Ah man this works so well, it's practically perfect! The only thing I'd say it's missing is I wish it allowed you to automatically activate Cat vision when entering combat, if you were fighting in dark places or at night. Having to fight in caves with no way to see was an absolute pain. So yeah, just something I wish could've been added. Otherwise, fantastic mod.
Could we have a version where cat vision witcher sense can be triggered anytime and anywhere? This would solve the issue of compatibility with the time frame and specific areas where it does and does not work.
Seems like it doesn't work with Friendly HUD, even with Script Merger. Anyone get the two working together?
EDIT: Never mind figured it out right after i post this. Just needed to place the conflicting scripts from this mod before the ones from Friendly HUD. Do it the other way around you get a bunch of errors.
Thank you for this mod, this should have been the way Cat vision is implemented into the game, genius, and great job on altering its activation between night/day, inside/outside it basically got rid of what could have been a big flaw, really great mod, endorsed and voted.
If I may add my suggestion tho, I tried to combine the usage of your mod with this one (Darker Cat by thechosen1) : www.nexusmods.com/witcher3/mods/325/? Since it reduces the Cat vision's brightness, but it didn't work, it worked only on Cat vision when I drink the potion, but NOT when I use witcher senses.
Although your mod deactivates Cat vision during Daylight, sometimes Indoor places or places during Night time may have light sources that could be very bright on the eyes, I thought this could maybe fix it, so I have 2 questions:
1- is there a way to combine that mod into your mod? 2- if not, is there anyway to reduce the brightness of cat vision in your mod?
Yes but you'll have to do some work. The other mod probably has something like this : EnableCatViewFx( 1.0f ); /*SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.6f),Vector(0.075f,0.1f,0.11f,0.6f),0.2f); */ SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.0f),Vector(0.075f,0.1f,0.11f,0.0f),0.05f);
My mod uses the games official tint colors : EnableCatViewFx( 1.0f ); SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.6f),Vector(0.075f,0.1f,0.11f,0.6f),0.2f);
Edit that line with the other mods version of CatViewFx. Or play around with the numbers till you get something you like. The first 3 numbers after both vectors change the tint and the last ones deal with brightness.
Or I could stop being lazy and ask the other modder if I can use his mod to make the less bright version of mine.
RogerStarbuck gave me permission to upload an enhancement I made to the mod. It now checks cat conditions periodically instead of only on activation. The result is you could be outside and have witcher sense without cat. walk inside, and your view will automatically change to Cat effect without needing to exit and re-enter witcher sense. Another tweak is night hours changed to 8pm to 5am (due to how dark it can get) this was changed from 10pm-3am. This second change will likely affect quests where for instance a monster "only comes out at night"
I will stick around here to help out with any questions/concerns with the tweak. If there are any drastic issues (shouldn't be, simple tweak) the old version was left in tact and will be brought back to main if 1.31.1 causes any major issue.
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EDIT: Never mind figured it out right after i post this. Just needed to place the conflicting scripts from this mod before the ones from Friendly HUD. Do it the other way around you get a bunch of errors.
EDIT: I put the Cat Sense mod in a higher priority and that seemed to do the trick.
If I may add my suggestion tho, I tried to combine the usage of your mod with this one (Darker Cat by thechosen1) : www.nexusmods.com/witcher3/mods/325/? Since it reduces the Cat vision's brightness, but it didn't work, it worked only on Cat vision when I drink the potion, but NOT when I use witcher senses.
Although your mod deactivates Cat vision during Daylight, sometimes Indoor places or places during Night time may have light sources that could be very bright on the eyes, I thought this could maybe fix it, so I have 2 questions:
1- is there a way to combine that mod into your mod?
2- if not, is there anyway to reduce the brightness of cat vision in your mod?
Thanks again in advance
EnableCatViewFx( 1.0f );
/*SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.6f),Vector(0.075f,0.1f,0.11f,0.6f),0.2f); */
SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.0f),Vector(0.075f,0.1f,0.11f,0.0f),0.05f);
My mod uses the games official tint colors :
EnableCatViewFx( 1.0f );
SetTintColorsCatViewFx(Vector(0.1f,0.12f,0.13f,0.6f),Vector(0.075f,0.1f,0.11f,0.6f),0.2f);
Edit that line with the other mods version of CatViewFx. Or play around with the numbers till you get something you like. The first 3 numbers after both vectors change the tint and the last ones deal with brightness.
Or I could stop being lazy and ask the other modder if I can use his mod to make the less bright version of mine.
RogerStarbuck gave me permission to upload an enhancement I made to the mod. It now checks cat conditions periodically instead of only on activation. The result is you could be outside and have witcher sense without cat. walk inside, and your view will automatically change to Cat effect without needing to exit and re-enter witcher sense. Another tweak is night hours changed to 8pm to 5am (due to how dark it can get) this was changed from 10pm-3am. This second change will likely affect quests where for instance a monster "only comes out at night"
I will stick around here to help out with any questions/concerns with the tweak. If there are any drastic issues (shouldn't be, simple tweak) the old version was left in tact and will be brought back to main if 1.31.1 causes any major issue.
Thanks,
Adam