
def_areaload script myself.It would be easy to get all the mods to work together; we just need to have
custom_script be a series of execute commands, where each of the mods that's using custom_script now renames that to something else. It can even be as boring as
custom_script1,
custom_script2,
custom_script3 and so on. That would require, though, that all of the modders coordinate their work, and most of us have been busy. I've been working on a new adventure for
The Witcher, and I know that Flash is working on a large update to his FCR, in addition to his other duties.When I was modding
The Sims 2, every new item that modders wanted to add to the game needed its own GUID, and there was an organization that maintained some sort of central authority, which assigned GUID's to modders. This was run by Sims modders, not by the developer or publisher, and it would be nice if we were that organized here in the Witcher world. If there were a central list with all of the mods and a notation as to which one used which
custom_script, then it would be very easy for makers of new mods to just use the next number in line.In the short term, before the modders get organized (or maybe in the long term, since it's possible that we never will), nearly all of the mods that use
def_areaload and
custom_script can be used together if you do it right. Here's how

ut ONE of the mods --not the Wolf mod, one of the other ones -- in your Override folder, start the game, and wait until Geralt has been given the item(s). Then save and exit the game and add the second mod to the same folder as the first. The custom_script for the second mod will overwrite the first one in your Override folder, but that's 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. Start your game up again, wait a few seconds, and you should get the second item(s) added. Keep doing this until you have everything you want -- J_Slash's "stuff," my stop-the-rain scroll, whatever you want.Once you have everything you want except for the Wolf Companion mod, THEN add the Wolf Companion mod to the same folder; the custom_script for that will overwrite this one, but that's okay, because Geralt already has his stuff. Since the wolf gets "added" frequently, he needs to have the custom_script in the Override folder 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 yellow scroll, the "stuff" items, and so forth.
what I believe would make this a truly legendary mod, is to add a quest item (or inventory item) that can call and dismiss your companion on demand. The reason I suggest this is because there are times when you may not want to initiate combat with an npc immediately (eg the talking Ghoul in act 3), but the pet has no way to determine that, and attacks immediately. Is this possible to add?
I've actually thought about adding such things, but I've been so busy with making my new adventure for
The Witcher that I haven't sat down and done it. The fact that no one was asking for it made it very back burner, as well. But sure, that should be doable, one of these days. It's also true that I made this mod using Neverwinter Nights scripts, because that's what I knew how to do. I suspect that there's a cleaner and more elegant way to do it by altering the LUA scripts that spawn the player character, and I may investigate that, once "Medical Problems 2: The Witcher Disease" is released.