The Witcher 3

File information

Last updated

Original upload

Created by

FloppyGlass

Uploaded by

FloppyGlass

Virus scan

Safe to use

About this mod

Adds the Metamorphosis cat eyes vision effect to the base witcher senses during the night time and when inside dark areas (caves/ruins).

Requirements
Permissions and credits
Changelogs
Description:
A small mod that I made for myself. This is something that I feel should have been part of the base Witcher senses in the game based on lore (Witchers can see in the dark if they focus!)

If you like my mod, please do endorse. Thanks!

What It Does:
This enables the Metamorphosis mutation vision effect to the base Witcher senses without requiring the respective mutation to be equipped.

Places where it activates (when using focus vision):
1. At night everywhere. (The night timing varies from map to map; For White Orchard this is 10 pm to 3 am.)

2. Inside caves/ruins during both day and night. (The vanilla script does not include some of the cave/ruin areas of the game for this effect which should have been included, especially areas in the early parts of the game; I have included the ones I have come across so far.)

New Places Added so far:
1. White Orchard: Cave under the well (Contract: Devil by the Well)

2. Velen: Royal Wyvern cave (Contract: Phantom of the Trade Route)

3. Novigrad: Temple Isle Cave (Scavenger Hunt: Cat School Gear)

4. Velen: Est Tayiar (Scavenger Hunt: Cat School Gear)

5. Probably more as many of the cave/ruin areas use the same env setting...

To not completely negate the use of the Cat potion, this effect is only enabled with focus vision/witcher senses. (You still need the cat potion during combat.)


Next Steps:
I am looking into ways to activate the Metamorphosis vision based on the ambient lighting at the player character co-ordinates. I can then dynamically enable/disable this feature. This would be the ideal solution as I won't need to add the night time check anymore. So far I have come up empty with all that I have looked into. :)


Files:
1. modCatEyes has the Metamorphosis vision added to Witcher senses. I have also updated the English string so that the Metamorphosis mutation now correctly states what it does. (Can add other localizations on request as well but would need help with the respective strings.)

2. modCatEyesPatchBugFix has a set of locations included which were missed in the based game script. This file can also be used standalone as a bug-fix if you only want to enable the Metamorphosis mutation and have the vision effect.


Installation:
A. Automatic
1. Use TW3 Mod Manager for installing the mod archives. (Add the archive/Drag-drop to install it)
2. Run Script Merger.

B. Manual
1. Unzip the mod archives into your <TW3 main folder>.
2. Run Script Merger.


Un-installation:
A. Automatic
1. Use TW3 Mod Manager for un-installing the mod archives.
2. Run Script Merger.

B. Manual
1. Delete modCatEyes and modCatEyesPatchBugfix folder from <TW3 main folder>\Mods\
2. Run Script Merger.


Compatibility:
This mod changes the focus.ws and playerCharacter.ws scripts. Any other mod that modifies the focus behaviour will have a conflict with this mod. (e.g. This will not work with other similar mods that enable the cat vision effect with the witcher senses.) All other mods will work after the scripts are merged properly.


Bug Reports:
If you come across an interior area (cave/ruin) in the game that does not have the metamorphosis effect but it should, please help share a screenshot of the env strings of that location by doing the following:

I added an exec function GetEnvs() to get the current environment file stings loaded for the player location. You can run this on the debug console and it will give you a pop-up message with all the env strings in that area. If you share the same with me, I can add the envs to the dark area list for updating the bug-fix file.

Note: It is often better to enter the said area fully with the player character before querying for the env strings, as some of them may not be loaded yet if the player is at the transition edge on the map areas. e.g. at the entrance of a cave, better to enter the cave fully...

Thanks!


Suggestions:
I felt the vanilla game was too bright in itself due to the fake lights on the player. So this mod won't make a huge impact for that.
Better use some nice lighting mods with this to get the best effect, specifically ones that make nights darker.

Mods that I use in addition to the above:
Disable Fake Lights in All Quests
Immersive Lighting
Clear Lighting in Toussaint
Immersive Camera
and a lot lot more... See below link for the complete list!

An excellent mod list compilation that I used as a guide to mod my game:
Yet Another TW3 Mod List