I don't know why, but with your fixes cutscenes seem zoomed in somehow. I tested by temporarily removing override folder and it went away. I am just using your fixes and project mersey. Do you know anything about this? Thanks.
I have the same modified cutscenes in my game and I haven't noticed anything strange while testing/playing. Is that zoom significantly different than in the vanilla cutscenes? I need to know more details about it.
Yes, very different and annoying. Immediately at beginning when Vesemir explains, his face is very zoomed in. I'll keep testing, but it definitely does not happen when using project mersey only.
At the beginning? As you can see, none of my cutscenes changes anything from the Prologue. I'll check it in the game, but I wonder how it'd be possible, each cutscene is a separate, not-related to one another file.
Camera in dialogues is random, meaning you get different shots of the characters if you replay a conversation. I've just played through a portion of the Prologue and haven't found anything. Unless there's a viable reason for me to investigate further, I can't do more. If the dialogue/cutscene isn't changed by a mod, there's no way it's responsible. What cutscenes I changed, is explained well enough in the description.
I see you have updated the Abigail and Vesna tweak just a moment ago, and I came here to report this very file for being bugged, lol. Not sure about Vesna, but Abigail was dying in literally 1 hit from Barghests, making her absolutely useless in this fight and the fight itself impossible to complete because the Beast is a real Beast and the healing from Abigail is very valuable. If this is what you fixed in this update, thank you!
Another user reported the issue to me, when I was editing the file I forgot to convert to the coding readable by the game, it's fixed. Now everything should work, if you think I should buff Abigail more, let me know, for know she had her hp increased by twice the default value. No problem
Hey Blick, I have an idea for a Quality of Life mod that i guess many people would like to see. There is this Chapter 1 quest where you have to escort Vesna Hood through the outskirts and she just keeps dying killed by the Barghests, it's really frustrating and you need to save/reload a lot if you are unlucky. Would it be possible to make Vesna immortal or just increase her health points greatly for the sake of this quest?
Hello chilloucik. I remember the quest, of course, sometimes it's hard to keep the not-so-early bird safe. It was fixed in a way in FCR, and it would be certainly possible to do something about it for the vanilla.
I like the option with better health or increasing her dodge rate, it's more immersive and forces the player to protect her still. It shouldn't be a problem.
Hi! Just a head's up because i deemed it too small for a separate mod of my own:
in mcs3_10.cut (Geralt watching Salamanders talk with Radovid) CDP mixed the meshes of characters. The mage has an assassin model while two mages are sitting on the chairs. Changing templates of the models in cutscene file worked flawlessly, if you want i can send the file to you.
Hello, of course, I think this should suffice for the Misc Fixes Big thanks for pointing this small issue out and proposing to use your file - such small details are hard to notice, so it's very good to know there's yet something to be fixed. As a matter of principles, I'll apply the fix myself if you don't mind, and naturally mention your part in it.
You helped indeed, I appreciate it. There weren't many witchers left as well. As Mr Sapkowski wrote in the 'Blood of Elves' - "It's better to be among some, than among all" - the sentence is much better in the author's native language, but it's still something to hold onto.
A merchant's inventory is generated when one enters a game area for the first time - so if you use it on an existing save, there's going to be the old price. That's how the game's files work. An example: try to start Chapter 3 again and as soon as you can, go to the merchant in Trade Quarter, who sells the armour - then you're going to see the updated price.
Hi BlickJustice, do you think it is possible to fix the bug that when I enter any door that the camera is pointed back at Gerald after entering everytime? It is crazy :-D
Hi Broccol1, I understand what you mean, although I've never considered it to be a bug, huh. I can try to see if anything can be done about it, at least with one entered building
Cool! Thanks! I will try to create a mod for picking all items from remains, flowers or chest on a hotkey. The mouse cursor location is always reset to top and I have to drag it all down to press the button and when I repeat it 100 times it gets kind of frustrating.
EDIT: Just found out you can loot it all by pressing ctrl + mouse left click on the remains so the looting window will not open.
Okay, it seems a mod for looting is not going to be necessary But by all means, keep your eyes open for any bugs that need to be fixed, and don't hesitate if you have a mod idea. I feel that any mod that is released, rejuvenates The Witcher 1, it's worth it.
Here are the things I found out. I know that some of them are maybe not perceived as bugs but I found it "not smooth" or "kind of annoying" :X I could do many more like that. Let me know if you think it is valuable and I can write down another during my gameplay.
1) When ending a fight and sheathing my sword, there is approximately a 2-second delay before I can collect items. I feel this makes the gameplay less smooth. This happened to me around 10 times in a short period. 2) Sometimes, when in the inventory, you cannot eat because you opened the inventory during any animation. However, if there are only 0.1 seconds left in the animation, you just need to close the inventory and reopen it to be able to eat. I suggest allowing eating when 0.2 or 0.3 seconds of animation are left to make the gameplay smoother. Or is there any other way? 3) Occasionally, when holding Ctrl to collect items from remains, I click, but when more items are collected at once, it doesn't register another click. I have to wait until three images appear from collecting one set of remains. Or there is something else preventing me from collecting even when am standing right there and clicking on it with ctrl+leftmouseclick. 4) It is not possible to collect remains, herbs, or open chests during a fight if my sword isn't drawn. 5) The Witcher automatically hides the torch when collecting items. 6) It would be nice to have the option to drop a lit torch on the ground before a fight, especially in a crypt or other dark areas. The torch is kind of useless. 7) The Witcher often hides the torch for no apparent reason, possibly when a fight is about to start or during other unclear triggers. 8) When I use Igni in the dark, everything is set on fire, and the fire persists for a longer time, but it remains pitch dark even with the fire persisting. 9) Sometimes, while running, I don’t even touch another NPC (there's about a one-meter distance), yet the NPC is staggered as if I had rammed into them. 10) When I click on an NPC to start a conversation, there is a 1 to 1.5-second animation delay that prevents any interaction, forcing me to wait. 11) When I entered the Shani house, there is the grandma. I paid her 50 orens. Then I was wandering in her room and stealing her things and she just stopped me like 10 times and started conversation with me like everytime and sending me upstair again and again. 12) When I meditate by the fire for example in Wizima till midnight. Meditating is over and a monster appear nearby and starts hitting me. But Witcher just calmly and slowly stands up like nothing is happening and let himself beat up. 30% hp down before fight begins.
Thanks for writing those down. You can also send me such issues on PM. But you have to take into consideration the fact, that the game uses a very modified Bioware's Aurora engine, which was originally used in Neverwinter Nights (2002). There are limits of what can be done in the engine. CDPR themselves were aware of that when they were making The Witcher 1. It was still an immense and impressive work done on modifying the engine.
1)-4) I'll take a look, but it's doubtful anything can be done about it. 5), 7) It's also the same with any weapon drawn, the witcher sheathes it after a few moments without combat. I don't think it can be fixed. 6) Unfortunately, a dropped torch behaves like any item you drop on the ground. I don't think anything can be done with it. 8) You have a few options of how to deal with darkness. A witcher shouldn't need a torch anyway. FCR 1.6 mod adds a lore-friendly cat vision, the vanilla game provides the Cat potion, and there's Meditate Anywhere mod that also gives you a toggleable option to turn cat vision on and off. 9) I doubt anything can be done easily about the collisions, but I suggest installing The Witcher Enhanced Walk Enabler, so one can travel through the streets in a civilised manner, running all the time is something I can't imagine anymore in the game. 10) I doubt anything can be done about it. 11) Gameplay feature: you just have to learn to avoid Grandma, and I don't mind her nagging as a punishment for being a thief. 12) I've never had such situation.I think that's a choice of the player: if you meditate in an unsafe place, troubles can be expected. First of all, the animation must be uninterrupted, nothing can be done about it. Second, to avoid such unwelcome surprises, rest like you would yourself - somewhere safer, like an inn.
I'll also mention the issue with wrong camera after leaving a building. For now I don't see a way of fixing it, but indeed it's weird - when I leave St. Lebioda's Hospital, the camera is correct, when I enter the hospital or any other building it's reversed (as you described). On the other hand, when I leave e.g. the Kalkstein's house, the camera shows the main character from the left side. I'd certainly be glad if I managed to fix it somehow.
I appreciate your insights, also it'd be nice if you focused on things like broken/missing journal or quest entries, the cutscenes, things that can be objectively classified as bugs/errors, and that are reasonably possible to correct. If it comes to an engine limitation, there's nothing I can do.
Hey Thank you very much, I can only say the same about your work for the entire trilogy, such dedication as yours is inspiring. And it's not my last word for this great game, I'm planning to release something unexpected soon, something that gave me a great satisfaction when I managed to make it work. Thanks once again.
Just decided to check out The Witcher on nexus again and it's a treasure trove. Thanks for fixing all those weird bugs! I asked another modder this question before, wanted your input on it: in cutscenes, Geralt's armour changes, but his swords don't - they remain the default steel and silver sword. It's always annoyed me. Is it an easy fix, considering that the armour changes so therefore the swords can be changed, or is it more complex than that?
Thank you, with all the mods available on Nexus, it's hard to encounter many bugs left in the game, The Witcher 1 is in a great condition. But the issue you've mentioned is indeed a good point. And it's not an easy fix, the fact that CDPR never managed to add it, is telling. The way cutscenes are created in the game's engine is complex, and one could think the issue with swords is something impossible to fix...But, all I can say for now, stay tuned, who knows what will happen
That depends on you, if you find some misspelling or an error to fix that isn't covered by any mod. I like to keep things organised - this mod covers small issues. There will be more things, I'm planning to fix a few cutscene bugs, for example. A Precise Hit effect nerf is something worth adding too.
That's nice, fortunately with Project Mersey, most of the issues are taken care of, these are more of nitpicking. I also have something extra that I'm working on in D'jinni - if it works out as intended, it'll be a nice addition, hopefully done soon.
28 comments
Camera in dialogues is random, meaning you get different shots of the characters if you replay a conversation. I've just played through a portion of the Prologue and haven't found anything. Unless there's a viable reason for me to investigate further, I can't do more. If the dialogue/cutscene isn't changed by a mod, there's no way it's responsible. What cutscenes I changed, is explained well enough in the description.
If this is what you fixed in this update, thank you!
Would it be possible to make Vesna immortal or just increase her health points greatly for the sake of this quest?
I like the option with better health or increasing her dodge rate, it's more immersive and forces the player to protect her still. It shouldn't be a problem.
in mcs3_10.cut (Geralt watching Salamanders talk with Radovid) CDP mixed the meshes of characters. The mage has an assassin model while two mages are sitting on the chairs. Changing templates of the models in cutscene file worked flawlessly, if you want i can send the file to you.
Big thanks for pointing this small issue out and proposing to use your file - such small details are hard to notice, so it's very good to know there's yet something to be fixed. As a matter of principles, I'll apply the fix myself if you don't mind, and naturally mention your part in it.
There weren't many witchers left as well. As Mr Sapkowski wrote in the 'Blood of Elves' - "It's better to be among some, than among all" - the sentence is much better in the author's native language, but it's still something to hold onto.
EDIT:
Just found out you can loot it all by pressing ctrl + mouse left click on the remains so the looting window will not open.
I could do many more like that. Let me know if you think it is valuable and I can write down another during my gameplay.
1) When ending a fight and sheathing my sword, there is approximately a 2-second delay before I can collect items. I feel this makes the gameplay less smooth. This happened to me around 10 times in a short period.
2) Sometimes, when in the inventory, you cannot eat because you opened the inventory during any animation. However, if there are only 0.1 seconds left in the animation, you just need to close the inventory and reopen it to be able to eat. I suggest allowing eating when 0.2 or 0.3 seconds of animation are left to make the gameplay smoother. Or is there any other way?
3) Occasionally, when holding Ctrl to collect items from remains, I click, but when more items are collected at once, it doesn't register another click. I have to wait until three images appear from collecting one set of remains. Or there is something else preventing me from collecting even when am standing right there and clicking on it with ctrl+leftmouseclick.
4) It is not possible to collect remains, herbs, or open chests during a fight if my sword isn't drawn.
5) The Witcher automatically hides the torch when collecting items.
6) It would be nice to have the option to drop a lit torch on the ground before a fight, especially in a crypt or other dark areas. The torch is kind of useless.
7) The Witcher often hides the torch for no apparent reason, possibly when a fight is about to start or during other unclear triggers.
8) When I use Igni in the dark, everything is set on fire, and the fire persists for a longer time, but it remains pitch dark even with the fire persisting.
9) Sometimes, while running, I don’t even touch another NPC (there's about a one-meter distance), yet the NPC is staggered as if I had rammed into them.
10) When I click on an NPC to start a conversation, there is a 1 to 1.5-second animation delay that prevents any interaction, forcing me to wait.
11) When I entered the Shani house, there is the grandma. I paid her 50 orens. Then I was wandering in her room and stealing her things and she just stopped me like 10 times and started conversation with me like everytime and sending me upstair again and again.
12) When I meditate by the fire for example in Wizima till midnight. Meditating is over and a monster appear nearby and starts hitting me. But Witcher just calmly and slowly stands up like nothing is happening and let himself beat up. 30% hp down before fight begins.
1)-4) I'll take a look, but it's doubtful anything can be done about it.
5), 7) It's also the same with any weapon drawn, the witcher sheathes it after a few moments without combat. I don't think it can be fixed.
6) Unfortunately, a dropped torch behaves like any item you drop on the ground. I don't think anything can be done with it.
8) You have a few options of how to deal with darkness. A witcher shouldn't need a torch anyway. FCR 1.6 mod adds a lore-friendly cat vision, the vanilla game provides the Cat potion, and there's Meditate Anywhere mod that also gives you a toggleable option to turn cat vision on and off.
9) I doubt anything can be done easily about the collisions, but I suggest installing The Witcher Enhanced Walk Enabler, so one can travel through the streets in a civilised manner, running all the time is something I can't imagine anymore in the game.
10) I doubt anything can be done about it.
11) Gameplay feature: you just have to learn to avoid Grandma, and I don't mind her nagging as a punishment for being a thief.
12) I've never had such situation. I think that's a choice of the player: if you meditate in an unsafe place, troubles can be expected. First of all, the animation must be uninterrupted, nothing can be done about it. Second, to avoid such unwelcome surprises, rest like you would yourself - somewhere safer, like an inn.
I'll also mention the issue with wrong camera after leaving a building. For now I don't see a way of fixing it, but indeed it's weird - when I leave St. Lebioda's Hospital, the camera is correct, when I enter the hospital or any other building it's reversed (as you described). On the other hand, when I leave e.g. the Kalkstein's house, the camera shows the main character from the left side. I'd certainly be glad if I managed to fix it somehow.
I appreciate your insights, also it'd be nice if you focused on things like broken/missing journal or quest entries, the cutscenes, things that can be objectively classified as bugs/errors, and that are reasonably possible to correct. If it comes to an engine limitation, there's nothing I can do.
But the issue you've mentioned is indeed a good point. And it's not an easy fix, the fact that CDPR never managed to add it, is telling. The way cutscenes are created in the game's engine is complex, and one could think the issue with swords is something impossible to fix...But, all I can say for now, stay tuned, who knows what will happen