Aelto / tw3-random-encounters-reworked

Add randomly generated monster contracts, bounties, ambushes and hunts to the game. Dynamically change the vanilla spawns for unique and varied playthroughs. Simulate an ecosystem and a food chain. Add dynamic events to give more weight to your actions
https://aelto.github.io/tw3-random-encounters-reworked
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Hide mark in FriendlyHUD 3d mark view #132

Closed Tarch1 closed 1 year ago

Tarch1 commented 1 year ago

Maybe it's not a problem and i'm just blind, to don't see the correct option, but how we can remove the bounty hounter mark? I've see an option Markers - bounty hounting but changing it didn't work Thank you for his great mod :)

PS: there is a chance to make it compatible with linux?

Aelto commented 1 year ago

Hello, there is currently no option to hide the added 3D markers from RER & FHUD. The only solution would be to remove the FHUD patch.

What do you mean making it compatible with Linux? If you are able to make the game run on linux, then the mod will work on linux as well. If you meant the various scripts i wrote then i fear it would require a good amount of time to convert them to bash. Though you may not even need them to bundle the mod, it would be a long process but perfectly doable.

Tarch1 commented 1 year ago

OK thanks, abot converting them, you mean the update-registry.bat and others two update for the mod itself, ot there are others somewhere else? (in windows I used only the first)

Aelto commented 1 year ago

Oh sorry i see now, if the scripts don't work (which is probably the case since they're batch and powershell) then you should do it the manual way:

The only step where you may need help is the registry step. In the video guide i display what the content of your registry should be but in the written guide i tell you to use a script. You should add the two following lines in your registry (don't copy the + signs, they're here to highlight the lines):

// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
class CModRegistry extends CModFactory {
    protected function createMods() {
        // add mod creation calls here, like this:
        //
        // add(modCreate_<ModName>());
        // ...

        // see example dir
        //add(modCreate_ExampleMod());
        //add(modCreate_ExampleEntityMod());
        //add(modCreate_UiExampleMod());

+   // Random Encounters Reworked - https://www.nexusmods.com/witcher3/mods/5018 
+   add(modCreate_RandomEncountersReworked());
    }
}
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------

Once you've added these lines you'll get the results you would have gotten by using the script. And i think that's the only part that has no written explanation for a manual install.

As for the other two scripts, i guess i could but the portion of linux users in the TW3 modding community is rather small and i would say most linux user is probably tech friendly enough to understand how to manually install and/or update his mods. The scripts i offer are for convenience

Tarch1 commented 1 year ago

No problem, I just wited to know if somewhere deep in your folder are others files to be edited. Thanks anyway, you did really a good job

Tarch1 commented 1 year ago

PS: when not activated properly, I've found that there is an invisible griffin (or something else) that roars around and spawn dead enemies bodies