Thanks for updating this mod, you can upload it as a new mod yourself, I don't mind, just write a simple credit in description. Applies to my other w3 mods as well if you're interested.
Sorry bro, I've left witcher3 modding for a long time, but I might come back to it once I finished playing sekiro since I'm having c language course this semaster and modding witcher3 could be good practice. But even if i manage to come back, I may not make a redux of this mod, my current plan is to make a bloodborne gun counter mod, its more possible to apply soulsborne counter mechanic on witcher3 monsters then this mod as they do not wield swords.
-base idea: enter a very short-lasting deflective stance after a delay, if failed, become vulnerable naturally by the failure of handling your weapon's high momentum, until you gather the posture back. if successful, transfer the massive momentum to attacker's grip, rendering the combatant's both offensive and defensive abilities non-existent by either breaking weapon, disarming, breaking opponent grip / hand. attack again to enter an interruptable execution state where opponent is killed if successful. player is entirely vulnerable during this. -my implementation would be: hold shift and press right mouse to perform the parrying move. after 200-300ms delay, enter the "active" phase of anim and for 100-150ms, parry incoming attack. if failed, enter a 600-800ms recovery anim which cannot be skipped. repeat again after a second cooldown - skip recovery if first parry is successful. cannot be applied to enemies with strong grip, naturally
These are really good idea, but swords just won't look good parrying a monster.
Sorry friend, the work was almost finished some time ago, but my computer was drowned by coke and so went my mod file. It's too much work to go through all of it again, I might just release a lite version recently, tthe complete one will perhaps take some much longer time
I’m afraid I won’t come back for some time, I put my laptop at my friend’s house as it had a bad influence on my study, if I have the chance to go back to my country on winter holiday I might be able to do it in quarantine period.
Hi You've come back :) Thanks for Bloodborne fire arm mod. Any chance you will also update this mod to the version which you had already, but PC got fried/ or with ideas which you've been talking about - I mean the ideas below with amassi? Or at least make this mod use only for humans, so it won't have problem with monsters not wielding swords? great to see you back cheers :)
Hey man. Love your work. I would like to tone down the sound of the SFX a bit but I am unable to do so in the menu. By lowering the "effects volume" I am bringing down the sound of all the other effects. Am I missing something? Help would be greatly appreciated.
This mod is all but impossible to merge with Ghost Mode unless you are advanced enough at manually solving conflicts to write your own compatibility patch. The conflicts are too complicated to resolve by simply picking lines with script merger.
I LOVE the idea of this mod but can't seem to get it to work. When I parry someone I can get the DaS sound and then I immediately do a weak attack and it doesn't cause a finisher.
1) Is there a limit on what (humanoid) enemies this works on? ie. do they need to be a certain amount of levels below me or something?
2) I've never been able to sneak up on someone to get a back stab. Even if they haven't seen me and I walk super slow - once I get within 10m it's like the game forces them to be aware of my presence and so they turn around. So I try using Axii on them then run behind them and even so no finisher ever happens.
3) Finally even though I have the new version which is mean to link the DaS volume to effect volume it plays five times louder than anything else (pretty jarring every time you pull off a parry)
Am I doing something wrong? I manually just copied the folder to my */mods/ folder. Do I need to use the mod installer or something?
1)no mod installer needed, the mod works on any humanoid enemies that you can perform a finisher on, but the finisher can only be performed while the enemy is staggering, and as i've mentioned in the description, some powerful enemies like guards and leader of groups do not stagger, the only way to deal with them is by backstabbing 2)the mod is not meant for sneak up backstab like assassin's creed, but for combat backstab like darksouls as I've shown in the video, you will need to dodge properly to perform one. sneaking ability is not included. 3)the volume is set to be loud on purpose, you'll understand why if you've played darkssouls series. However, you may delete the sound by deleting the sound.cache in the mod file if you find it extremely annoying
I've watched your video a few times to try and replicate ?. I don't think I'm missing the counterattack because they're too high level. I'm only lvl4 and the enemies I've tested it on are plenty humans from lvl1-6 and drowners lvl4-6.
I'm able to successfully pull off the "parry/stagger" and trigger the sound cue. Often this causes the enemy to stumble backward so sometimes I push up to them and quick attack (this all happens within half a second of the sound cue) still no finish move. But even if I mash the fast attack as soon as I get the stagger I still miss the finisher move.
I've not experimented too much with dodge backstabs, but would it still work if the enemy is standing in place due to Axii? I've tried using Axii then running behind them before it wears off and quick attacking but same deal, no finisher move.
(I've also tried reinstalling - and using script merger (which merges with immersive cam) but seeing as you appear to be using immersive cam yourself I figured that shouldn't be an issue)). Is there a "correct" method to uninstall and re-install? I feel like it was working the very first time I installed it for a few enemies but hasn't since those first few encounters.
first, drowmders are not included, you can't perform a finisher on a drowner in the vanilla game, right? second, the sound only indicates the parry is performed, doesn't implies the enemies will do a stagger long enough for you to perform a finisher, but considering the levels of your enemies, it should be long enough. third, axii backstab should works, i'm hundred percent sure of that.https://www.youtube.com/watch?v=8q8xYI-4bHE overall the situation is too complicated for words to describe, it's best if you can record a video, so i may tell what’s wrong.
Thanks for all your help. So you can see here a fight where I got in a few parries, a few swipes at people's backs and an attack at someone's back using Axii and the finishers never triggered =)
I've tried script merging with immersive cam and I even tried removing EVERYTHING from the mods folder except your mod and did some tests. Nothing's worked. I feel like it did work for one session when I first installed it. I might try uninstalling everything and reloading the game. I'm on v1.31.
For the record the only other mods I'm using are graphical so nothing other than immersive cam needed merging,
For your benefit I'm wondering if maybe you're onto something. I played for a couple hours yesterday after reinstalling, MOSTLY just wondering around Novigrad city. It wasn't working for most of my session then it appeared to randomly start working with a quest or two toward the end (there isn't too many human combat missions in Novigrad).
I'll carry on and see how it goes and keep you updated (purely for your own bug testing diagnosis - maybe some humans have a different flag that isn't being recognised by your mod yet or something). I'll also try the bridge people in white orchid.
thx PBStaboo! i'm really curious in what might have caused the problem. some information that might be helpful, I've tested the mod on nilfgardian soilders, bandits, novigrad guards and witch hunters, and they work well. So you may try on these types of human to see if the problem is with the flags. thx again!
94 comments
https://drive.google.com/file/d/1py3lEEC0M7JnyEGjGkiPgKapLesyNQgM/view?usp=sharing
All credits go to mugijiang
Applies to my other w3 mods as well if you're interested.
If you want to turn off SFX of Dark Souls
*You just delete soundspc.cache located in modDScounter folder
I tested it, it works :)
any news about redux version of this mod which you mentioned in desc?
or compability with ghost mode?
cheers great mods
just for curiosity, what did u have in mind about rexdux version of this mod?
-base idea: enter a very short-lasting deflective stance after a delay, if failed, become vulnerable naturally by the failure of handling your weapon's high momentum,
until you gather the posture back. if successful, transfer the massive momentum to attacker's grip, rendering the combatant's both offensive and defensive abilities
non-existent by either breaking weapon, disarming, breaking opponent grip / hand. attack again to enter an interruptable execution state where opponent is killed
if successful. player is entirely vulnerable during this.
-my implementation would be: hold shift and press right mouse to perform the parrying move. after 200-300ms delay, enter the "active" phase of anim and for 100-150ms,
parry incoming attack. if failed, enter a 600-800ms recovery anim which cannot be skipped. repeat again after a second cooldown - skip recovery if first parry is successful.
cannot be applied to enemies with strong grip, naturally
These are really good idea, but swords just won't look good parrying a monster.
any plans to come back to modding witcher 3 and counter mechanics?
sorry for late response, was not active on nexus and just saw nofitications
So you've prepared newer version of this mod than the one which is currently available here and PC got fry?
any plans you come back to modding Witcher 3 or you not in it anymore?
best regards
but you have already prepared new complete version of this mod, different one than the one available here on nexus site, but your PC got fried?
anyway best to you and hope some update will be released
You've come back :) Thanks for Bloodborne fire arm mod.
Any chance you will also update this mod to the version which you had already, but PC got fried/ or with ideas which you've been talking about - I mean the ideas below with amassi?
Or at least make this mod use only for humans, so it won't have problem with monsters not wielding swords?
great to see you back
cheers :)
but i can't merges this mod with ghost mode
pls. help me
1) Is there a limit on what (humanoid) enemies this works on? ie. do they need to be a certain amount of levels below me or something?
2) I've never been able to sneak up on someone to get a back stab. Even if they haven't seen me and I walk super slow - once I get within 10m it's like the game forces them to be aware of my presence and so they turn around. So I try using Axii on them then run behind them and even so no finisher ever happens.
3) Finally even though I have the new version which is mean to link the DaS volume to effect volume it plays five times louder than anything else (pretty jarring every time you pull off a parry)
Am I doing something wrong? I manually just copied the folder to my */mods/ folder. Do I need to use the mod installer or something?
Any help would be super appreciated. Thanks! <3
2)the mod is not meant for sneak up backstab like assassin's creed, but for combat backstab like darksouls as I've shown in the video, you will need to dodge properly to perform one. sneaking ability is not included.
3)the volume is set to be loud on purpose, you'll understand why if you've played darkssouls series. However, you may delete the sound by deleting the sound.cache in the mod file if you find it extremely annoying
I've watched your video a few times to try and replicate ?. I don't think I'm missing the counterattack because they're too high level. I'm only lvl4 and the enemies I've tested it on are plenty humans from lvl1-6 and drowners lvl4-6.
I'm able to successfully pull off the "parry/stagger" and trigger the sound cue. Often this causes the enemy to stumble backward so sometimes I push up to them and quick attack (this all happens within half a second of the sound cue) still no finish move. But even if I mash the fast attack as soon as I get the stagger I still miss the finisher move.
I've not experimented too much with dodge backstabs, but would it still work if the enemy is standing in place due to Axii? I've tried using Axii then running behind them before it wears off and quick attacking but same deal, no finisher move.
(I've also tried reinstalling - and using script merger (which merges with immersive cam) but seeing as you appear to be using immersive cam yourself I figured that shouldn't be an issue)). Is there a "correct" method to uninstall and re-install? I feel like it was working the very first time I installed it for a few enemies but hasn't since those first few encounters.
Thanks so much for your help!
second, the sound only indicates the parry is performed, doesn't implies the enemies will do a stagger long enough for you to perform a finisher, but considering the levels of your enemies, it should be long enough.
third, axii backstab should works, i'm hundred percent sure of that.https://www.youtube.com/watch?v=8q8xYI-4bHE
overall the situation is too complicated for words to describe, it's best if you can record a video, so i may tell what’s wrong.
https://www.youtube.com/watch?v=6zGEqn_4noE
I've tried script merging with immersive cam and I even tried removing EVERYTHING from the mods folder except your mod and did some tests. Nothing's worked. I feel like it did work for one session when I first installed it. I might try uninstalling everything and reloading the game. I'm on v1.31.
For the record the only other mods I'm using are graphical so nothing other than immersive cam needed merging,
Ah well.
For your benefit I'm wondering if maybe you're onto something. I played for a couple hours yesterday after reinstalling, MOSTLY just wondering around Novigrad city. It wasn't working for most of my session then it appeared to randomly start working with a quest or two toward the end (there isn't too many human combat missions in Novigrad).
I'll carry on and see how it goes and keep you updated (purely for your own bug testing diagnosis - maybe some humans have a different flag that isn't being recognised by your mod yet or something). I'll also try the bridge people in white orchid.
Thanks for all your help.
some information that might be helpful, I've tested the mod on nilfgardian soilders, bandits, novigrad guards and witch hunters, and they work well. So you may try on these types of human to see if the problem is with the flags.
thx again!