The Witcher 3

File information

Last updated

Original upload

Created by

Yoseppy Armineppy

Uploaded by

YoseppyArmineppy

Virus scan

Some manually verified files

90 comments

  1. YoseppyArmineppy
    YoseppyArmineppy
    • member
    • 47 posts
    • 10 kudos
    Sticky
    Version 0.3 released.

    I've done some investigating and come up with a theory as to why this mod can't achieve true 100% dismemberment using the current method.

    I've added the following to the mod's description page but I'm putting it here too:

    Q: I'm not getting 100% dismemberment even with the highest preset, what's going on!?

    A: This mod changes the dismemberment chance buff, but there's more going on behind the scenes that I can't change. As far as I can tell the game calculates a dismemberment chance for each enemy you face. That chance is probably based off of the difference in level or damage or some combination of both. Interestingly it seems that on higher difficulties the chance seems to be lower which can be explained by dismemberment chance being calculated this way. The "Increase dismemberment chance" buff that this mod changes seems to be a multiplier for the chance that the game has already calculated. So if the game calculated a 15% chance that you're going to dismember the enemy then the best that this mod can hope to do is double that by increasing it by 100%, making the new dismemberment chance 30% in this example. I've done a bunch more testing and found that the 100,000% chance doesn't make a difference over the 100% chance buff and so I have removed it from the latest version (0.3). I hope this clears things up.

    tl;dr The dismemberment chance buff is actually a multiplier of the dismemberment chance that the game calculates so the best it can do is double the chance.

    Still, there is a noticable increase in the amount of dismemberment gore and that's undoubtedly a good thing.
    1. Megotaku88
      Megotaku88
      • member
      • 21 posts
      • 1 kudos
      Could it also be a factor of the angle your sword strikes with? I noticed when I dodge a drowner and counter-attack I never get a dismember. Ever. But I did start to notice when I'm running with higher dismembers and kill a drowner this way, they're left completely eviscerated instead of just damaged and bloody.

      I'm thinking your mod works better than we think it does, but the angle of strike plays a huge role on whether we get a dismember or not.
    2. TheKep
      TheKep
      • member
      • 57 posts
      • 0 kudos
      how to increase "finisher" chance, if its possible ?
  2. eallewDtackle
    eallewDtackle
    • supporter
    • 1 posts
    • 0 kudos
    HELP, I downloaded the mod and it worked fine for a little then I started to not be able to pick up the trophies off the monsters. I uninstalled the mod but then all my trophies were gone and i still could not get any new trophies. I cant complete any of the quests. I reinstalled the game but still, all trophies are gone. My Game is ruined at the moment and I cant restore those files.
    1. kkk16864
      kkk16864
      • member
      • 1 posts
      • 0 kudos
      Me too. Somebody help. It does not reimport even when I uninstall
  3. MBryQ
    MBryQ
    • member
    • 31 posts
    • 3 kudos
    Hello there fellow witchers, if anyone of you ever dreamed about having a real bloodbath in The Witcher 3, then read what I’ve written below. It’s a step by step guide to make blood mods work together. There will be blood everywhere, like in Tarantino movies or even more. Two things must be said before we begin. First, I added blood on npcs effect (Geralt, monster and human enemies) to Brutal Blood mod. Ulug, the author of the original mod asked on mod’s page to not edit his work without his permission. I will try to contact him but he hasn’t been on Nexus since January. If he does not approve my edit, then I will remove it from this guide. Second, the blood on npcs effect is set to last for two minutes, as well as blood on the ground. My colleague asked me for it to be that way, but I can easily change it to one’s liking. And one last thing, you don’t have to use all mods from my guide. You can freely choose one, two, three or all of them and it will be still working great. So let’s start finally.
    1.BLOOD mod – simply download it from https://www.nexusmods.com/witcher3/mods/900, extract and place the ‘modBLOOD’ into your ‘Mods’ folder.
    2.Brutal Blood mod – download my version with added blood on npcs effect from - https://www.dropbox.com/s/b2hdnc8raj756ni/BrutalBloo4.0_Custom.zip?dl=0
    Extract the mod you have just downloaded from dropbox and put all of its content (there are three folders) in your game’s MAIN folder.
    (Be sure to download and endorse Ulug’s original work here - https://www.nexusmods.com/witcher3/mods/2608)
    3.More Blood mod – get it from https://www.nexusmods.com/witcher3/mods/1549, extract it and place the modKNGBlood in your ‘Mods’ folder.
    a)Now go into KNGMoreBlood.ws in mods/modKNGBlood/content/scripts/local and change the line
    thePlayer.PlayEffect('covered_blood');
    into
    thePlayer.PlayEffect('character_covered_blood');

    b)Also in this file find function GetTrailEffects() and comment out the first line of code in it. The whole function should looks like this:
    function GetTrailEffects() {

    //bloodFx.PushBack('default_blood_trail');
    bloodFx.PushBack('cutscene_blood_trail');
    bloodFx.PushBack('cutscene_blood_trail_02');
    bloodFx.PushBack('blood_trail_horseriding');
    bloodFx.PushBack('blood_trail_finisher');
    bloodFx.PushBack('fast_trail_blood_fx');
    bloodFx.PushBack('weapon_blood');
    bloodFx.PushBack('weapon_blood_stage1');
    bloodFx.PushBack('weapon_blood_stage2');

    c)More Blood Fix – there is a fix in More Blood’s commentary section. I provide the direct link, so download it here - https://www.mediafire.com/file/pb39d27hil65b16/KNGBloodFix.rar
    Unpack the fix, there will be three folders. Choose modKNGBloodFixMoreBlood and put it in your Mods folder.
    4.Ultra Gore 2 – download it from - https://www.nexusmods.com/witcher3/mods/519,
    extract and place ‘modUltraGore2’ into your Mods folder.
    Additionally, if you are a GOG GOTY version user, download GOG Version Script Error Fix from Ultra Gore 2 files section. Unpack it and also place it into your Mods folder.
    5.Now I recommend to run TW3MM with Script Merger with its unofficial patch. It will set priorities for you automatically. In Script Merger just merge script conflict between More Blood and Gore 2. Also will be done automatically. For those who use mods.settings file:
    First BLOOD, second Brutal Blood, third More Blood, fourth More Blood Fix, fifth Gore 2.
    6.In file user.settings (Documents\The Witcher 3 folder) change DecalsChance parameter to 10 instead of 1.
    7.In game go to Options\Mods\Brutal Blood and click on ‘enable’ preset or like me set all sliders to their maximum values.
    8.Well done my friend, now a real bloodbath awaits you in your fights. :D

    Still one thing to be mentioned. There is a guy who wrote in Brutal Blood’s bugs section that Nitpicker’s Patch and Community Patch - The Besserwisser do not work with blood mods. He is totally wrong. Everything works like a charm, and if you use just like me some armor mods then i will leave this comment of mine from Besserwisser nexus page here for you:
    ‘If (like me) you do plan to use armor mods then make sure to install Community Patch - The Besserwisser and Nitpickers - No Armors Edition, main version of Nitpickers for Besserwisser (with armors) and All NPC Scabbards 1.22 including DLC. Do not change their priority, it's fine by default. Why to install good old nitpickers? Because it gives you all its fixes such as Old High Quality textures and you can still use armor mods. Besserwisser's main version does not allow you to do so. I tried the following mods and I am delighted with the result:
    Starting Armor and Swords (Kaer Morhen Set) cosmetic replacer for Witcher School Sets, Darker starting armor with its dark sword scabbards, All NPC Scabbards 1.22 including DLC, Black cloth under chains for Viper and Kaer Morhen starting armor, noHook and noShoelace from Fix Viper KM Armors mod, HD Chainmail for Viper Armors, Besserwisser - No armor edition and main version of Nitpickers.’

    And if you are still here with me, then let me tell you I am not a native speaker, so sorry for possible mistakes in my English.
    Cheers!
  4. sadafmolai
    sadafmolai
    • member
    • 3 posts
    • 0 kudos
    upload ultra gore for preloader
  5. AlphaGamerSXE
    AlphaGamerSXE
    • premium
    • 31 posts
    • 0 kudos
    Is it still compatible with 1.12? If not, would please provide a compatible file?
    I haven't made the transition to 1.21 cause I'm still waiting for other mods to be updated as well

    Thanks
    1. dj10069254
      dj10069254
      • premium
      • 1 posts
      • 0 kudos
      Nice picture Spec Ops is life. :D
  6. zdanman
    zdanman
    • member
    • 105 posts
    • 10 kudos
    Listen everybody! All this mod does (no offense to creator of course) is modify line 1860 of damageManagerProcessor.ws (in version 1.12) to read "dismember = true;" instead of "dismember = false;"

    So to do this manually in whatever version you have find the following lines of code in the original damageManagerProcessor.ws ...

    ====================================================
    if (RandRange(100) < dismemberChance)
    dismember = true;
    else
    dismember = false;
    ====================================================

    and just delete it and replace it all with

    ====================================================
    dismember = true;
    ====================================================

    Note!!!! i figured out how to add more spray when enemy/geralt is hit in the latest version (1.12) ......

    Simply take your modified "damageManagerProcessor.ws" file and go to line 1690.

    It should look like this:

    =================================================

    if( actorVictim && action.CanPlayHitParticle() && ( action.DealsAnyDamage() || (attackAction && attackAction.IsParried()) ) )
    actorVictim.PlayHitEffect(action);

    =================================================

    Make it look like this:

    =================================================

    if( actorVictim && action.CanPlayHitParticle() && ( action.DealsAnyDamage() || (attackAction && attackAction.IsParried()) ) )
    {
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    actorVictim.PlayHitEffect(action);
    }

    ============================================

    As you can guess all this is doing is repeating the spray effect and you can see it immediately.
    Cheers. Thank me later.

    Dan
    1. zdanman
      zdanman
      • member
      • 105 posts
      • 10 kudos
      uploaded the latest 1.12 file here

      http://acedev.net/files/damageManagerProcessor.ws

      place this file in your modded directory so the game will automatically compile it

      example:
      "C:\Steam\SteamApps\common\The Witcher 3\mods\modMyGore\content\scripts\game\gameplay\damage\damageManagerProcessor.ws"

      all changes are notated by the term 'acedev'

      changes:

      - includes the 'force dismemberment code change' that makes dismemberment happen 90% of the time (line 1872)
      - added (a lot) more blood spray when enemies are hit (line 1693)
    2. Ballowii
      Ballowii
      • member
      • 5 posts
      • 0 kudos
      Thank you, i study computer science and löove to tweak with code like that, but simply didn't take the time to look fpr this file. Anyone noticed this: b = b && ( actorVictim.IsHuman() && !actorVictim.IsWoman() ); pretty damn sexist if you ask me. If you put the left part away, you can dismember Keira Metz for example.
    3. Jahamas
      Jahamas
      • premium
      • 2 posts
      • 0 kudos
      Thank you dude, I have been trying to get a mod working for this but this immediately fixed it +rep
  7. JungleRot64
    JungleRot64
    • member
    • 2 posts
    • 0 kudos
    installed, Geralts Face absent. uninstalled, his face is present.
  8. RevoReality
    RevoReality
    • member
    • 136 posts
    • 1 kudos
    error with quickbms running bat file "Error: file "gameplay\items\def_item_trophies.xml"
    the reimport option acts as a reimporter and so you cannot reinsert a
    file if it's bigger than the original otherwise it will overwrite the
    rest of the archive or cannot be loaded correctly:"

    doesnt look like this mod works anymore
  9. Saynt614
    Saynt614
    • member
    • 15 posts
    • 0 kudos
    I think 1.10 broke this mod?

    Can't uninstall and reinstall like I used to after patches

    I get the message:

    Error: File "gameplay\items\def_item_trophies.xml"
    the reimport option acts as a reimporter and so you cannot
    reinsert a file if its bigger than the original otherwise it will overwrite the
    rest of the archive or cannot be loaded correctly.

    New size: 36810 compressed
    Old size: 36798 compressed

    Any suggestions or am I doing anything wrong? thanks!
  10. neodada
    neodada
    • member
    • 9 posts
    • 1 kudos
  11. LaCroix1112
    LaCroix1112
    • member
    • 3 posts
    • 0 kudos
    I think You need to update this awesome mod to work with 1.08 patch.
    Uninstalled mod, installed again, and nothing. 10% instead of 50%

    Thanks in advance
    1. Mezziaz
      Mezziaz
      • premium
      • 1,264 posts
      • 33 kudos
      I agree this mod is essential.

      Even better if the author could make a modkit version of it.
    2. LaCroix1112
      LaCroix1112
      • member
      • 3 posts
      • 0 kudos
      God bless Him if he do!
    3. YoseppyArmineppy
      YoseppyArmineppy
      • member
      • 47 posts
      • 10 kudos
      Modkit version is now available!

      http://www.nexusmods.com/witcher3/mods/519