is just an edit in a line. Will it work on 1.32? EDIT: Worked, just change this inside The Witcher 3\content\content0\scripts\game\vehicles\horse\states\exploration.ws Lines 824 and 825 for reference: //isFollowingRoad = true; //else Just added the // before those enttries No need even put anything on mods folder
Comparing with my 1.32 exploration.ws file i found a line: 2287 return actor && actor.GetBaseAttitudeGroup() != 'animals_peacefull' && parent.controllable;
careful with double ll is peaceful on mod file and peacefull on game file
I was thinking WHY my horse was now a Monster Truck... The thing is "sometimes" while galloping "onrail" (path) slightly wastes stamina, but the goes to nonconsuming... So, they seem to change that in any of the last patchs...
just one question... I was going to add to my installed mods this one and when merging to add a MINOR value change from exploration.ws
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just this: // CHANGING FROM THIS: parent.findMoveTargetDistMin = 10.f; TO THAT: parent.findMoveTargetDistMin = 30.f;
I realize... you have almost fully redone the entire exploration.ws script file...
So I don't get anything related to vanilla functions to modify the combat area... Can you tell me where in your script is that done to add it to your exploration.ws?
Regards.
PS: Forget it all... I was messing with 2 different exploration files, the horse one of yours (\scripts\game\vehicles\horse\states) and the other from player (\scripts\game\player\states).
I think what you're seeing with it "sometimes wasting stamina" is that you happen to adjust your horse to some degree. If you move Roach even whilst on the path, it will still take stamina until you let him snap back to it.
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EDIT: Worked, just change this inside The Witcher 3\content\content0\scripts\game\vehicles\horse\states\exploration.ws
Lines 824 and 825 for reference:
//isFollowingRoad = true;
//else
Just added the // before those enttries
No need even put anything on mods folder
Comparing with my 1.32 exploration.ws file i found a line: 2287
return actor && actor.GetBaseAttitudeGroup() != 'animals_peacefull' && parent.controllable;
careful with double ll
is peaceful on mod file and peacefull on game file
https://dl.dropboxusercontent.com/u/88806348/tw3_no_infinite_horse_galloping_fix_1.21.zip
I was thinking WHY my horse was now a Monster Truck... The thing is "sometimes" while galloping "onrail" (path) slightly wastes stamina, but the goes to nonconsuming... So, they seem to change that in any of the last patchs...
Thanks.
just one question... I was going to add to my installed mods this one and when merging to add a MINOR value change from exploration.ws
// CHANGING FROM THIS: parent.findMoveTargetDistMin = 10.f; TO THAT:
parent.findMoveTargetDistMin = 30.f;
I realize... you have almost fully redone the entire exploration.ws script file...
So I don't get anything related to vanilla functions to modify the combat area... Can you tell me where in your script is that done to add it to your exploration.ws?
Regards.
PS: Forget it all... I was messing with 2 different exploration files, the horse one of yours (\scripts\game\vehicles\horse\states) and the other from player (\scripts\game\player\states).
No problem then.
Unless it is actually just bugged lol.