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Aeltoth

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  1. Aeltoth
    Aeltoth
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    Hello people,

    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.
  2. Fondcombe
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    Installed the Github release from June 7, 2022, on classic version (1.32). It worked a few times and then a few times where I got myself stuck. Geralt wouldn't move at all (playing with a controller). Had to disable the mod, shame though, very nice idea.
    1. Aeltoth
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      An incompatibility with an animation mod perhaps? This mod doesn't add animations itself, instead it informs the game to play a specific animation event. If another mod interfers with that then it could cause issues. I'm fairly certain the 1.32 version of this mod is working as intended though, based on the years I and others have used it back then
  3. goddamit222
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    does it work with a controller?
    and is it compatible with mods like W3EER?
    1. Aeltoth
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      Hello! Yes as stated in the description it works with a controller, it doesn't use a new keybind but instead it uses a combo with parry and the directional keys or pad. And yes it should be compatible with EE as well
  4. Mricketts45
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    Is there way for me to change the keybinds to another button on my gamepad?
    1. Aeltoth
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      No, they're hardcoded. What keybinds did you have in mind? The default ones were designed for gamepads which is why they're accessible via a combo
  5. VuHungg
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    4.04 work ? 
    1. Aeltoth
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      Yes, you can take the latest release I published a few weeks ago!
    2. VuHungg
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      Hey Aeltoth, I downloaded it on github and I don't see the mod's menu.xml, or did I miss something....
    3. Aeltoth
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      Ah! You're right i messed up the bundling, the zip contained only the scripts... I updated the release with a new zip file. Thank you for the notice!
    4. VuHungg
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      <3
  6. deleted187712496
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    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.
  7. wu05
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    Any chance this could be updated to 4.03?
  8. Novagu24
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    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;

    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 '{'    
    1. Aeltoth
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      Hello!

      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!
    2. Novagu24
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      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!
    3. Aeltoth
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      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 ;)
    4. Lolzzl
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      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:
       
          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.
        
  9. Izonaio627
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    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.
  10. mentoz88
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    Is this amazing mod tested to work on nextgen update? :)
    1. Aeltoth
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      Tested and working perfectly in NG with this release
    2. mentoz88
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      Perfect, ty!
  11. RiggsXx
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    I've installed the mod manually on next gen but there's no menu what's the ----- i need to copy into the dxfile.txt to show the menu 
    1. Aeltoth
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      yes that's how it works in next-gen now, i made this tool to update the lists automatically if you want!