In DodgeandPirouetteLikeSworddancer, DodgeandRollLikeWitcher, DodgeLikeE3Witcher standard left and right dodge no longer works like in vanilla. After many hours of tests I finally found out (more or less) how the dodge system worked in the prerelease version.
At first, you need to forget (almost) about the rule - press left=dodge left. The new-old system directly depends on your location in the relation of the enemy. And gives you a choice whether you want simply dodge the attack or flank the enemy.
Dodge Simple dodge works more or less like in vanilla. E.g.: Enemy in front of you + press left = dodge left. *That dodge makes it impossible to counterattack because the animation sends you backward.
Flanking Here comes the magic. No longer left=left, right=right. If you want to flank the enemy you need to dodge AT the enemy! E.g.: The enemy is attacking you on your left + press forward+left = flank the enemy. *Why didn't mention the direction of flanking? Because it depends on the distance from the enemy and the angle (and maybe even enemies animation!).
So the algorithm will decide by yourself how you flank the enemy, you only choose the enemy. But it is not that bad because (like me) you can learn from the experience how to set your position to flank in the way you want. Moreover it prevents from dodge spamming because it works only when the enemy is attacking.
All in all I think it is miles more engaging system because you have to analyse all the time your position towards the enemy.
The bad side of the new-old system - the algorithm can go wrong in the group of enemies beacuse it also analyses their location. So, when surrounded you might lose control over the direction dodges - options are 2. 1) Don't dodge and use your parries or signs. 2) Roll or pirouette elsewhere - you have always control on them.
*It works on pad and keyboard, but definitely looks better on pad. ** Ah, forgot one important thing - use the mod with Fleet Footed ability, it will upgrade your comfort of gameplay!
appears to work on next gen. cannot say for 100% sure, but it did not cause any crashes, did not need to merge with anything. it *seems* like dodging is giving me more iframes/activate faster, but im not 100% on that.
I think DodgeLikeE3Witcher is the best looking dodge, I like when geralt wield the sword with 2 hand when he dodge to the side, but the control is very hard, you can't dodge to the direction you want like in vanilla.
Just came back to the Game after a long break and was wondering if "PirouetteLikeSworddancer" is finally compatible with VGX Sword Walk? Or if there is a way to make them compatible.
I install DodgeandPirouetteLikeSworddancer, but it doesn't work, why? PirouetteLikeSworddancer works like a charm (but that mod doesn't have DLC folder) and last i check your DLC folder is not auto added to user.settings, do i need to add manually?
Awesome mod! Is it possible to merge "DodgeLikeE3Witcher" with swordplay mod? I was trying to do it myself but couldn't unpack mods with "wcc_lite" to change them.
I don't know if i'm doing something wrong but i can't play with this mod . At first i thought that it might just be my current fights against many oponents but even against singular enemies i cantdodge for shit. Geralt dodges in thye same direction regardles of alt + d , alt+s or alt +a , and even when dodging with alt+ w that supposed to flank ... No , geralt just Dances like a courtesan face first to golem smash or sprinting Red Rose knight.
This mod is for spectacular dodge, is not to improve combat system. All the version of this mod are only for who wants the best appearance/best visual performance or simply a beauty dodges animations system. Dodge with this mod is more complicated and difficult than Vanilla but all depends from what style of combat you want to have, what is your combat style.
Apart from the E3dodge file, is there any other file like includes a backwards pirouette?
EDIT: Pirouette like Sworddancer was it! Thanks, mod author if you're still here
EDIT 2: also started seeing some animation bugs in cutscenes was wondering if that was cuz the animations were placed inside a mod folder and not a dlc one. If anyone could clear this up that would much appreciated
ALL of the animation mods on nexus are going to break and show bugs like blurry dialogue and floaty NPC's after 2-3 hour long play sessions. The DLC install method doesn't fix it, only delay the bugs from happening.
I love this mod but I hate the bugs that come with it. I usually do like 3-5hr play sessions so I always encounter them. Hopefully we’ll get a true bug free version in the future. Apart from that, the mod is awesome once u understand how to use it.
178 comments
In DodgeandPirouetteLikeSworddancer, DodgeandRollLikeWitcher, DodgeLikeE3Witcher standard left and right dodge no longer works like in vanilla.
After many hours of tests I finally found out (more or less) how the dodge system worked in the prerelease version.
At first, you need to forget (almost) about the rule - press left=dodge left. The new-old system directly depends on your location in the relation of the enemy.
And gives you a choice whether you want simply dodge the attack or flank the enemy.
Dodge
Simple dodge works more or less like in vanilla.
E.g.:
Enemy in front of you + press left = dodge left.
*That dodge makes it impossible to counterattack because the animation sends you backward.
Flanking
Here comes the magic. No longer left=left, right=right. If you want to flank the enemy you need to dodge AT the enemy!
E.g.:
The enemy is attacking you on your left + press forward+left = flank the enemy.
*Why didn't mention the direction of flanking? Because it depends on the distance from the enemy and the angle
(and maybe even enemies animation!).
So the algorithm will decide by yourself how you flank the enemy, you only choose the enemy.
But it is not that bad because (like me) you can learn from the experience how to set your position to flank
in the way you want. Moreover it prevents from dodge spamming because it works only when the enemy is attacking.
All in all I think it is miles more engaging system because you have to analyse all the time your position towards
the enemy.
The bad side of the new-old system - the algorithm can go wrong in the group of enemies beacuse it also analyses
their location. So, when surrounded you might lose control over the direction dodges - options are 2.
1) Don't dodge and use your parries or signs. 2) Roll or pirouette elsewhere - you have always control on them.
*It works on pad and keyboard, but definitely looks better on pad.
** Ah, forgot one important thing - use the mod with Fleet Footed ability, it will upgrade your comfort of gameplay!
Best regards!
im using the DodgeLikeWitcher file btw
Just came back to the Game after a long break and was wondering if "PirouetteLikeSworddancer" is finally compatible with VGX Sword Walk?
Or if there is a way to make them compatible.
Cheers!
Is there anything similar with rolls?
Thanks :)
Dodge with this mod is more complicated and difficult than Vanilla but all depends from what style of combat you want to have, what is your combat style.
EDIT: Pirouette like Sworddancer was it! Thanks, mod author if you're still here
EDIT 2: also started seeing some animation bugs in cutscenes was wondering if that was cuz the animations were placed inside a mod folder and not a dlc one. If anyone could clear this up that would much appreciated