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  1. enowai
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    UPDATE 0.7.1

    • Quick fix to camera lock after recent update. Only file touched was combat.ws. If you don't want to re-merge, find my edit within the merged file and remove the "return true" right above the "// Immersive Combat Camera - End" line.
    UPDATE 0.7.0

    • Introduced a "Threat Level" weight to the camera settings. Now you can define what threat you consider each monster type and its corresponding camera configuration. Levels are Disabled, Low, Medium, High and Critical. This will allow for the camera to remain consistent depending on what the highest threat is. I find this particularly useful when using Random Encounters Reworked. See new video for showcase.
    • Decreased the camera configuration increments, as I didn't feel the fine tuning was really necessary. Allows for easier/less tedious reconfiguration.
    • Dramatically increased the max distance configurable.
    • Fixed peculiar issue if player didn't have a supplemental camera mod; Geralt would shift out of view when running or diving or dodging, making for a very awkward fight. Locked the camera to Geralt when in combat, so the camera won't rubber band behind Geralt anymore.
    • Introduced two self explanatory presets on main page; default all and disable all. Both will take you back to main menu when backing out from mod menu in order to configure the settings.
  2. enowai
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    Future Plans

    • Give camera priorities to certain enemies depending on their size.
    I think users of RER or any situation where multiple enemy types appear, the expectation would be to set priority to larger creature camera types. Would make this mode a toggle. For example, 3 Rotfiends and 2 Ghouls will pick what, A. Is enabled, and B. Has a higher enemy count configuration. In this example, if both are enabled and the configuration is:

    Ghoul Settings
    Enemy count = 2

    Rotfiend Settings
    Enemy count = 3

    Camera will be set to Rotfiend camera configuration, but if you kill 1 Rotfiend it will switch to Ghoul configuration. Why? Because mod code has sorted the array with Ghoul coming before Rotfiend. This obviously isn't behavior I want to occur, since it produces an unnecessary change as Rotfiends are still in combat. This is where I'd hope size values will address this, by giving Rotfiend a medium size designation and Ghoul a small designation. Then I would have the mod prioritize camera settings for medium enemies over small. These instances aren't super common, but still would like to tackle it.
    DONE

    • Introduce some sort of customizable preset system.

    • Introduce an unlimited toggle to enemy count, to force camera setting regardless of number of enemies.
    For now, increased enemy limit to 10 for Enemy Count as a kind of workaround for this. DONE
  3. r0ckwolf
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    Hey, i love the idea of this mod but i find it very confusing to use. How exactly do the different options work, what do they do, what option has priority over what? A Preset that strikes a balance between immersive and practical would be greatly appreciated. <3
    1. r0ckwolf
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      Or at least a short guide on how to apply the settings. F.E.: I basically just want a camera similar to vanillas default setting in group fights, but to set it up, that the camera zooms in when there is only 1 enemy left, while still being more zoomed out whenever i fight a larger Monster. It seems your Mod can do that, but i how would i achieve that?
    2. EdwinHolmes
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      Hey, it's great that it's really configurable but it can be a tad overwhelming.  To get you started, go to the main page set 'enable' to 'on', set 'unlimited enemy number' to off and set the 'holstiles' number to 1.  This is a general setting and will have the lowest priority if you like.  From here you'll want to set the zoom to somewhere between 3 and 4 (I find this value to be immersive while playable but you obviously tweak to your taste).  Offset will move the camera left or right (positive numbers result in a 'more left' Geralt and negative in 'more right).  At 3 or 4 zoom I like to offset Geralt around 1 or so, so that he doesn't get in the way of the view too much, but again it's down to taste.  'Height' you probably won't need to tweak to start but its effect is fairly self-explanitary.  The second three sliders allow you to change the camera further when locked onto an enemy.  Identical values obviously produce no change but you could have it, for example, zoom/offset more or less when you lock on.  

      You now have vanilla camera that will zoom in when there is one 'hostile' remaining.  Now you can (and I recommend that you do, as for me this is where the magic is) set your large monster to be zoomed out.  Go to 'Enemies', 'Monsters', 'Elementa' and Golum and Elemental for example.  Set 'threat level' to critical 'enable' to on and 'unlimited enemy number' to on.  Now set your zoom, offset and height to your liking and you have a vanilla camera that will zoom in when there is one enemy left but will zoom out whenever there is at least one Golum or Elemental.

      You can and should do this for any enemies where you think you need a bespoke camera but do not need to set every single entry. Enemy type entries will always override the setting from 'main' provided they meet the conditions to activate (hostile number).  The 'threat level' decides priority in the case of a mixed group of enemies.  For example if you have a camera set for humans with unlimited enemies threat low and a different camera for dogs also with unlimited enemies but threat high then when you encounter humans with dogs it will use the dog camera (and if you kill all the dogs first it will switch to the humans camera).

      It might seem a little laborious but if you get a good main setting you can just tweak a few enemies to your taste as you play and encounter them and once you've done it you don't need to adjust it much.  

      Anyway, hope that helps you get started, don't be scared to experiment, it all goes back to default really easily so you've no worries about screwing anything up, have fun.
    3. enowai
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      Nice write up!
  4. MurderClan
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    Can I configure this just to toggle between close camera and the old camera? That's all most people want.
  5. Corbyxx
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    Default all, it's super cool mate; I've disabled the "enhanced camera" from blood and steel mode and this mod is doing its job
  6. Corbyxx
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    It works perfect with NG, thank you sir!
  7. Kyphius
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    working but can anyone direct/help me? i want cam to face 3 (minimum) enemies and lil higher, mid close but probably is when i swing with sword the camera moves and the enemy dodges so it ruins the whole focus point.  

    is that more of a combat issue itself rather than camera or is there a setting i can use?

    thanks for any help.
  8. r0ckwolf
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    Thanks @EdwinHolmes - You are a Hero Sir. I will try to play around with it and follow your suggestions. <3
  9. astraseven
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    Hi can you make it combatible with https://www.nexusmods.com/witcher3/mods/6721 and https://www.nexusmods.com/witcher3/mods/8449 ?
    That would be insane. Ty
  10. astraseven
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    Perfect, thank you ☑️
  11. asanovx
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    https://staticdelivery.nexusmods.com/mods/952/images/9025/9025-1716272011-1946963101.jpeg

    if you make it possible to set such a height, then your camera will become the best on the nexus
    1. enowai
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      Essentially turning the game into an top down ARPG experience? Hm, no promises but I'll take a look. I anticipate problems with fights indoors though.
    2. asanovx
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      you don't think that people go to nexus to download one mod for the camera and play a vanilla game, I have the mod "eternal hunt" and "magic spells" your camera fights with magic and a huge number of monsters would really turn the witcher into a practically different game and would give a completely new experience for those who have gone through the game up and down
  12. asanovx
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    the idea is cool, it's a pity you can't make the height much bigger, so that it would be like in Baldur's Gate 3, for the fight with the Leshy or the Demon, that would be ideal
    P.S:ready to provide translation into Russian
  13. geenaxion
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    It is possible to configure the camera to something like what Enhanced Camera with Cinematic Shake Effect did?
    Similar to the camera shift lefter, righter and or centered.
    1. enowai
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      You mean combat offset? It's already able to do that.
    2. geenaxion
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      Oh so that setting was responsible for it. I did only play around with the zoom and height. Thanks