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[TW1][mod] Stuff that make Geralt's life easier!!

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D

distant

Senior user
#41
Feb 17, 2009
Oh the duplicated items issue was fixed? I didn't know and with that issue being fixed already, I don't think there is any real issue left with the mod. Just that the versions seem to complicate thing a little for me at first (even though I'm using it - or may be because I'm using it ;D). There is no need for a dialogue interface to remove items. It's great as it is. It's just me not getting used to these 3 items being just like other objects in the storage space. I don't quite get the part about combining meditation/storage into one. Could you elaborate?What makes me most happy is that now I can haul all the weapons from the battlefield using the portable storage space and no longer need to fistfight or cheat at dice to make money because I can sell weapons by the boat load. The storage and the selling part is a little tedious because Geralt has to use his own shealths as a selling interface but that, I think, will only make the feature more fair: one has to earn that money somehow and laboring a little bit with the interface seems a fair tradeoff for me.EDIT: - If possible, a candidate to be automated is the file "baseitems.2da" to avoid user having to edit by hand. May or may not worth it depending on the work involved besides padding.
 
J

J_Slash

Forum veteran
#42
Feb 17, 2009
distant said:
I don't quite get the part about combining meditation/storage into one. Could you elaborate?
Click to expand...
For the lack of a better way right now, the items are just a way to call scripts, it's possible to combine them in one item with a dialogue interface with different options to execute the scripts instead, though i don't prefer this method, but some might prefer it to conserve inventory space.Right now I'm trying to find a way through LUA scripting to edit the UI, or bind keyboard commands to execute scripts. From what I've gathered till now, it seems possible, but it's a little confusing especially with the lack of references and resources. If I find a way to properly do this, there will be no more need for all this crap, so keep your fingers crossed and hope for the best! ;)
 
L

lewiesvisser.635

Senior user
#43
Feb 17, 2009
Thanks For This! ;D
 
F

felic

Senior user
#44
Mar 19, 2009
Indespensible! Thank you so much. The cat's eye toggle, you'd think a witcher has at least one innate ability that doesn't require potions or signs. :hmmm: The meditate is just obvious, shouldn't require a fireplace, though asking permission if in someone's home is just polite. :D And the storage, which is a godsend, is just like the good ol' Bag of Holding: if you can teleport around, you should be able to have one of these. :beer:
 
M

mcavelin

Senior user
#45
Mar 23, 2009
Great stuff! Thanks a lot for doing this!!! I love the storage thing the best! ;Dedit: maybe missed the info (or there isnt one ;D ) - Does this only work with EE?
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#46
Mar 23, 2009
McAvelin said:
edit: maybe missed the info (or there isnt one ;D ) - Does this only work with EE?
Click to expand...
Yea, definitely.
 
S

skylux

Senior user
#47
Apr 20, 2009
I also got the double items for quest items, I removed the objects then saved, then deleted the remove files and put stuff back in, but I got double items again. Any suggestions?
 
A

artek585

Senior user
#48
May 23, 2009
Than You very muchthis is the best mod ;D
 
C

curmudgeon

Senior user
#49
Jun 3, 2009
Thenk you very much for this mod. It really reduces the more tedious aspects of this great game.
 
T

tusiek231

Senior user
#50
Jul 8, 2009
How You did it ??? because I want to do this elixir swallow ;D
 
C

Corylea.723

Ex-moderator
#51
Jul 8, 2009
I always thought it was weird that although Geralt was officially living with Triss (he has a piece of paper that says so! ;)), she had to be home for him to be able to rest. Even if people don't want to meditate anywhere (which would feel too much like cheating for some folks), it's worth having this in Act III to be able to sleep in the house that you live in!
 
T

tusiek231

Senior user
#52
Jul 9, 2009
OK I did but still I have the icon in the cat and does not show as in the case of a cat I have this skill activated and that you can do something with that ???
 
B

branawen

Senior user
#53
Jan 4, 2010
thanx very much Slash...I have spent large moments of undescriptable pleasure using your mod...it definetely attaches to what Gerald should have experienced in his polish conceiver's mind!Cheerio!
 
U

username_2089629

Senior user
#54
Jan 8, 2010
I'm sorry I've got a problem with this mod:I copied the "Stuff" file into the Data\override folder. I start the game and there's still nothing :dead: :dead: :dead:
 
B

branawen

Senior user
#55
Jan 13, 2010
Hi Slash and greetings to all the members!I am experiencing an issue with this great "Stuff" mod. Once I first installed it , I could play it magnificently, but yesterdady I installed the "Scabbard" Mod plus the "High Resolution Characters" Mod...and ops...the Stuff applications ...were no longer there!...NO icons on the quest items slotWhat should I do...How can I solve it..Should I remove the scripts with the remove folder and re-install it?Plz in the name of Rivia...grant me a troubleshooting on these!!Thanx ::) ::) ::)
 
F

Flash

CD PROJEKT RED
#56
Jan 13, 2010
Scabbard mod and "Stuff" mod aren't compatible. They both use def_arealoaded method to spawn items and/or execute scripts on area load.The Witcher loads data files alphabeticaly. Be sure to put "Stuff" mod files into folder which is alphabetically later than z_scabbard folder to override scabbard files. This way you'll make "Stuff" mod working but scabbards might not appear when you load the game or enter new area. Scabbards will still appear when you draw your swords. If you don't mind these problems you can use both mods.
 
B

branawen

Senior user
#57
Jan 15, 2010
Flash said:
Scabbard mod and "Stuff" mod aren't compatible. They both use def_arealoaded method to spawn items and/or execute scripts on area load.The Witcher loads data files alphabeticaly. Be sure to put "Stuff" mod files into folder which is alphabetically later than z_scabbard folder to override scabbard files. This way you'll make "Stuff" mod working but scabbards might not appear when you load the game or enter new area. Scabbards will still appear when you draw your swords. If you don't mind these problems you can use both mods.
Click to expand...
+Your highness!...Thanks very much for such a fine tip!I followed up your troubleshooting and renamed the Stuff folder (eg: z_stuff) in order to override the scabbard files!!The icons are now once again on the Inventory Quest Slots! I really appreciate your kind helpBest regards in the name of RIvia
 
K

kollaa5

Senior user
#58
Jan 22, 2010
Installation: Just dump the folder named "Stuff" in your 'Data\override' directory, if you don't have one, create it. The files 'def_arealoaded.ncs' and 'custom_script.ncs' are responsible for adding the items to your inventory, and ensuring that they stay there (in case you get stripped of your inventory), so if you don't need them anymore, you can safely delete them in case there is a compatibility issue, they won't affect how the items work. Other files are completely safe.
 
P

prowitcher

Senior user
#59
Jun 16, 2010
I've tried this. The scabbard mod and the stuff mod still interfere with one another. Can someone please figure out a way so that both can be used at the same time. I don't want to have to choose between these two excellent mods :(
 
F

Flash

CD PROJEKT RED
#60
Jun 16, 2010
No way to eliminate all problems unless authors of both mods cooperate on new, compatible version. J_Slash is rarely online on this forum.
 
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