As of July 2021 i am no longer updating my mods on nexusmods. The development and updates will continue to be published on Github, the original place for all my mods since the beginning. This does not mean i won't help people nor will i stop reading comments. I will simply stop pushing the updates to the files here.
Error [content0]game\gameplay\effects\effects\other\oil.ws(177): Could not find function 'ShouldAutoApplyOil'Error [content0]game\gui\main_menu\ingamemenu.ws(1516): Could not find function 'SetAutoApplyOils'Error [content0]game\gui\main_menu\ingamemenu.ws(1518): Could not find function 'SetAutoApplyOils'Error [content0]game\player\states\vehicles\horseriding.ws(141): Could not find function 'ShouldAutoApplyOil'Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Can you help me to merge your marvellous mod and EE?
Im trying to integrate your mod in EE and got these mistakes while merging:
1.First one with EE. In Combat skills window its simply empty compare to EE one ?{ // W3EE - Begin if( thePlayer.IsGuarded() ) { if( Combat().PerformHeavyBash() ) { return false; } } // W3EE - End
2. Another mistake looks like this: first part of code in Combat Skills line
?// modCombatSkill - BEGIN & END public function FindTarget( optional actionCheck : bool, optional action : EBufferActionType, optional actionInput : bool ) : CActor
and this how the code looks in EE line
?// W3EE - Begin protected function FindTargetSimple() { var i: int; var currentTarget: CActor; var targets: array< CActor >; var potentialFriendlyTargets: array< CActor >; var playerPosition: Vector; var targetingInfo: STargetingInfo; var bestRank: float; var rank: float; var curTargetRank: float; var newTarget: CActor; var inverseDist: float; var cameraAngleDiff: float; var movementAngleDiff: float; var facingAngleDiff: float; var targetHeadingVector: Vector; var cameraWeight: float; var movementWeight: float; var distanceWeight: float; var facingWeight: float; var attackHysModifier: float; var targetHysteresis: float; var precull: int; var igconfig: CInGameConfigWrapper;
I delete some code cause there were a lot of text with some "condition stuff". So is it possible to solve it? I tried to solve it according to simple YT guide but nothing helped.
UPD: After trying to solve problem by myself got this mistake: Error [mod0000_mergedfiles]game\player\r4player.ws(7725): syntax error, unexpected '{', expecting TOKEN_FUNCTION, near '{'
I don't have access to my computer and this for a long time so I won't be able to help you much.
First, before starting anything I would like you to know that EE (or at least EE redux) has the same features as Combat Skills, though a bit different to use but better integrated in the mod as it uses poises and less stamina. Combat Skills doesn't.
Now if you still want to merge the mods, i suggest you to do it manually. If i remember correctly I managed to make only 2 vanilla edits for Combat Skills, which means that merging it manually with any mod is a task that should not take longer than a few minutes. So in your case I would look for any comment " // CombatSkills - Begin " i made and replicate the changes in the EE file.
The "Begin & End" part is because I replaced the private or protected word with "public".
Thnak you a lot mr Aeltoth! I'll try it out. And the last question about mods: As i understood the major difference between your project and EE is that your innovation allow players to use pary attack any time they want. But is it possible to to make something simillar in EE? Cause i didnt find the possibility in settings of EE mod which allow me to use pary animation in a same way like in your mod.
Thank you for you brilliant projects! And Happy New Year from mother Russia =)
P.s Cant merge it yet. Anyway thnks for responding me!
No, EE doesn't allow you to counter-attack whenever you want. But if you manage to merge Combat Skills with EE, there is no reason for it not to work! And then you will have the best of both worlds. Luckily I kept the vanilla edits to a minimum, so it should not prove too complicated (i hope).
Thank you! Happy new year to you too, from France ;)
Despite the post being old I also have a few questions although not directly related to EE. Would it be possible to make the kick activate in the same way as in EE (parry then light attack) without changing how other counters activate? I am only using combat skills and like the mod however I also used to play with EE and my muscle memory always defaults to that combo in combat. I actually did find:
if( IsPressed(action) ) { // W3EE - Begin if( thePlayer.IsGuarded() ) { if( Combat().PerformLightBash() ) return false; } In EE's playerInput.ws yet that line of code seems to belong to even more code most of which is directly related to other systems of the mod hence making a standalone would be difficult. I am simply wondering whether one could achieve a similar result using a more vanilla-like method compatible with combat skills. I understand the entire thing is complex hence I do not expect miracles but thought to ask anyway just in case. Thanks in advance.
Hey man, was wondering if you could possibky add a feature where we can change what type of normal counter we would automatically use every single time? Like, I want geralt to use only the sidestep slash for the normal counter against every enemy (he only uses it against monsters afaik), so then, I could use your manual bash and kick separately? ESGO has a feature like that but is sadly too bloated and way too incompatible with most mods. Thanks for the wonderful mod, anyhow.
I wasted a couple of hours in search of such mod and finally i found your mod, you are the best! Thank you, man! I just wanted to add low side slash animation to parrying humans' attacks, no one exept of you did it. Thank you one more time!
It should, i pushed a release for next gen but being away from home I have no way to confirm. If you wish you can get it, and if it works I'd like to know if you have the time!
That means the mod is not installed correctly. You've got the menu installed but not the mod itself. Confirm you have a folder named modCombatSkills in your mods folder
Your instructions fixed it for me. Thanks. Installing it with Vortex created the problem since it created a different folder ".../release/mods/" on the game folder and installed the modCombatSkills there.
123 comments
As of July 2021 i am no longer updating my mods on nexusmods. The development and updates will continue to be published on Github, the original place for all my mods since the beginning. This does not mean i won't help people nor will i stop reading comments. I will simply stop pushing the updates to the files here.
- Combat Skills on github. Discussions on GitHub
- My other mods on GitHub
Thanks for your understanding.
Im trying to integrate your mod in EE and got these mistakes while merging:
1.First one with EE. In Combat skills window its simply empty compare to EE one
?{
// W3EE - Begin
if( thePlayer.IsGuarded() )
{
if( Combat().PerformHeavyBash() )
{
return false;
}
}
// W3EE - End
2. Another mistake looks like this: first part of code in Combat Skills line
?// modCombatSkill - BEGIN & END
public function FindTarget( optional actionCheck : bool, optional action : EBufferActionType, optional actionInput : bool ) : CActor
and this how the code looks in EE line
?// W3EE - Begin
protected function FindTargetSimple()
{
var i: int;
var currentTarget: CActor;
var targets: array< CActor >;
var potentialFriendlyTargets: array< CActor >;
var playerPosition: Vector;
var targetingInfo: STargetingInfo;
var bestRank: float;
var rank: float;
var curTargetRank: float;
var newTarget: CActor;
var inverseDist: float;
var cameraAngleDiff: float;
var movementAngleDiff: float;
var facingAngleDiff: float;
var targetHeadingVector: Vector;
var cameraWeight: float;
var movementWeight: float;
var distanceWeight: float;
var facingWeight: float;
var attackHysModifier: float;
var targetHysteresis: float;
var precull: int;
var igconfig: CInGameConfigWrapper;
ResetTargetingOut();
(SOME PART OF CODE WAS DELETEd)
// W3EE - End
protected function FindTarget( optional actionCheck : bool, optional action : EBufferActionType, optional actionInput : bool ) : CActor
I delete some code cause there were a lot of text with some "condition stuff". So is it possible to solve it? I tried to solve it according to simple YT guide but nothing helped.
UPD: After trying to solve problem by myself got this mistake: Error [mod0000_mergedfiles]game\player\r4player.ws(7725): syntax error, unexpected '{', expecting TOKEN_FUNCTION, near '{'
I don't have access to my computer and this for a long time so I won't be able to help you much.
First, before starting anything I would like you to know that EE (or at least EE redux) has the same features as Combat Skills, though a bit different to use but better integrated in the mod as it uses poises and less stamina. Combat Skills doesn't.
Now if you still want to merge the mods, i suggest you to do it manually. If i remember correctly I managed to make only 2 vanilla edits for Combat Skills, which means that merging it manually with any mod is a task that should not take longer than a few minutes. So in your case I would look for any comment " // CombatSkills - Begin " i made and replicate the changes in the EE file.
The "Begin & End" part is because I replaced the private or protected word with "public".
Hope that helps!
Thank you for you brilliant projects! And Happy New Year from mother Russia =)
P.s Cant merge it yet. Anyway thnks for responding me!
Thank you! Happy new year to you too, from France ;)
event OnCbtAttackLight( action : SInputAction )
{
var allowed, checkedFists : bool;
if( IsPressed(action) )
{
// W3EE - Begin
if( thePlayer.IsGuarded() )
{
if( Combat().PerformLightBash() )
return false;
}
In EE's playerInput.ws yet that line of code seems to belong to even more code most of which is directly related to other systems of the mod hence making a standalone would be difficult. I am simply wondering whether one could achieve a similar result using a more vanilla-like method compatible with combat skills. I understand the entire thing is complex hence I do not expect miracles but thought to ask anyway just in case. Thanks in advance.
https://github.com/Aelto/tw3-combat-skills/releases/tag/v2.0
It could be done maybe but I won't do it myself. I have no use for it.