I manged to update the combat.ws part to next gen and the script part still works perfect with it, so essentially if anyone wants to do a proper update it still works fine in next gen.
No can do as I essentially copied and pasted the relevant parts right into my merged folder and uploading it will kill your game without 300 + mods that I use. It easy though, do it yourself, use notpad ++ and look for // <--- this, almost all proper mods begin with this. Then copy and paste it exactly how it is written, no variation other than you can safely paste it not in the same line as the original mod if need be.
edit -- for anyone looking, I did try to update the new combat.ws file (copied it into the Pirouette mod folder, took the relevant parts from the mod and put it into the next-gen .ws file) and that was all good, but it didn't work.
So I tried just using the original mod file and it worked! Did need to manually add the modPirouette.xml line into the dx11filelist.txt and dx21filelist.txt files to get the mod to appear in the in-game Mods section though.
Dunno will this help to anyone in 2021 but still gonna write it. This mod still works perfectly, but it has big problem, facing on "dodge" So, I would not recommend using pirouette as dodge in this mod. After pirouette you face where you are looking, and not the enemy. So this was the problem. But here is solution. Easy one.
Use this mod with https://www.nexusmods.com/witcher3/mods/4281?tab=posts&BH=9 And choose in this <-- mod settings as replace roll like Enabled - on Random - off Default Pirouette - 50 Alt Pirouette - 50 Replace - Rolls Type of Pirouette - Alternative
Then you will solve your roll facing problem thanks to "pirouettes" mod, and you will also have dodge animations from "Long Priouettes" awesome mod, so no more facing problem+new dodge animations. This is perfect combo. Have fun everyone. Thanks to modders.
Is it possible to instead of choosing randomly which animation, the script calculate if it uses default or alternative? Like if i'm rolling towards the enemy and he's far uses default, if I go back away from the enemy or go towards him very close (so that after the pirouette I'm behind him) it uses the alternative
still suprised, no one intrests till that day about facing problem in custom animations and etiher has that problem or forced to use stupid vanilla roll
One of the best mods I've tried, actually turned fighting into a fun experience for me. one question though: is it possible ot replace both dodge and roll animations? id like to have default for dodge and alternative for roll
Скажите, есть ли способ отключить пируэты в Ведьмак 3, например, заменив их прямыми атаками? Я привык играть со сборкой Школа Плотвы, в которой пируэты отключаются - мне они кажутся ненужными, так как ведьмак подставляет спину врагу и тратит на атаку на несколько секунд больше времени, чем она того требует. Мне интересно, существует ли мод, отключающий эти прыжки вокруг себя отдельно вне сборок? Спасибо
Thanks for the awesome mod! Using this with Long Piroettes (Fancy Footwork version) so I can get proper facing after pirouetting (replaced rolling) from this mod while also getting the unique side dodging and back various backdodging animations from Long Piroettes' Fancy Footwork version.
Settings for this mod to replace rolling and always face enemy after pirouette are:
Enabled - on Random - off Default Pirouette - 50 Alt Pirouette - 50 Replace - Rolls Type of Pirouette - Alternative
Hope this helps someone. Also, super happy this is compatible with the Improved Jogging animation mod (I use Witcher 2 jog, by far the best one).
Every time you dodge you end up with your BACK turned against the enemy, and half the time even end up with your attacks disabled until you dodge again.
144 comments
Thanks to author for permission!
It easy though, do it yourself, use notpad ++ and look for // <--- this, almost all proper mods begin with this.
Then copy and paste it exactly how it is written, no variation other than you can safely paste it not in the same line as the original mod if need be.
edit -- for anyone looking, I did try to update the new combat.ws file (copied it into the Pirouette mod folder, took the relevant parts from the mod and put it into the next-gen .ws file) and that was all good, but it didn't work.
So I tried just using the original mod file and it worked! Did need to manually add the modPirouette.xml line into the dx11filelist.txt and dx21filelist.txt files to get the mod to appear in the in-game Mods section though.
I am desperately looking for a any pirouette mod for next gen.
Wichers do not roll!
facing on "dodge" So, I would not recommend using pirouette as dodge in this mod. After pirouette you face where you are looking, and not the
enemy. So this was the problem. But here is solution. Easy one.
Use this mod with https://www.nexusmods.com/witcher3/mods/4281?tab=posts&BH=9 And choose in this <-- mod settings as replace roll like
Enabled - on
Random - off
Default Pirouette - 50
Alt Pirouette - 50
Replace - Rolls
Type of Pirouette - Alternative
Then you will solve your roll facing problem thanks to "pirouettes" mod, and
you will also have dodge animations from "Long Priouettes" awesome mod, so no more
facing problem+new dodge animations. This is perfect combo. Have fun
everyone. Thanks to modders.
still suprised, no one intrests till that day about facing problem in custom animations and etiher has that problem or forced to use stupid vanilla roll
one question though: is it possible ot replace both dodge and roll animations? id like to have default for dodge and alternative for roll
Settings for this mod to replace rolling and always face enemy after pirouette are:
Enabled - on
Random - off
Default Pirouette - 50
Alt Pirouette - 50
Replace - Rolls
Type of Pirouette - Alternative
Hope this helps someone. Also, super happy this is compatible with the Improved Jogging animation mod (I use Witcher 2 jog, by far the best one).
Every time you dodge you end up with your BACK turned against the enemy, and half the time even end up with your attacks disabled until you dodge again.