The Witcher 3

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menschfeind13

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  1. lufusol
    lufusol
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    Sticky
    More Presets for Swords on the Hip
    My "mod" for this mod which replaces the presets file with my own added presets:
    + cloaked
    + caped
    + samurai (2 variations)
    (each for steel, silver and crossbow positions)
    + exotic sword presets
    1. Brandonninja5
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      So, do I have to download this mod and your mod or just yours for it to work?
  2. Akatoshka7
    Akatoshka7
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    So, as many may have noticed, in some cutscenes with this mod, swords can become invisible. I seem to be able to solve this problem. You can download the modified files here. You need to replace the files of the original mod, and if necessary run a merge for the scenePlayer.ws I added.

    Also fixed display of weapons under the invisibility spell in the first stage of the battle for Kaer Morhen.

    An additional fix for ?invisibility so that swords do not disappear after removing it in the cutsсen.
    1. Akatoshka7
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      If anyone is interested in the technical details, I made it so that the mod pauses a few seconds after the cutscene / dialogue starts, so that the swords stop flickering. However, this would lead to bugs when Geralt draws his sword in the cutscene, so I also turned on the sword draw check 2 times per second, which will turn the mod on as soon as the sword is drawn and off as soon as the sword is sheathed. I haven't tested this in every possible situation, just a few. For example, a test in the cutscene, in which the swords flicker and Geralt draws the sword, would not hurt. But such a scene still needs to be remembered.
    2. Akatoshka7
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      Small update: I found that if swords are removed from slots during a scene (e.g. barbers), they don't disappear properly. So, I've added a sword equip check: if at least one of the two sword slots is empty, the mod will be enabled in the scene, and the unequip sword(s) will disappear. True, when re-equipping during the scene, the swords may not be displayed quite correctly, but this is not a problem of my code, but of the original mod, which I can hardly solve. In any case, there are very few scenes where swords are equip during scenes - so you can live with that, in my opinion.
    3. menschfeind13
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      I should probably rewrite the whole thing someday
    4. Akatoshka7
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      At your discretion, O great author.
      And just to clear my conscience, I’ll clarify - in your mod, if you equip swords in a scene, only the scabbard is displayed for a while, and the swords appear after a few (about 5) seconds (if this is a dialogue, and not a scene where the swords became invisible ). With my code, this appearance after 5 seconds will not happen, but I can hardly do anything about it. However, when exiting the scene, everything works fine.
      And yes, I really love the criss-cross swords on my back and the crossbow on my hip!
    5. menschfeind13
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      Akatoshka7, since you're know a bit about this mod, i'd appreciate if you make a compatible patch, you can release it as a standalone version, or if you want, i can give you an access to this mod page, so you can upload the patch here.
      I'd prefer the second variant, coz i don't want to see the nexus bloated by my mods.
      What do you think?
    6. Akatoshka7
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      "Compatible patch" for what? If you are talking about the Next-Gen - I'm not going to switch to it or even port my mods to it, not to mention other people's. I don't see any point in this. As they say, I'm too old for this shit.
    7. menschfeind13
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      Yea, i meant the next-gen.
      No problem then
    8. Akatoshka7
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      Did you include my changes in the update?

      And by the way, what's the problem with hand-to-hand combat? I didn't notice anything...
    9. menschfeind13
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      Nope, believe it or not, i haven't had the time to check it out.
      Since now the mod is for every version i'd appreciate if you add your edit in the new mod's version, all the core functions are still the same there.

      Regarding the combat - there was a missing entity tag somehow in the new version, it's fixed now anyway.
    10. Akatoshka7
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      Nope, believe it or not, i haven't had the time to check it out.
      Why shouldn't I believe? Time is the thing that is always missing...

      Since now the mod is for every version i'd appreciate if you add your edit in the new mod's version, all the core functions are still the same there.
      To be honest, I'm afraid to work with code without the ability to check the correctness of its work.

      Regarding the combat - there was a missing entity tag somehow in the new version, it's fixed now anyway.
      Oops, that's not a change in the new version, is it? I just thought it was some new fix.
    11. menschfeind13
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      I'm afraid to work with code without the ability to check the correctness of its work.
      Everything that works in your version should also work in the next-gen version too. I'm 99% sure of it :D
    12. Akatoshka7
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      I'm just afraid of copying something wrong, not even knowing about it.
    13. Akatoshka7
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      An additional fix for ?invisibility so that swords do not disappear after removing it in the cutsсen.
    14. Nevao
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      Okay so we can expect an upcoming fix for the invisible cutscene swords then?
  3. jyuubiwolf
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    hey i keep getting this error when installing 

    Error [modweaponscarrying]game\player\playerweaponholster_1.ws(6): Class 'WeaponHolster' already defined.Error [modweaponscarrying]game\player\playerweaponholster_1.ws(479): Class 'WeaponHolsterStateSelectingWeapon' already defined.Error [modweaponscarrying]local\weapons_carrying_1.ws(181): Class 'W3InvisibleWeapons' already defined.
  4. PopDog77
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    Bit off topic but is a mod responsible for the encounter with the Wild Hunt warrior in the 3rd pic? I don't recall Geralt facing them in that backdrop in game.
  5. GTAisGR8
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    For anybody having issues with the changes taking effect:

    Options -> Mods -> Weapons carrying -> Main -> Disable Mod -> Off
    Options -> Mods -> Weapons carrying -> Swords -> Main -> Enable changes

    The "Main" section is different after entering the "Swords" section 🤦‍♂️
    1. spaciestgolem
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      im having this issue but i double checked all those options
  6. Achlys9987
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    It doesn't work on v4.04. The dedicated Options menu isn't showing up. I've tried re installing the mod and doing the required steps over and over again but the dedicated options menu just isn't showing up. 
    1. M4DMAXX27
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      I can confirm it works on 4.04
    2. BigGuyJohn
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      im having the same issue, how did you get it working?
  7. M4DMAXX27
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    Mod still work on 4.04

    I like this Mod and the Submod from lufusol

    Sadly It's not always good usable with Aerondight. When you got the Aerondight Effect with the glowing, the effect of said glowing is on the back when sheated, while the sword is on the hip. Guess there is no way to made it better.

    Thanks for this mod
  8. Gnd1836
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    I can't toggle hood up and down after using this mod. Is there any key board conflict between Hoods mod and this one?
  9. M4DMAXX27
    M4DMAXX27
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    Is it possible to combine your mod with AMM? So that AMM use the new Location instead of the back?
  10. igorbastos08
    igorbastos08
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    Best mod of all time. Endorsed.
  11. MeveOfLyriaa
    MeveOfLyriaa
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    How can we get both swords to our right side?
  12. forgson
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    Can anyone tell me how to make sure that the silver sword is on the roach, and the steel one still remains in the vanilla position behind the back?