Can it work with any modded face retexture, or is it only vanilla one ? I have darker beard mod, and i think its called Butcher Of Blaviken face mod ??
Just putting this out there as an FYI to others, this is "semi-compatible" with the awesome Burning HoS Mark mods (blue and orange). Meaning both mods will work fine if you give higher priority to Burning Mark, BUT when it rains or your face gets wet...it will "flicker/swap" between both head entities. The game will alternate loading them. So it will appear as though the Burning Mark is "flashing" because it is switching entities while it is raining.
TLDR: Partially compatible with Burning HoS Mark mod...(unless there is a fix I don't know about).
Great mod though! I personally chose this because of the immersion.
If you are using W3EE 5.03 + Dynamic Wet Face + Modular Eyes there is a heap of problems that whenever Geralt's eyes change to black or alteyes or there is a rain or you dive or drink a potion or your beard grows or whatever the f*#@ the face is either without toxicity mask or no wetshader effect is applied or some other bullshit. So I believe I managed to brute fix some of it. Try my toxicity + wetface. After replacing files go to modular eyes mod options under Toxicity Controls - Enable Remapping Toxic Vein Tresholds - Level 1: 10 - Level 2: 20 - Level 3: 35 - Level 4: 50. Test it for yourself, maybe you will like it.
If you want to change the thresholds in the options you also need to change the values inside wetface.ws under //checks your toxicity level and //Log("function resetwet"); to the corresponding values. Do not ask me why (no idea), but if you put > 0 for tox = "_t25"; its making Geralt Toxic Veins Stuck even on zero toxicity so I recommend at least > 0.1f and then go up. Basically the values inside .wetface should match the values you put inside modular eyes mod options
I have included the fix provided by Akatoshka7 in the comment below and a few lines of code from Toxicity Decotion Critical Fix by byblomod. Big credit to them.
The only problems left are that whenever face changes (caused by alt/black eyes, toxicity level drops, geralt becoming wet) the face will clear for a moment before applying new face, so sometimes in dialogues you do not see toxicity mask (if you entered dialogue during that moment) but I have played a lot and it is rarely an issue. And the toxic veins flicker a little during rain, barely noticable for me and I failed to find a good fix for it.
Just the mega. Also, it shouldn't be needed for next-gen(?), since Geralt's face now seems to get wet as well, although it might not always. More confirmations needed.
I've managed to fix this annoying bug. You need to download my modified wetface.ws and replace original one in (your witcher 3 dir)/mods/modgeraltwetface/content/scripts/wetface/
Basically I've added a check to skip reapplying the same face effect every second.
To mod author: Feel free to integrate this fix into mod itself.
This fix is nice and I can confirm that it works. Only one issue is left for me. I use Custom Toxicity FX Threshold-Mod and after wetness in Geralts face disappears, so does the effect of toxicity. If there is a way to keep the tocitity effect that should be still applied after wetness disappears, it would be perfect.
I'm afraid this isn't possible due to how this mod works. In short: this mod applies one of many custom face overlay textures depending on what Geralt toxicity level is and of course if he's wet or not, so there are a lot of combinations, but if you use another mod then I assume this custom texture is overwritten. I believe the game doesn't have "wetness" texture for Geralt's face so any mod that alters Witcher face is altering default dry texture and I think you can't have more than one overlay applied to the face.
Note: I'm not a modder but this is what I've discovered so far by looking at how's this mod made. Also as a side note. I assume this worked for you before my fix. I can tell you that it worked only because before this mod was reapplying it's custom texture about every second so any change made by Custom FX mod was being overwritten constantly. Now after my fix this mod only applies wet/toxic texture once so this gives time for Custom FX to apply their texture and I think it just uses vanilla one which is only in dry variants.
In the comment chain below this one, some workarounds were found but as far as I could tell, they couldn't get the two mods to work together perfectly.
Same story as with @SorceressJ. Any mod that messes up with face textures isn't compatible (it'll replace wet textures with vanilla ones).
There's however a solution. If for e.g. mod author of Toxicity Decoction Critical Fix would be willing to make special mod version that explicitly uses textures provided by Dynamic Wet Face then this would work, though I wouldn't cont on it.
Makes sense, thank you! The second band-aid fix (made in toxicity.ws) seems to work well enough in my short testing, but it's not perfect.
And yeah, the author doesn't look to be active anymore so I wouldn't even bother messaging him, unfortunately. I did try messaging the author of Dynamic Wet Face late last year though, but never heard back.
Thanks for answers. Empirically, I found out that the problem is "Toxicity Decotion Critical Fix and Faces Screen Skull On Threshold". In addition to the fact that wetting the face is turned off when toxicity is above 0, the toxicity effect on the face begins to disappear and appears about once per second until the rain stops or Geralt comes out of the water. It seems to me that this is a conflict between toxicity.ws and wetface.ws, but not direct, but indirect. Without the above mod, your mod works as stated. Do you consider the possibility of somehow combining these mods? I just don’t feel like rejecting changes from the "Toxicity Decotion Critical Fix".
I experimented a bit with this mod. If you are not embarrassed by the fact that the face will remain dry when toxic, you can try to do this: in player.ws, in the line "AddTimer ('wettimer', 1.f, true,,, true);" replace '1.f' with, for example, '10.f'. In this case, the toxic effect will disappear and immediately appear only once every 10 seconds - which looks acceptable to me. In addition, this means that the face will get wet 10 seconds after being exposed to rain or immersion in water, if the toxicity is 0.
So, I found an effective cure for the problem - you need in the toxicity.ws mod 'Toxicity Decotion Critical Fix' to find the line 'if( !target.IsEffectActive('invisible' ) )' and replace it with 'if( !target.IsEffectActive('invisible' ) && !FactsDoesExist("wet_effect") )'. Thus, the algorithm from 'Toxicity Decotion Critical Fix' will be used only when the face is dry, and the wet face will use the algorithm from this mod.
Still has some quirks but this is a good workaround atm. The quirks to polish being the transition and the updating of models when going from wet to dry and vice versa. It also sometimes needs to be triggered manually(you have to dive in water) especially when it's not raining, or it's triggering way too long. when you get toxicity high enough when already wet, it waits to get dry before it updates to toxic face unless you trigger getting wet again(diving in water). Clearing toxicity with White Honey clears the toxic face but also dries it up, although I got some instances where White Honey doesn't dry the face but also doesn't clear toxic face until a forced/manual trigger. It works almost flawlessly when it's raining though. These are just the few of the things I noticed when I tested your edit.
larchiviste420, perhaps you applied both changes (both about the timer and about the condition !FactsDoesExist('wet_effect') )? If so, only the second is needed. It is likely that if the wet face is checked once a second, the problems you describe can be avoided (at least some of them).
138 comments
it basically loads/uses a different/new ambient texture.
(it would work with entire head remodel mods (like all those henry cavill heads), but i don't know how good/weird the wet face effect would look)
TLDR: Partially compatible with Burning HoS Mark mod...(unless there is a fix I don't know about).
Great mod though! I personally chose this because of the immersion.
If you want to change the thresholds in the options you also need to change the values inside wetface.ws under //checks your toxicity level and //Log("function resetwet"); to the corresponding values. Do not ask me why (no idea), but if you put > 0 for tox = "_t25"; its making Geralt Toxic Veins Stuck even on zero toxicity so I recommend at least > 0.1f and then go up. Basically the values inside .wetface should match the values you put inside modular eyes mod options
I have included the fix provided by Akatoshka7 in the comment below and a few lines of code from Toxicity Decotion Critical Fix by byblomod. Big credit to them.
The only problems left are that whenever face changes (caused by alt/black eyes, toxicity level drops, geralt becoming wet) the face will clear for a moment before applying new face, so sometimes in dialogues you do not see toxicity mask (if you entered dialogue during that moment) but I have played a lot and it is rarely an issue. And the toxic veins flicker a little during rain, barely noticable for me and I failed to find a good fix for it.
Download link:https://mega.nz/file/9Qckxbya#5UOMYt7jYiSxFVfkHSWFaxbPCJYaSgjQRhZEj0qA4Sk
On script merger, what do I prioritize?
Thanks!
I've managed to fix this annoying bug. You need to download my modified wetface.ws and replace original one in (your witcher 3 dir)/mods/modgeraltwetface/content/scripts/wetface/
Basically I've added a check to skip reapplying the same face effect every second.
To mod author: Feel free to integrate this fix into mod itself.
Note: I'm not a modder but this is what I've discovered so far by looking at how's this mod made.
Also as a side note. I assume this worked for you before my fix. I can tell you that it worked only because before this mod was reapplying it's custom texture about every second so any change made by Custom FX mod was being overwritten constantly. Now after my fix this mod only applies wet/toxic texture once so this gives time for Custom FX to apply their texture and I think it just uses vanilla one which is only in dry variants.
So, for this there is no solution, I think. But your fix is still good, as it fixes the flickering, which also is annoying.
In the comment chain below this one, some workarounds were found but as far as I could tell, they couldn't get the two mods to work together perfectly.
Any mod that messes up with face textures isn't compatible (it'll replace wet textures with vanilla ones).
There's however a solution. If for e.g. mod author of Toxicity Decoction Critical Fix would be willing to make special mod version that explicitly uses textures provided by Dynamic Wet Face then this would work, though I wouldn't cont on it.
And yeah, the author doesn't look to be active anymore so I wouldn't even bother messaging him, unfortunately. I did try messaging the author of Dynamic Wet Face late last year though, but never heard back.
if you drink your potions and then get wet, then geralts face will be wet and toxic.