Gervas said:
I installed this mod as it is said and nothing happens... No items are added...
Does this mod still work on the Steam EE Directors Cut?
This mod does work with Steam, but it conflicts with a whole lot of other mods, pretty much anything that uses the
custom_script.ncs and
def_arealoaded.ncs files. This includes a lot of mods that are in frequent use, such as Full Combat Rebalance, the Scabbard Mod, the Genie Mod, and a lot of others.
Many people don't realize that FCR uses those files, since it comes with an installer, so many users never actually see which files are installed. But FCR is a
big mod; it includes many files, so of course it also conflicts with many things.
There IS a way to make the Stuff mod work with other mods that use those files, though.
HOW TO MAKE THE Stuff That Makes Geralt's Life Easier 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 the Stuff mod -- and ONLY the Stuff mod -- in your Data 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 FCR, 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.
If you use the Wolf Companion, Dark Elf, or Dryad Healer mods, it should be the very last mod you add. Since the creatures get "added" frequently, they need to have their
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 items.
If you use Full Combat Rebalance or the Scabbard mod, put those in last unless you use the Wolf, Dark Elf or Dryad Healer mods, in which case, put FCR in next to last.
If you use a lot of mods that give you items, check out the
Many Items Mod, which enables you to pick and choose which items you want to receive -- including the "Stuff" items -- while needing only one installation for all items.