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enowai

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enowai

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About this mod

Highly customizable mod enabling controller rumble for enemy proximity.

Permissions and credits
Am I the only one who runs or rides through the forest with witcher senses on most of the time? I found it boring to do and ruins the visuals. Since I play with controller, this mod seemed like a good immersive compromise.

MOD FEATURES

Simply put, this mod enables the player to customize the controller vibration/rumble to detect monsters (not beasts or humans) within the surrounding area. This will effectively disable the need to spam witcher senses for detecting monsters. Also adds a little bit to gameplay by disabling the wallhack visual monster cue (the bubble looking indicators), but does not disable the enemy red outlines. Now you'll know there's something in the area, and can use witcher senses to determine its position by audio cues and enemy highlights.

You can control:
  • Strength, count, length and cooldown of the rumble.
  • Distance of detection.
  • Visual monster cue (for those that prefer to have it on, disabled by default).
There is an input key to snooze the rumble detection, for when you find the monster(s) and want to prep without being disturbed. You can also customize how long this snooze duration will last.

Additionally, when using witcher senses, the rumble will not be active.

MONSTER TYPE DETECTION

I also made a mode where it will pick a vibration/rumble strength depending on what the monster is; for example, a ghoul will have a light rumble vs a leshen of which will have a heavy rumble. This mode will override the rumble strength configuration in menu, but you can still customize the other parameters freely.

See spoilers for list of monsters and rumble strength levels.

Light Rumble
Spoiler:  
Show

Ghoul
Alghoul
Drowner
Rotfiend
Scurver
Hound of the Wild Hunt
Ekhidna
Siren
Harpy
Erynia
Endrega
Arachnomorph
Nekker
Spriggan
Wraith


Standard Rumble
Spoiler:  
Show

Foglet
Water & Grave Hag
Wight
Dracolizard
Forktail
Wyvern
Troll


Heavy Rumble
Spoiler:  
Show

Werewolf
Ulfhedinn
Basilisk
Cockatrice
Golem
Elemental
Gargoyle
Griffin
Arachas
Kikimore
Giant Centipede
Pale Widow
Giant
Cyclops
Fiend
Chort
Shaelmaar
Leshen
Night/Noonwraith
Ethereal
Katakan
Ekimma
Fleder
Garkain


According to lore/wiki and the bestiary, higher vampires cannot be detected by the medallion. I'm including the Alps and Bruxae, even if that isn't accurate.

INSTALLATION

Can be installed via mod manager. Use Witcher Script Merger to resolve conflict. All I am doing is adding a custom event to playerInput.ws, so add my changes along with anything else editing the same file.

The usual caveats apply if you are using Vortex; this comes with an XML file, so place it in the "The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc" location, then update the corresponding .txt file (DX11 = dx11filelist.txt or DX12 = dx12filelist.txt). Or make life easier on yourself and use the Menu Filelist Updater.

If manually installing, just extract the contents of the ZIP to your base Witcher 3 folder, and update the filelist.

Inputs to add to the input.settings (in your "Documents/The Witcher 3" folder) file are the following:

[Exploration]
IK_Pad_LeftShoulder=(Action=MedallionRumbleSnooze,State=Duration,IdleTime=1)

[Horse]
IK_Pad_LeftShoulder=(Action=MedallionRumbleSnooze,State=Duration,IdleTime=1)


[Swimming]
IK_Pad_LeftShoulder=(Action=MedallionRumbleSnooze,State=Duration,IdleTime=1)


[Diving]
IK_Pad_LeftShoulder=(Action=MedallionRumbleSnooze,State=Duration,IdleTime=1)


[Boat]
IK_Pad_LeftShoulder=(Action=MedallionRumbleSnooze,State=Duration,IdleTime=1)

[BoatPassenger]
IK_Pad_LeftShoulder=(Action=MedallionRumbleSnooze,State=Duration,IdleTime=1)

COMPATIBILITY

Should be compatible with almost everything. It will override anything that adjusts the visual monster cues when activating Witcher Senses.

The mod itself makes no direct changes or replacements to vanilla code.

SHOUT OUTS/CREDITS

Wolven Workshop discord for being a good source of modding help.
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