The Witcher 3
0 of 0

File information

Last updated

Original upload

Created by

rfuzzo

Uploaded by

rfuzzo

Virus scan

Safe to use

Tags for this mod

77 comments

  1. rfuzzo
    rfuzzo
    • premium
    • 268 kudos
    Locked
    Sticky
    v0.3.2

    - fixed a bug where you couldn't move after dismount
    - added speed dampers
    - updated tilt mechanics
  2. rfuzzo
    rfuzzo
    • premium
    • 268 kudos
    Locked
    Sticky
    Regarding the mod menu: You can find it in-game under ‘Gameplay Additions’.

    A note about Wind: In the mod menu, you can 'use in-game' wind. That means, use the actual wind values to sail. If you disable this option (off by default), this mod simulates a fake wind, which is randomized every time you mount the boat.

    The mod Realistic Wind Effects changes the in-game wind. It is perfectly compatible with this mod, however, it is realistic in the sense that there actually could be no wind at all! And thus, you wont be able to sail much. I kinda want to leave it like that. If you choose realistic, you get realistic.
  3. the7nightmare
    the7nightmare
    • member
    • 2 kudos
    Great concept but the boat stops too abruptly when changing directions. Sometimes it randomly stops when the wind is center behind the boat too.
  4. GorgorotheYe
    GorgorotheYe
    • member
    • 0 kudos
    Helle there
    Is this MOD compatible with Next Gen?, i miss some realism on the game
    Thanks
    1. Illtempered
      Illtempered
      • member
      • 15 kudos
      I'm getting script errors even after merging so I'm guessing it's not )=
  5. Illtempered
    Illtempered
    • member
    • 15 kudos
    I'm getting script errors even after merging, so I'm guessing this isn't compatible with next gen.  Can anybody else confirm?
  6. rootwalla
    rootwalla
    • premium
    • 1 kudos
    Given your note that you added "acceleration and deceleration dampers" I believe there is a bug, somewhere.
    Whenever I turn into the wind my boat stops on a dime. I don't mean it slows to a crawl, it goes from X m/s to 0 instantly, like I hit a wall. It's very jarring to say the least.

    Your mod makes using a boat actually worthwhile, as before it was just an exercise in boredom and watching your sail texture, so please fix the dampening, pretty please?!

    Thanks!

    PS: in your input.settings.part you list
    IK_Pad_X_SQUARE=(Action=GI_Decelerate)
    IK_Pad_A_CROSS=(Action=GI_Accelerate)
    these should probably be
    IK_Pad_X_SQUARE=(Action=SailTight)
    IK_Pad_A_CROSS=(Action=SailLoose)
    1. rfuzzo
      rfuzzo
      • premium
      • 268 kudos
      hmm that's a good point, but somewhat intentional on my end :)

      I addume you sailed before and turned a sailboat into the wind? it ... kinda ... stops very abruptly. but you think it's too abrupt on my end?

      ah thanks for the input keys. I don't own a controler haha sorry bout that
    2. rootwalla
      rootwalla
      • premium
      • 1 kudos
      Well, I sort of expected it to go another 2 meters further at least, enough to complete the tack, or to beach the boat once you get close to shore.
      This is especially glaring if your really moving along at a fair clip (max speed set to 60%) and you stop so suddenly I feel like Geralt should fly off the front of the boat :D

      EDIT: If you don't feel like changing it for the mod, could you at least point me to where you keep the attenuation/dampening computation, so I can lower it myself? Thanks!
      EDIT2: Ok, some quick experiments later and I see you don't dampen the boat to a stop when turning into the wind (at least the dampening factor plays no part). I suspect it gets clamped to 0 in the 'VecConeRand' function, but alas I cannot find it (is it bundled in the blob0?). So for a fix I shall await :D
    3. rfuzzo
      rfuzzo
      • premium
      • 268 kudos
      hej thanks for so much initiative from your end! :D a welcome sight here.

      I will change it - it does make sense to retain some momentum! If you're curious btw, it must be in the scripts! (oh dear I made this mod a while ago haha)
    4. rootwalla
      rootwalla
      • premium
      • 1 kudos
      One thing I also noticed, when you enable RS the boat stops riding the waves.
      When you calculate tilt from the wind you also overwrite the boats calculated forward and back tilt.

      It might be interesting to only add your tilt to the existing one instead of overwriting it.

      Thanks again!

      EDIT: one more bug, the boat stops dead if the wind is dead astern as well. But it must be precisely in the middle for it to stop.
    5. coin1832
      coin1832
      • member
      • 5 kudos
      Don't know if you are still interested but I think I found a way to make the boat slowly stop when the wind is in front of the sail.
      Go to the boatComponent.ws file and look for function "CalculateSpeedMult(rbd : SRealBoatData)". This is a speed modifier that returns 0 in no go zone. Change it to a small number (like 0.01f) will do the trick.
  7. ltsheppard
    ltsheppard
    • member
    • 43 kudos
    Great mod. However, instead of hitting an object when sailing, the boat basically goes through it.

    Example: In Skellige, there's an abandoned boat somewhere on the ocean. When real sailing, the boat doesn't hit and stop but "slides" underneath it.
  8. hechang1997
    hechang1997
    • supporter
    • 0 kudos
    I think the "no-go area" in the mod is too large. It is much larger than 45 degrees. I'm not sure this is by design or a bug.
  9. Beorhted
    Beorhted
    • member
    • 1 kudos
    Ciao grazie per la mod! funziona con la 31? grazie Hi thanks for the mod! does it work with 31? thanks
  10. mfg42
    mfg42
    • member
    • 0 kudos
    In the readme file for installation, you name:
    "Run Script Merger" ...
    Where does i find it?`

    Thanks
    1. moonknight1993
      moonknight1993
      • supporter
      • 24 kudos
      https://www.nexusmods.com/witcher3/mods/484
  11. name8
    name8
    • supporter
    • 5 kudos
    Excellent mod that's 95% CDPR vanilla feature quality. It's a delightful tweak that only affects a tiny portion of gameplay, but hugely boosts immersion. No longer is Geralt the Archmage Sparrowhawk, summoning the wind. Seriously this could have been implemented in the vanilla game with only minor tweaks.

    I use the realistic version with vanilla wind. A very minor issue: (1) aesthetically speaking the boat does tilt a little too far in high winds, with the leeward side slipping below the waterline.

    The only substantive issues are (2) the lack of momentum carried when the wind fails (you stop very suddenly which makes the act of tacking/zig-zagging look a bit unnatural), and (3) the trouble the boat has keeping momentum when sailing towards and close to shallow water - again, it tends to stop on a dime with no obvious cause.

    I can't stress how minor all these issues are though - 3 especially is gotten around by reducing sail to near zero and then switching to vanilla control to nurse the boat to shore. 2 only applies when your destination is directly windward, usually due east in Velen. Fyke Isle to Midcopse and back with vanilla wind is an absolute joy and a very relaxing experience.
  12. JovianStone
    JovianStone
    • supporter
    • 29 kudos
    Great mod, but it's too involved for me personally. Really, all I'd love to see is a simple mod that removes the forward propulsion when you turn the rudder. That's been annoying me since 2015.