There is a Next-Gen version of this mod available, so if you're a previous user of this mod who wants to play with the Next-Gen patch, head over and download that version!
This version of this mod is for 1.3x. It hasn't been tested with the Next-Gen patch and likely won't work as a result.
While I will still do my best to offer help to people using this version of the mod, I don't have the time to properly maintain both versions, particularly given the need to switch my game installation back and forth, so I am no longer updating or testing this version of the mod. The Next-Gen version is still supported and I encourage you to use that version if you can.
Hi, this mod has compatibility with FCR3? Because i get some unsolved problems with scripts in script merger when i merge FCR3 and this mod. Сan it be made to work together? I tried to merge scripts and game is run but finishing off downed enemies on the ground not working. Geralt just doesn't react to it.
What you're describing in-game sounds like expected behaviour; instakills on downed enemies and enemies stunned by Axii are considered finishers by the game, so they'll be disabled in the full version and the No Finishers version of the mod. You should still be able to do normal attacks on these enemies and get in some free hits on them while they're down, but I haven't found a way to get the full instakill without enabling all finishers. (Occasionally I've noticed it will trigger an instant kill, just without a special animation, but usually it's just a normal attack.)
The Next-Gen version of the mod has a note clarifying this in the description, but it looks like I forgot to add it to this version. I've now updated the description to include it here, too.
Regarding any unsolved script conflicts, unfortunately I don't have the time these days to switch my installation back from 4.0 to 1.32 every time I want to debug this mod (I also don't want to be repeatedly writing ~80GB of files to my SSD as I switch back and forth). I'd recommend playing with the Next-Gen version if you can; then I'd be able to offer more help.
Hi everyone, sorry for taking a long time to make any sort of reply here, I've been really busy with university so I've only recently got round to even playing the next-gen patch vanilla.
I've cooked up a Next-Gen version and uploaded it as a separate mod. I'm still studying for an exam so I haven't been able to test it quite as extensively as I'd like, but I've been playing with it for several hours and no issues so far.
If you find any issues please let me know over on the Next-Gen version mod page and I'll see what I can do about them.
This mod looks great. Thank you so much for sharing it with us :-) Has anyone played with Ghost Mode and knows, if there is a way to make this mod compatible with it? Unfortunately, there are some unsolved Script Merger conflicts.
At which part of your script do i need to edit so I can make my Finisher chance at 30% instead of 100%? I've been playing my whole game with a mod that does 100% finisher chance and I gotta tell you, it's cool at first but I really miss those dismemberments when using rend and whirl. I'm keeping my dismemberment % at vanilla default so it won't come as repetitive. Now i only want like 70% chance of dismemberment and 30% chance of finishers. Can u tell me what to edit?
Hi! Apologies for a late reply here, these days I don't have too much time to work on my Nexus mods as I'm focusing other projects.
If you could provide some details of in what way the mod isn't working, and some details about what version of Witcher you have or any other mods you might have installed, then I might be able to help.
great mod, I think the horny slow motion effects of geralt cutting people in half are a bit disgusting, but i also really hate, how it destroys the flow of the combat. only thing i really miss is finishing people off that are knocked out, is there a way to keep those activated?
Do you mean one-shotting people who have been stunned? That should still work; it generally did in my testing, at least if they were stunned with axii, it just did it without a special animation.
I don't think I'd have the knowledge to further separate what is and isn't disabled though, as far as I've been able to find, the game's code just has a distinction between "dismemberment" as in-combat dismemberment and "finishers" as final kill animations, so I don't know how one would go about toggling them only in specific situations.
This is a Witcher 3 mod; I can't imagine it would work with Witcher 2. They're different games and have different code & therefore likely very modding capabilities.
Hey, did you find by chance a code that solely would hinder cutting humans or creatures in halfs? I mean whole body, that for me is the most annoying "feature" in this regard.
Hi! Sorry for the late reply. I'm not sure that's really possible, at least for someone with my coding skill. In the code I edited, I was never able to find any reference to catching the different names of dismemberment animations.
I'm sure they're in there somewhere, but I'd have to know the right name of the animation and specifically catch and disable it. I don't think it's within my skills as a guy who just comments out lines here and there to do that, though.
As in a mod that will guarantee a cinematic finisher on every kill? There's already a mod that can guarantee a finisher animation on every kill (find it here) but I'm not sure guaranteeing the cinematic camera every time is possible. I can give it a try, but I can't promise any results.
43 comments
There is a Next-Gen version of this mod available, so if you're a previous user of this mod who wants to play with the Next-Gen patch, head over and download that version!
This version of this mod is for 1.3x. It hasn't been tested with the Next-Gen patch and likely won't work as a result.
While I will still do my best to offer help to people using this version of the mod, I don't have the time to properly maintain both versions, particularly given the need to switch my game installation back and forth, so I am no longer updating or testing this version of the mod. The Next-Gen version is still supported and I encourage you to use that version if you can.
What you're describing in-game sounds like expected behaviour; instakills on downed enemies and enemies stunned by Axii are considered finishers by the game, so they'll be disabled in the full version and the No Finishers version of the mod. You should still be able to do normal attacks on these enemies and get in some free hits on them while they're down, but I haven't found a way to get the full instakill without enabling all finishers. (Occasionally I've noticed it will trigger an instant kill, just without a special animation, but usually it's just a normal attack.)
The Next-Gen version of the mod has a note clarifying this in the description, but it looks like I forgot to add it to this version. I've now updated the description to include it here, too.
Regarding any unsolved script conflicts, unfortunately I don't have the time these days to switch my installation back from 4.0 to 1.32 every time I want to debug this mod (I also don't want to be repeatedly writing ~80GB of files to my SSD as I switch back and forth). I'd recommend playing with the Next-Gen version if you can; then I'd be able to offer more help.
I've cooked up a Next-Gen version and uploaded it as a separate mod. I'm still studying for an exam so I haven't been able to test it quite as extensively as I'd like, but I've been playing with it for several hours and no issues so far.
If you find any issues please let me know over on the Next-Gen version mod page and I'll see what I can do about them.
Has anyone played with Ghost Mode and knows, if there is a way to make this mod compatible with it? Unfortunately, there are some unsolved Script Merger conflicts.
If you could provide some details of in what way the mod isn't working, and some details about what version of Witcher you have or any other mods you might have installed, then I might be able to help.
only thing i really miss is finishing people off that are knocked out, is there a way to keep those activated?
I don't think I'd have the knowledge to further separate what is and isn't disabled though, as far as I've been able to find, the game's code just has a distinction between "dismemberment" as in-combat dismemberment and "finishers" as final kill animations, so I don't know how one would go about toggling them only in specific situations.
thx for the answer
I'm sure they're in there somewhere, but I'd have to know the right name of the animation and specifically catch and disable it. I don't think it's within my skills as a guy who just comments out lines here and there to do that, though.