The Witcher 2

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JackBaldy

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JackBaldy

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About this mod

Rise of the Sword - a mod that aims to overhaul the way the player plays The Witcher 2's combat system. Includes camera customization options too.

Requirements
Permissions and credits
Changelogs
NOTICE! If you have any mods installed that alter the base_scripts.dzip files then you will get script compilation errors on game start-up when you install my mod. Look out for mod conflicts.

Look through the changelog to get a full insight as to what this mod does, for example, the more convenient way
that the medallion now functions. View ReadMe for extra details regarding the combat system.

Before we start, I'd like to thank Gibbed and CD Projekt RED for giving me the tools to mod the Witcher 2 and allowing me to do so.


/***********************************************************************/
/*** Official Witcher Forums Thread & Short Vid
/***********************************************************************/

http://en.thewitcher.com/forum/index.php?/topic/37114-rise-of-the-sword-combat-overhaul-camera-options-misc/



/***********************************************************************/
/*** Mod Overview
/***********************************************************************/

The art of the sword is such a beautiful thing. However, when the game takes it upon itself to purposely
take control away from the player, a lot of that beauty is lost. And this is where this mod comes in.
It gives you back the control and power. The game no longer aims for you. The game no longer chooses the attack for you,
either via randomizing or convoluted ways (Such as certain angles granting you certain attacks).

This means that you can aim your sword's strikes how you please and choose from over 24 consistent attacks whenever you please.
22 directional attacks + 2 consistent forward combo strings which consist of 8 attacks each. You can now also aim your signs via
a quasi implemented crosshair.

Here's how it all works. There's 4 directions, forward, left, down, right. Left and right take precedence over forward and back.
Pressing forward + fast attack key produces the short distance forward attack.
Pressing forward + walk[hold] attack key produces the long distance forward attack.
Pressing forward + medium distance key (Introduced by the mod) produces the medium distance forward attack.

Hopefully that gives a better idea as to how the player controls these large number of attacks. The point of this
mod is to change how the player plays the combat system. To give more control and consistency to the player.
It is not a balance mod, it is a full combat overhaul.

This mod also introduces the ability to customize and manipulate the camera to suit your needs.
You can move it up, down, left, right, forward, back, and even change it's field of view.
Furthermore, you can save presets in the User.ini file so that the game loads up with your
desired camera settings (Or use keys to save settings in-game). (Read the installation instructions for more information)

Please do note that this mod has a learning curve. This is due to how different it is from the original game.
I would suggest (Although not required) playing in the Arena (Under the normal difficulty setting) so
that you can get a handle on the mod's changes. In my opinion, it is very rewarding once it all starts to come together.

Author Notes: I really would have liked to have implemented strafing, but there was a rather large road block.
For reasons that escape me, when one strafes diagonally, their movement speed is lower than when they do not.
Because of this, I decided against a full implementation of strafing as diagonal strafing movement would be
very disadvantaged and that would defeat the purpose of implementing it to begin with.

It's seemingly very possible, but there's a key element that's missing. Could be something hidden in the mess
that are behavior files. Could be how the game blends animations. Could be something under the hood that I do
not have access to. It's unfortunate, especially since there are animations in place, but worth a mention in any case.

/***********************************************************************/
/*** Changelog
/***********************************************************************/

* Removed attack randomizing

* Changed how the player controls which attack is used (With directional[movement] and distance keys/modifiers)

* Allowed the player to aim his melee attacks

* Allowed the player to aim his signs

* Added quasi crosshair when in-combat to help with aiming signs

* Added the ability to freely enter and exit combat fist fighting state

* Added the ability to freely enter combat steel and combat silver with hotkeys from combat fist fighting state

* Removed the damage multiplier one gained when being in the combat fist fight state
to make the combat fist fight state slightly less lolo and a little more
viable if that's what the player wishes to roleplay at the time

* Blocking now always tracks the player aim for more precision

* Player aim is decided by where the camera is looking at as opposed to being decided by whomever the game decided to target

* Extended the ability to turn in every attack to allow for a more seamless aiming style of attack

* Fixed certain bugs that made it so that attack inputs were lost or executed incorrectly

* Fixed several bugs in relation to the bomb/dagger throwing system

* You can now exit aiming mode when bomb/dagger throwing by pressing the medallion key

* You can now aim bombs/daggers without entering aiming mode with the quasi crosshair

* Changed the way the game handles dodging so that the player always has mouse control over the direction of Geralt's dodge

* Added turbos to game actions such as dodging, attacking, use ability, use item, etc. to prevent loss input
and for the player to always get their desired input to occur if need be

* Removed attack reflection on Geralt, meaning that when Geralt hits someone who is blocking,
he no longer stands there like an idiot for what seems to be forever

* Attack ranges are now consistent, meaning that Geralt always lunges for a set amount for
whichever attacks he previously lunged. Difference now is that it's a consistent amount
and not dependant on who you're targetting or things of that nature

* You can now block arrows while moving
(Requires the arrow blocking ability/skill)

* You can now aim arrows that are blocked with the quasi crosshair
(Requires the arrow deflecting ability/skill)
(Requires the player to be standing still or be in the block stance)

* You can now block while moving

* Dark weapon camera effects removed (Visual only, dark weapons still do things like absorb health)

* Removed the headache inducing camera shakes caused by larger monsters such as Golems.
Especially noticeable in the arena...

* Fixed a bug where attacks were being permanently saved if performed during actions
For example, if you rolled and strong attacked during the roll, the attack would not come out
but it would be saved. So if you were to do a fast attack, a strong attack would come out

* Redid attack ranges so the player wouldn't feel super cheesy when attacking with this
new found free aim (Original attack ranges were... less than satisfactory, i.e. too huge.
Normally it wouldn't be as noticeable because the game was always aiming for you and
lunging you towards the enemy)

* Traps are set where the player is aiming as opposed to where the player is moving

* The player is instantly given the group attack skills because of the style of play
the mod introduces via free aim

* Reduced cooldown of medallion use to 0.10 seconds

* The player can now hold his medallion key and the medallion will
pulsate at determined intervals instead of having to repress the medallion
key every time and have to go through the medallion touching animation. When
you let go of your medallion key, Geralt will turn off his medallion via animation
provided it wasn't a one time use. This simulates Geralt turning on his medallion
and then turning it off when he doesn't want to use it anymore.

* Removed the ability to block while casting Axii (Not sure why it was like that to begin with ... o.O )

* Added the ability to turn off Quen once it has been activated. To do this, press
the quen hotkey. ( Default key = 8 )

* Fixed several riposte bugs (Hopefully all of them.. 'tis was a nightmare)

* Made the riposte attack animation consistent. No longer will you dive roll head
first into the enemy because the game chose a certain ripose attack animation for you

* While performing a riposte, your block state is automatically set to on

* Attacks performed are always consistent, regardless of whether or not there is an enemy
around or if there is an enemy targetted

* Added several different keys to the game, such as a quasi first person template key or the switch shoulder key (Witcher 1 style)
These keys are explained more in the installation instructions

* The camera is now consistent, meaning that it won't zoom in or out just because you entered
combat or exited combat

* Miscellaneous bug fixes

* Hopefully that's all the changes done by this mod. It's been a long project and I may have forgotten a few.