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About this mod
First person mod
- Requirements
-
Nexus requirements
Mod name Notes Community Patch - Base Community Patch - Shared Imports Mods requiring this file
Mod name Notes Patch for Gervant First Person and W3EE Lazarus Project - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are not allowed to use assets from this file under any circumstances
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
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This author has not provided any additional notes regarding file permissions
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Straight donations accepted
Witcher 3 first person mod
Installation
Q&A
Limitations
Movement and combat
Transparent head
Changes that affect vanilla balance
Key Bindings
FP cutscenes (experimental)
Thanks
Installation
Spoiler:
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- Install Community Patch - Base (can only be installed manually)
- Install Community Patch - Shared Imports
- Install GFP Main file with The Witcher 3 Mod Manager Cannot be installed with Nexus Mod Manager or Vortex
- Unpack mods, dlc, and bin to game dir
- Copy contents of input.settings.txt to the top of <User>\Documents\The Witcher 3\input.settings
- Copy <!-- gvtFP begin --> ... <!-- gvtFP end --> section from input.xml.txt
- Unpack GFP Patch to <Game>\bin\x64 and run it
- Use Script Merger if you have other mods installed
Spoiler:
Manual installation (only if you can't or don't want to use TW3MM):
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Manual installation (only if you can't or don't want to use TW3MM):
to <Game>\bin\config\r4game\user_config_matrix\pc\input.xml
(anywhere inside <VisibleVars> ... </VisibleVars>)
Spoiler:
What this patch does:
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What this patch does:
Q&A
Spoiler:
Q: How to swtich to 3rd person
A: Set key for "GFP - Change View" in Key Bindings menu
Q: NPCs dissapearing when close to you
A: You need to run GFP Patch
Q: There is no "GFP - Change View" in Key Bindings menu
A: Your input.xml is not modified. Install the mod with TW3MM.
Q: "Property 'environmentParameters' exists but was not imported from C++ code"
A: Install "Community Patch - Shared Imports"
Q: "Could not find function 'RefreshMainMenuAfterContentLoaded'"
A: Install "Community Patch - Base"
Q: Can't roll in FP
A: By default combat rolling is disabled in FP and it is highly recommended to not enable it. Switch to TP to perform roll in tutorial with Vesemir.
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Q: How to swtich to 3rd person
A: Set key for "GFP - Change View" in Key Bindings menu
Q: NPCs dissapearing when close to you
A: You need to run GFP Patch
Q: There is no "GFP - Change View" in Key Bindings menu
A: Your input.xml is not modified. Install the mod with TW3MM.
Q: "Property 'environmentParameters' exists but was not imported from C++ code"
A: Install "Community Patch - Shared Imports"
Q: "Could not find function 'RefreshMainMenuAfterContentLoaded'"
A: Install "Community Patch - Base"
Q: Can't roll in FP
A: By default combat rolling is disabled in FP and it is highly recommended to not enable it. Switch to TP to perform roll in tutorial with Vesemir.
Limitations
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- In rare cases it is very hard or impossible to interact with some objects in FP. Solution: briefly switch to 3rd person for interaction.
- "A Dangerous Game" quest: Zed's door, triangular key in Caesar Bilzen's house
- "The Phantom of Eldberg" quest: letter in lighthouse
- warehouse door in "Reason of State" quest
- completion token (underwater) in "The Path of Warriors" quest
- Tomira in epilogue
- Dettlaff's hideout door
- barrel of Sangreal
- Marlene's barrel
- Realistic foot placement is disabled in FP. It does not matter on foot but can be slightly annoying when riding horse down slopes.
- Boat camera is lower quality. Changing boat speed with mods is not supported in FP.
- Vanilla limitation: the higher FOV is the more streaming issues will occur
Spoiler:
Known objects:
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Known objects:
Spoiler:
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Movement and combat
Spoiler:
By default movement in first person is modified:
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By default movement in first person is modified:
- Player character is rotated with camera (unless performing some action)
- You can move back and sideways (move forward animation is used)
- Hold "Move forward" to do short attack. Don't hold "Move forward" to attack in place. Hold "Modify Attack Distance" to do long attack.
- Automatic guard stance is disabled
- Combat target lock is disabled
Transparent head
Spoiler:
When switching from TP to FP Geralt's head seamlessly switches from normal to transparent with shadows
Transparent head is not implemented for Ciri because it would crash the game on certain quests.
All vanilla hairstyles are supported
Masks and helmets (from mods) are hidden in FP and won't cast shadows
Grandmaster Feline (Cat) armor hood won't be hidden and will obscure the view.
You should hide it by wearing glasses (Professor's spectacles) or using mods.
Transparent head can be disabled in mod menu. Camera will be pushed slightly farther to try to keep head out of view.
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When switching from TP to FP Geralt's head seamlessly switches from normal to transparent with shadows
Transparent head is not implemented for Ciri because it would crash the game on certain quests.
All vanilla hairstyles are supported
Masks and helmets (from mods) are hidden in FP and won't cast shadows
Grandmaster Feline (Cat) armor hood won't be hidden and will obscure the view.
You should hide it by wearing glasses (Professor's spectacles) or using mods.
Transparent head can be disabled in mod menu. Camera will be pushed slightly farther to try to keep head out of view.
Changes that affect vanilla balance
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- Knockdown is changed to stagger
- Roll in combat is changed to jump
- Cannot roll to reduce fall damage, damage is always reduced
- Modified movement has no inertia. You can instantly run in opposite direction
Key Bindings
Spoiler:
Using "Reset to Default" in Key Bindings menu is not allowed. If you did use it then press Reinstall in TW3MM (or edit input.settings manually again).
To rebind locked keys (G, H, B etc.) - press "O" in Key Bindings menu to unlock.
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- "GFP - Change View" - toggle between FP and TP for gameplay and cutscenes separately; can also be toggled in mod menu
- "GFP - Modify Attack Distance" - hold to attack far
- "GFP - Zoom" - hold to zoom camera
- "GFP - Look Around / Rotate With Vehicle" - on foot: hold to look around (disables player rotation with camera); in vehicle: toggle camera rotation with vehicle
- "GFP - Change FP Movement" - toggle FP movement between "Modified" and "Vanilla"; can also be toggled in mod menu
- "GFP - Hide Weapon"
- "GFP - Inspect Weapon"
Using "Reset to Default" in Key Bindings menu is not allowed. If you did use it then press Reinstall in TW3MM (or edit input.settings manually again).
To rebind locked keys (G, H, B etc.) - press "O" in Key Bindings menu to unlock.
FP cutscenes (experimental)
Spoiler:
Do not enable it unless you want to see behind the scenes.
In cutscenes changing from FP to TP is not instant but on next cinematic camera change.
In cutscenes there are lots of artificial light.
In some cutscenes camera position is more or less broken (meeting Keira, receiving Hemmelfart painting, djinn quest, Crippled Kate's...)
In some cutscenes character's neck is glitched (meeting Menge, some Dijkstra scenes...)
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Do not enable it unless you want to see behind the scenes.
In cutscenes changing from FP to TP is not instant but on next cinematic camera change.
In cutscenes there are lots of artificial light.
Spoiler:
To remove artificial light you can try these mods:
Unfortunately currently it only removes maybe 90% of all artificial light
Here is what it looks like:
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To remove artificial light you can try these mods:
- No Artificial Player Light (version C)
- No Cutscene Lighting
- GFP Remove Cutscene Light
Unfortunately currently it only removes maybe 90% of all artificial light
Here is what it looks like:
In some cutscenes camera position is more or less broken (meeting Keira, receiving Hemmelfart painting, djinn quest, Crippled Kate's...)
In some cutscenes character's neck is glitched (meeting Menge, some Dijkstra scenes...)
Thanks
Spoiler:
Show