Made a version of the mod with a wider radius and russian translation(русским переводом) Link default mod radius - 10 medium radius - 12 large radius - 14(recommend) put the folder "DLCKNGWISP"(from the downloaded archive) in the "The Witcher 3 Wild Hunt\dlc" with the replacement of files. (закинуть в папку dlc мою папку DLCKNGWISP с архива с заменой файлов)
just noticed that this mod (after years playing with it) has the famous "level max bug" which if you have any mod that remove the level limit or set to a new level limit (like 250 on my game), the item will just disappear/can't be bought anymore...
Side note to Author.. 1. Thank you! I use quite a few of your creations. 2. Would you be willing to make a Blue wisp version? 3. I would love that and appreciate it! My Wisp literally never gets put away haha.
If anyone wants to have the wisp always in front of you based on player, you can change the KNGWISP.ws script like this.
Change the line: wispGoalPosition = playerPosition;
to: wispGoalPosition = playerPosition + ((-RotX(thePlayer.GetWorldRotation())/2) + (RotY(thePlayer.GetWorldRotation())/2) + RotZ(thePlayer.GetWorldRotation()));
! This is to have it to the left of you. If you want it to the right of you delete the - symbol in front of RotX. If you want it further or closer change the /2 numbers to other numbers. Higher numbers mean closer to player smaller further from the player. If you want it really far change the / to * and use higher numbers.
Then under the line wispGoalPosition = playerPosition; !ADD! this line: wispGoalPosition.Z += 1;
There was a point, when the Wisp was a fully functioning magical combat machine. It would have different colors, and was able to attack enemies! Based on the sign you had selected, the Wisp would, if engaged in combat, change its color and "Attack Mode". I lost the script, a while ago due to a harddrive crash. If you want, and think this is useful, I could re-script that and make it work again.
I demonstrated this a while ago in this video:
you can see the fireball attack when igni is selected (also so wisp is red), and the "quen" bomb that I kinda came up with that nukes the target with a quen bomb and knocks it down, also the wisp would have a "golden / bronze" quen like look.
That's absolutely awesome! I would love to have a mod like that. I wonder if there would be a way to have two separate Wisps in your inventory: one that just casts a light, and another that is like some sort of magical sentry. No matter how it's done, I would definitely support your mod if you re-script it.
in this case I made it like as long as you do not hard-lock a target the wisp would remain as a lightsource hovering around geralt. only if you hardlocked a target, and then depending on what sign you selected it would switch into attack mode and attack your hardlocked target.
Watched the vid and thought it'd be better if wisp just stunned/staggered enemies instead of applying direct damage. But then read how it depends on active sign and I think that'd do it justice. Very creative idea, sir!
248 comments
a modified script by @tarkus69
https://drive.google.com/file/d/0B_gWSfM6VfHua3RGcEZCSXJXb2s/view
replace the downloaded file with the existing one in: mods\modKNGWisp\content\sripts\local\KNGWISP.ws
Link
default mod radius - 10
medium radius - 12
large radius - 14(recommend)
put the folder "DLCKNGWISP"(from the downloaded archive) in the "The Witcher 3 Wild Hunt\dlc" with the replacement of files.
(закинуть в папку dlc мою папку DLCKNGWISP с архива с заменой файлов)
Would anyone have a copy of the wisp infront of your mod? The google drive link isn't working :( I'd much appreciate any help.
Cheers,
dlckngwisp_shop.xml
<?xml version="1.0" encoding="UTF-16"?>
<redxml>
<definitions>
<loot_definitions>
<!-- Prologue -->
<loot name="_store__Griffon_merchant" chance="100" quantity_min="215" quantity_max="220" player_level_min="0" player_level_max="0">
<!-- New DLC items -->
<loot_entry name="kngwisp" quantity_min="1" quantity_max="1" player_level_min="0" player_level_max="100" chance="100" />
</loot>
</loot_definitions>
</definitions>
</redxml>
player_level_max="100" <<<<<<<<<<<<<< WRONG, it always should be 0.
Just today i noticed that because i started a new game+ at lv103 and guess what? no items in the shop.
Here's a edited version (i believe the author will never fix so...) >>> https://drive.proton.me/urls/741XV709QM#uBNrPS14mCmd
just the DLC folder with the modified blob0 file, the other files are the same except the brazilian portuguese language file which i translated.
New version now works fine.
//// 4.04
Side note to Author..
1. Thank you! I use quite a few of your creations.
2. Would you be willing to make a Blue wisp version?
3. I would love that and appreciate it! My Wisp literally never gets put away haha.
Change the line: wispGoalPosition = playerPosition;
to: wispGoalPosition = playerPosition + ((-RotX(thePlayer.GetWorldRotation())/2) + (RotY(thePlayer.GetWorldRotation())/2) + RotZ(thePlayer.GetWorldRotation()));
! This is to have it to the left of you. If you want it to the right of you delete the - symbol in front of RotX. If you want it further or closer change the /2 numbers to other numbers. Higher numbers mean closer to player smaller further from the player. If you want it really far change the / to * and use higher numbers.
Then under the line wispGoalPosition = playerPosition; !ADD! this line: wispGoalPosition.Z += 1;
Then change lines: wispGoalPosition += wispGoalPositionOffset;
wispGoalPosition.X += CosF(Deg2Rad(wispCurrentRotationCircleAngle)) * rotationCircleRadius;
wispGoalPosition.Y += SinF(Deg2Rad(wispCurrentRotationCircleAngle)) * rotationCircleRadius;
wispGoalPosition.Z += 2;
To this: wispGoalPosition += wispGoalPositionOffset;
//wispGoalPosition.X += CosF(Deg2Rad(wispCurrentRotationCircleAngle)) * rotationCircleRadius;
//wispGoalPosition.Y += SinF(Deg2Rad(wispCurrentRotationCircleAngle)) * rotationCircleRadius;
wispGoalPosition.Z += 1;
If you don't want it to move around so much comment the line wispGoalPosition += wispGoalPositionOffset;
If something is not clear let me know and I will try to help.
https://drive.google.com/file/d/0B_gWSfM6VfHua3RGcEZCSXJXb2s/view?usp=sharing
https://drive.google.com/file/d/0B_gWSfM6VfHua1E2UHJta0MyOEU/view?usp=sharing
There was a point, when the Wisp was a fully functioning magical combat machine. It would have different colors, and was able to attack enemies! Based on the sign you had selected, the Wisp would, if engaged in combat, change its color and "Attack Mode". I lost the script, a while ago due to a harddrive crash. If you want, and think this is useful, I could re-script that and make it work again.
I demonstrated this a while ago in this video:
you can see the fireball attack when igni is selected (also so wisp is red), and the "quen" bomb that I kinda came up with that nukes the target with a quen bomb and knocks it down, also the wisp would have a "golden / bronze" quen like look.
Just watch the video, tell me what you think.
I have been waiting for this mod for a while. Glad you gave it to us, much appreciated.