The Witcher 3

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MrMan01

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MrMan01

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About this mod

This mod increases the number of particles per particle effect, recolors several effects (including both forms of Igni and the Devil's Puffball bomb), adds particle collision to monsters and Geralt, and makes many particle effects respond to the wind.

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After visiting an old thread on the RED forums (http://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/61490-igni-effects-and-particles), where a mod was created to make the firestream form of Igni influenced by the wind, I found that the testmod provided by SirRod1415, although very interesting in principle, had a few issues.  Firstly, it didn't really change anything about the secondary form of Igni other than wind influence; secondly, the effect was a bit too strong, and focused solely on the embers at the tip of the stream; thirdly, it only applied to, as stated previously, the alternate casting of Igni.

Inspired, I created this mod so that the modified particle effects' erstwhile limitations would be no more.

Link to this mod's thread on the CDPR forums:
http://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/8880670-improved-particle-systems


Particle effects which respond to the wind:

  • Igni particles (now both primary and secondary).
  • Aard particles.
  • Quen particles (released when an upgraded version of Quen ruptures).
  • Sparks from the secondary form of Yrden.
  • Smoke (including unique types, such as those found in Novigrad, White Orchard, and the Bloody Baron's Castle).
  • Sparks generated by fire (as above, including unique types).
  • Fire (once again, including those types which are used in only a single region).
  • Fog.
  • Dust.
  • Certain instances of spume.
  • Smoke and sparks from the fuses of all bombs.
  • Smoke/gas clouds generated by the detonation of Devil's Puffball, Dimeritium, Dragon's Dream, and Samum Bombs.
  • PhysX APEX destruction (both particles and debris).
  • Monster and NPC-related particle effects (including magic).
  • Environmental gas.
  • Sparks from explosions.
  • Explosions.
  • Collision effects (wood chips, sparks, etc.).
  • Smoke from pipes.
  • Certain instances of snow.
  • Certain instances of frost.
  • Blood.
  • Walking and rolling effects.
  • Giblets.

Particle effects with increased particle count (usually the base count is multiplied by 2 or by 4):

  • Both forms of Igni.
  • Aard particles.
  • Quen particles (released when an upgraded version of Quen ruptures).
  • Sparks from the secondary form of Yrden and particles released when the trap disappears.
  • Smoke (including unique types, such as those found in Novigrad, White Orchard, and the Bloody Baron's Castle).
  • Sparks generated by fire (as above, including unique types).
  • Fire (once again, including those types which are used in only a single region).
  • Many instances of fog.
  • Many instances of dust.
  • Many instances of spume.
  • Smoke and sparks from the fuses of all bombs.
  • Smoke/gas clouds generated by the detonation of Devil's Puffball, Dimeritium, Dragon's Dream, and Samum Bombs.
  • Explosions.
  • Sparks from explosions.
  • PhysX APEX destruction (both particles and debris).
  • Monster and NPC-related particle effects (including magic).
  • Environmental gas.
  • Collision effects (wood chips, sparks, etc.).
  • Smoke from pipes.
  • Certain instances of snow.
  • Certain instances of frost.
  • Blood.
  • Walking and rolling effects.
  • Giblets.

Particle effects that have been recolored:

  • Both forms of Igni (made redder).
  • Some smoke (made darker).
  • Devil's Puffball gas (made a more vivid shade of chartreuse).
  • Environmental gas (made, as above, a more vibrant green).

Particle systems which now have more particle effects:

  • Alternate Igni.

Particle collision/interaction for:

  • Arachasae.
  • Cyclopes.
  • Giants.
  • Basilisks.
  • Griffins.
  • Endregas.
  • Elementals.
  • Other large monsters which use fx\decoration\walk_fx\big\stone\stone_walk_fx.w2p.
  • Geralt (sort of - I will be working on better collision for Geralt).


To add wind response to:

  • Leaves.
  • Pollen.
  • Quest-specific effects.
  • Effects from Hearts of Stone and Blood and Wine.

To increase the particle count of:

  • Leaves.
  • Pollen.
  • Quest-specific effects.
  • Effects from Hearts of Stone and Blood and Wine.

To add more realistic particle collision to Geralt. 

 
  • Extract the file "modImprovedParticleSystems.rar" using a suitable program (you should probably use winrar).
  • Copy the folder "modImprovedParticleSystems.rar" to [Witcher 3 Directory]/mods, where [Witcher 3 Directory] is the address of TW3 on your computer.  As an example, mine is "C:\Program Files\Steam\steamapps\common\The Witcher 3\".
  • If you experience the issue with CTDs during fast travel, try recompiling your mod files.  Look at the relevant issue in the "bugs" section for detailed instructions on how to do this.
 

In addition to this mod, I would highly recommend the use of the following to fully improve particle systems, since my mod doesn't retexture particle effects (these were active when the screenshots were taken, in addition to a couple of other mods):
 
  • Alternative Chimney Smoke By GMSBS_Ghost (http://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/8259220-mod-compilation-alternative-chimney-smoke).
  • Skellige Ice Breath By CAPA (http://www.nexusmods.com/witcher3/mods/1257/?).
  • Improved Sign Effects by Lunayah (http://www.nexusmods.com/witcher3/mods/995/?).
  • The Aard By CAPA (http://www.nexusmods.com/witcher3/mods/2346/?).
  • Cinematic Realism Reshade By Steamin661 (http://www.nexusmods.com/witcher3/mods/2188/?).
  • COMPILATION By ramccoid (http://www.nexusmods.com/witcher3/mods/2230/?)

NOTE:  As I took inspiration from SirRod's mod, but did not use his code for wind-influence, I am crediting him only (unofficially) as the source of said inspiration.  Finally, I must warn you, mortal PCs beware!