Hey there. Please read this carefully. Especially the gog goty 1.31 or 1.32 version of the game owners!
If you have script compilation errors after installing this mod like;
Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType' Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType
- First of all, make sure you've installed the very useful mod: Community Patch Base (install the main file) . This is a must have for the Gog goty owners to eliminate the possible compatibility issues, due to small script differences between platforms. - Use Script Merger to check & merge the conflicts if any other mods to conflict with this one. - Run script merger to check the conflicts if any. and merge them.
- After installed the community patch base, if the issue still persist, then try this method. (%100 solution)
- Use an advanced editor like nodepad++ to edit those scripts; As the error says you have to go to main game folder ie C:\GOG\The Witcher 3 Wild Hunt\content0\game\gui\commonmainmenubase.ws and delete line 73 & save. and then go to ...\content0\game\gui\main_menu\maincreditsmenu.ws and delete line 397 & save. simple as that.
make a backup of those 2 script files if you want.
Important note: This is the final version of the mod. will stay as it is. do not expect any update since i do not play - support the classic w3 version. no further updates, no any compatibility patches.
I have already made the mod from scratch, for the next-gen w3 version. planning to deliver it on a seperate mod page.
No, it does not. the mod will not get any update. I no longer play - support the classic w3. I plan to bring updated version of this to the next-gen . already made the mod from scratch.
Hi there , big thanks for this amazing mod and amazing job . is there a another optional variation of this mod , to bring back the original long distance spinning attack ? I know that long distance attack works when you lucky enough ,but its still something meant in E3 original game 2014 same as it was on E3 2014 , 35 min DEMO gameplay , I'm struggling to add it again with the commands, but anyway big thanks for removing those annoying finishers and focusing on Legendary E3 GAMEPLAY) They really need to bring it back on next gen upgrade it must be done and with E3 2014 running animation like it was in E3 . There some mod like E3 GG and E3 IG tried to bring back to E3 running animation , but never got the original one from E3 2014 gameplay in swamp. Also is there any files to bring back the jumping over walls or tree branches animation like it was in E3 2014 Downwaren Quest it looked so awesome by comparing with to retail one. If you have solution to bring the back the original spinning attack , that would be helpful , thanks again)
Hey. What do you mean by original long distance spinning attack? There are plenty of them exist already. I disabled only 3 of them which are useless to me. If you want to bring those attacks back, go to mods\modGameplayExperience2014\content\scripts\game\player\states\ open CombatSword.ws via an advanced text editor such as notepad ++ search for "//" you'll see the fast_far attacks commented. Simply comment out those lines by deleting the double slashes "//" and save it. do the merges if needed. done.
as for the nextgen upgrade and your other expectations, i suggest you easy on them. They went completely different art design, direction compared to the 2013-2014 era. from animations, ui to lighting, colors..afaik, all of the devs were leave who made those assests during development. So restoring the 2014 style game assets is not the case sadly. just because of this, you should keep your expectations as low as possible. as for the 2014 demo animations, you may try some mods like SCAAR and 2014 animation system.
No i did not. The vanilla combat animations and combos are totally same as the e3 demos. The only difference is lesser usage of the long range spinning attacks (fast_far_forward..etc) while Geralt has close distance to the enemies. unlike the vanilla game behaviour.
I aim to set lower the likely of usage the long range spins. Already made some progress of the next-gen version of this mod. Build it from scratch this time. no ETA for now.
About the other animations like movements, parkour..etc i highly recommend using E3ARP. It is the best animation mod ever imo. contains all the e3 demo movements and dodge system.
gog goty 1.31 or 1.32 version Community Patch Base main file install stlll the error comes more error ....even install optional Vanilla 1.32 GOG GOTY scripts this Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType' Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType
this need a fix proper it errors with immersive cam
amazing mod, thanks! but when I use "crushing blows"(Heavy chargeattack), the camera did not shake, Is it a merge mistake or the mod do not have such settings? (sorry, English is not my native language...)
guess you meant the special attack called Rend skill. You are correct, there is no merging mistake. The mod has cam shake for Rend too, just its strenght is low, subtle effect by default. only instense cam shake on dismemberment enemies. same function as the strong attack dismemberment.
You can increase this value to make it more visible. instense camera shake. go to this path: mods\GameplayExperience2014\content\scripts\local\camshake_default and open xtFinishersDefaultCamShakeModule.ws via any text editor. notepad or notepad++
at the line 157 context.camShake.strength = thePlayer.GetSpecialAttackTimeRatio() / 3.333 + 0.2;
change" 0.2" value to your liking. ?save & exit. you will notice the difference immediately on gameplay. i dont recommend go for too high values.
For those who are not into modding, here's a modification I made a long time ago based on extensible finishers. https://drive.google.com/file/d/11u1IDIte62lQ5FAhhx7_dUQzgGlIgP5q/view?usp=sharing it has 50% chance of dismembermnt and 50% chance of finiscers. The finiscers are not cinematic(wich means the camera doesn't get closer), in practice they look like dismemberment, but more fancy i guess. Also I disabled that horrible finiscer when Geralt goes behind and cuts the enemy in half.
Thanks. I'm glad you liked it. Interesting. I've no idea about it. Perhaps due to incorrect merging or caused by another mod. Every functions works well on my end actually. Including camera shaking on the fast attacks. It's subtle though, not as intense as for the strong attacks. Maybe that's the reason you didn't notice it.
I didn't want to go for too high shaking values , since people using the fast attack frequently, it could be possibly make headache after some time of playing it.
you may check the function yourself by opening this script : xtFinishersDefaultCamShakeParams into; modNewCombatExperience\content\scripts\
//===================================== // CAMERA SHAKE ON FAST ATTACK SETTINGS //=====================================
public const var CAMERA_SHAKE_FAST_CHANCE, CAMERA_SHAKE_FAST_PARRIED_CHANCE : float; default CAMERA_SHAKE_FAST_CHANCE = 100.0;// Chance to trigger camera shake on fast attacks. default CAMERA_SHAKE_FAST_PARRIED_CHANCE = 100.0;// Chance to trigger camera shake on fast attacks that were parried by the enemy. public const var CAMERA_SHAKE_FAST_STRENGTH, CAMERA_SHAKE_FAST_PARRIED_STRENGTH : float; default CAMERA_SHAKE_FAST_STRENGTH = 0.3;// Strength of camera shake on fast attacks. default CAMERA_SHAKE_FAST_PARRIED_STRENGTH = 0.2;// Strength of camera shake on fast attacks that were parried by the enemy.
Here are my current values. You can play around those values to find what suits you best. :)
I've no idea since i never used vlad ui. Make sure you followed the install instructions of this mod, either description & sticky post steps. That's important.
I recommend you to remove the related merges that conflict with my mod, try re-merge them once again. If still the same, then you'll probably need to learn the manual merging. it's like selecting the lines from both B & C together but you have to read the lines carefuly. You better ask for it to the experienced modders on discord.
102 comments
If you have script compilation errors after installing this mod like;
Error [content0]game\gui\commonmainmenubase.ws(73): Could not find function 'GetChosenMainMenuType'
Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType
- First of all, make sure you've installed the very useful mod: Community Patch Base (install the main file) . This is a must have for the Gog goty owners to eliminate the possible compatibility issues, due to small script differences between platforms.
- Use Script Merger to check & merge the conflicts if any other mods to conflict with this one.
- Run script merger to check the conflicts if any. and merge them.
- After installed the community patch base, if the issue still persist, then try this method. (%100 solution)
- Use an advanced editor like nodepad++ to edit those scripts;
As the error says you have to go to main game folder ie C:\GOG\The Witcher 3 Wild Hunt\content0\game\gui\commonmainmenubase.ws and delete line 73 & save.
and then go to ...\content0\game\gui\main_menu\maincreditsmenu.ws and delete line 397 & save. simple as that.
make a backup of those 2 script files if you want.
I have already made the mod from scratch, for the next-gen w3 version. planning to deliver it on a seperate mod page.
the mod will not get any update. I no longer play - support the classic w3.
I plan to bring updated version of this to the next-gen . already made the mod from scratch.
May I do it without mod?
https://www.nexusmods.com/witcher3/mods/4232?tab=files
you may try this mod for the old-gen.
go to mods\modGameplayExperience2014\content\scripts\game\player\states\ open CombatSword.ws via an advanced text editor such as notepad ++
search for "//" you'll see the fast_far attacks commented. Simply comment out those lines by deleting the double slashes "//" and save it. do the merges if needed. done.
as for the nextgen upgrade and your other expectations, i suggest you easy on them. They went completely different art design, direction compared to the 2013-2014 era. from animations, ui to lighting, colors..afaik, all of the devs were leave who made those assests during development. So restoring the 2014 style game assets is not the case sadly. just because of this, you should keep your expectations as low as possible.
as for the 2014 demo animations, you may try some mods like SCAAR and 2014 animation system.
The only difference is lesser usage of the long range spinning attacks (fast_far_forward..etc) while Geralt has close distance to the enemies. unlike the vanilla game behaviour.
I aim to set lower the likely of usage the long range spins. Already made some progress of the next-gen version of this mod. Build it from scratch this time. no ETA for now.
About the other animations like movements, parkour..etc i highly recommend using E3ARP. It is the best animation mod ever imo. contains all the e3 demo movements and dodge system.
Error [content0]game\gui\main_menu\maincreditsmenu.ws(397): Could not find function 'GetChosenMainMenuType
this need a fix proper it errors with immersive cam
guess you meant the special attack called Rend skill. You are correct, there is no merging mistake. The mod has cam shake for Rend too, just its strenght is low, subtle effect by default. only instense cam shake on dismemberment enemies. same function as the strong attack dismemberment.
You can increase this value to make it more visible. instense camera shake. go to this path:
mods\GameplayExperience2014\content\scripts\local\camshake_default
and open xtFinishersDefaultCamShakeModule.ws via any text editor. notepad or notepad++
at the line 157
context.camShake.strength = thePlayer.GetSpecialAttackTimeRatio() / 3.333 + 0.2;
change" 0.2" value to your liking. ?save & exit. you will notice the difference immediately on gameplay. i dont recommend go for too high values.
it has 50% chance of dismembermnt and 50% chance of finiscers. The finiscers are not cinematic(wich means the camera doesn't get closer), in practice they look like dismemberment, but more fancy i guess. Also I disabled that horrible finiscer when Geralt goes behind and cuts the enemy in half.
Error [modgameplayexperience2014]game\player\states\combatsword.ws(9): Class 'W3PlayerWitcherStateCombatSword' already defined.
always pops up when i start the game if anyone could help would be awsome really wanna try this mod
help ?
Please read the sticky post above & apply the solution.
Interesting. I've no idea about it. Perhaps due to incorrect merging or caused by another mod.
Every functions works well on my end actually. Including camera shaking on the fast attacks. It's subtle though, not as intense as for the strong attacks. Maybe that's the reason you didn't notice it.
I didn't want to go for too high shaking values , since people using the fast attack frequently, it could be possibly make headache after some time of playing it.
you may check the function yourself by opening this script : xtFinishersDefaultCamShakeParams into;
modNewCombatExperience\content\scripts\
//=====================================
// CAMERA SHAKE ON FAST ATTACK SETTINGS
//=====================================
public const var CAMERA_SHAKE_FAST_CHANCE, CAMERA_SHAKE_FAST_PARRIED_CHANCE : float;
default CAMERA_SHAKE_FAST_CHANCE = 100.0;// Chance to trigger camera shake on fast attacks.
default CAMERA_SHAKE_FAST_PARRIED_CHANCE = 100.0;// Chance to trigger camera shake on fast attacks that were parried by the enemy.
public const var CAMERA_SHAKE_FAST_STRENGTH, CAMERA_SHAKE_FAST_PARRIED_STRENGTH : float;
default CAMERA_SHAKE_FAST_STRENGTH = 0.3;// Strength of camera shake on fast attacks.
default CAMERA_SHAKE_FAST_PARRIED_STRENGTH = 0.2;// Strength of camera shake on fast attacks that were parried by the enemy.
Here are my current values. You can play around those values to find what suits you best. :)
I recommend you to remove the related merges that conflict with my mod, try re-merge them once again. If still the same, then you'll probably need to learn the manual merging. it's like selecting the lines from both B & C together but you have to read the lines carefuly.
You better ask for it to the experienced modders on discord.