For people who wants to heavy attack , it actually doesn't break the animation , you will just perform a slower one handed attack. Just install the mod normally (drag it manually on your Mods folder and run script merger for potential conflicts solving), then go into your TW3 main folder ; Mods/modBetterTorches131/content/scripts/game/gameplay/items open your itemEntity.ws with notepad or notepad++ . Look for "class W3LightSource extends W3UsableItem" (should be line 235 on notepad++). just put 2 "/" in front of Heavy Attacks blocked actions like this: //blockedActions.PushBack( EIAB_HeavyAttacks ); //blockedActions.PushBack( EIAB_SpecialAttackHeavy ); save ; done.
Does anybody know if it's possible to edit this mod so that torches stay lit during cutscenes? Or, at least to keep a torchlight effect going when Geralt enters a cutscene with the torch lit?
Anybody who uses a lighting mod like PLM knows that nights and caves become really dark. It's often hard to see character faces during cutscenes in these environments. Yes, there are work arounds like toggling cat effect, KNG light wisp, Menschfiend13's bell of many things light source, but these solutions are cumbersome and less than ideal.
It would make a world of difference for those of us that use torches a lot with these lighting mods, if torches/torch light effect could stay lit going into cutscenes.
Does anybody have any ideas about how to do this by editing this mod, or making a stand alone mod?
I second this! So immersion breaking when you rock up to someone at night and suddenly the light source disappears and you can't see their face in the cutscene...
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All credits to Syynx for the original mod!
Just install the mod normally (drag it manually on your Mods folder and run script merger for potential conflicts solving),
then go into your TW3 main folder ;
Mods/modBetterTorches131/content/scripts/game/gameplay/items
open your itemEntity.ws with notepad or notepad++ .
Look for "class W3LightSource extends W3UsableItem" (should be line 235 on notepad++).
just put 2 "/" in front of Heavy Attacks blocked actions like this:
//blockedActions.PushBack( EIAB_HeavyAttacks );
//blockedActions.PushBack( EIAB_SpecialAttackHeavy );
save ; done.
Anybody who uses a lighting mod like PLM knows that nights and caves become really dark. It's often hard to see character faces during cutscenes in these environments. Yes, there are work arounds like toggling cat effect, KNG light wisp, Menschfiend13's bell of many things light source, but these solutions are cumbersome and less than ideal.
It would make a world of difference for those of us that use torches a lot with these lighting mods, if torches/torch light effect could stay lit going into cutscenes.
Does anybody have any ideas about how to do this by editing this mod, or making a stand alone mod?