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[TW1] [mod] Teleportation Scrolls -- Teleport at will between the Swamp and the Temple Quarter

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C

Corylea.723

Ex-moderator
#1
Oct 23, 2011
[TW1] [mod] Teleportation Scrolls -- Teleport at will between the Swamp and the Temple Quarter

During Chapter 2, do you ever get tired of running back and forth between the Swamp Forest and the Temple Quarter of Vizima? I sure do. Talk to Vaska, talk to Kalkstein, talk to the druids, order a lightning rod, talk to Kalkstein again, check back in with Vaska -- back and forth and back and forth.

Well. You still have to talk to everybody and do everything, but the TRAVEL part has just gotten a lot easier.

This mod gives Geralt two teleportation scrolls: one to teleport him to the Swamp and one to teleport him to the Temple Quarter of Vizima. They can be found in Geralt's quest inventory, so that they don't take up a space in your regular inventory. (Remember that your quest inventory scrolls back and forth.)

---> Only use these after you've taken the ferry to the Swamp for the first time; don't use them from the Outskirts or to get out of jail, or you WILL mess up your game!

To use:

1. Read the blue scroll (blue for water, to help you remember that it's the Swamp), and Geralt will teleport to the swamp.
2. Read the red scroll, and Geralt will teleport to the Temple Quarter of Vizima.
3. These scrolls only work across areas, not within areas. In other words, the scroll to teleport to the Swamp will only work from areas outside the Swamp, and the scroll to teleport to the Temple Quarter will only work from areas outside the Temple Quarter. So, even though it teleports you to the middle of the Brickmaker's Village, you can't use the Swamp Teleport scroll to teleport from the Druid Grove to the Brickmaker's Village.

These scrolls are for use in Chapter 2 only, since you have teleportation available to you in Chapter 3, anyway. The swamp in Chapter 3 is actually a completely separate place from the swamp in Chapter 2, and so is the Temple Quarter of Vizima, so using the scrolls in Chapter 3 would screw up your game completely. To make sure that doesn't happen, I've made it so that the scrolls will simply delete themselves if you try to read them in Chapter 3. So once you've reached Chapter 3, you can read them once on purpose to cut down on the clutter in your quest inventory, then take all of these files out of your Override folder.






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.

You can find this mod at The Witcher Nexus, at http://www.witchernexus.com/downloads/file.php?id=228

Thanks to J_Slash for the def_arealoaded.ncs script.

If you have questions or comments about this mod -- and I always like hearing that people are using and enjoying my stuff -- you can leave a comment here or send e-mail to medicalproblemsquiz at gmail dot com.

Like all of my mods, this is for The Witcher 1, NOT The Witcher 2.

Have fun!


HOW TO MAKE THE TELEPORT SCROLLS 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.
 
Sandis

Sandis

Senior user
#2
Oct 23, 2011
Good to see still a new updates for TW!...
 
W

whitelder

Rookie
#3
Nov 29, 2011
Thank you, this will make life really easy on the 2nd play through!
 
B

bad213boy

Senior user
#4
Mar 31, 2012
I feel like this Mod just leaves you hanging. Why didn't you make this work after Chapter 3? If I knew how to do any kind of teleporting, I would have went all out. You should have also included other areas to teleport to. You could have even copied Triss' Mirror teleportation to Kalkstein's basement. That device could have been duplicated and placed in every Map. You could have even looked into Kalkstein's stone and expanded on it. The areas have weird names but they are labeled somewhere in the 2da files. Very incomplete Mod IMO.

7 out 10
 
C

Corylea.723

Ex-moderator
#5
Mar 31, 2012
Bad213Boy said:
I feel like this Mod just leaves you hanging. Why didn't you make this work after Chapter 3?
Click to expand...
Because there are ALREADY teleporters in Chapter 3, so duplicating them would be superfluous.

I actually thought that this part was rather elegant:

The swamp in Chapter 3 is actually a completely separate place from the swamp in Chapter 2, and so is the Temple Quarter of Vizima, so using the scrolls in Chapter 3 would screw up your game completely. To make sure that doesn't happen, I've made it so that the scrolls will simply delete themselves if you try to read them in Chapter 3.
 
S

SweStars

Rookie
#6
May 12, 2013
Just a fast question before usage: does this work for the Witcher: Enchanted Edition too?
 
C

Corylea.723

Ex-moderator
#7
May 12, 2013
SweStars said:
Just a fast question before usage: does this work for the Witcher: Enchanted Edition too?
Click to expand...
This is for the Enhanced Edition of The Witcher 1.
 
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