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mugii00

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mugii00

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181 comments

  1. mugii00
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    1.if you do not like any of the sound, it's easy to delete.
    no stamina heartbeat: already uploaded
    ?no vitality heartbeat:  search for    theSound.SoundEvent("play_heartbeat3");     in playerabilitymanager.ws and  ?delete it
    ?no witcher sense heartbeat: search for   theSound.SoundEvent("play_heartbeat1");   in focus.ws and delete it
    ?no toxicity sfx at 50%:  search for  theSound.SoundEvent("play_mut50"); and delete it
    ?no toxicity sfx at 75%: search for   theSound.SoundEvent("play_mut100"); and delete it

    2.camera shake is editable, search for    animation.weight = 2;    in playerabilitymanager.ws and edit the number

    3. "ghost of the time" spell in magic spells mod are unable to use when health is below 20%, i personally do not use such             powerful spell  so i won't put out a fix. 
         But you can fix it by deleting the injury anim,  easy to do, just search for EnableInjuredWalk( ); in playerabilitymanager.ws         and delete it

    4.compatible with PN or CA

    5.for SCAAR user, download 1.my mod file and 2.the optional dlc and 3.SCAAR's combineforceV2 mod file
     for nonSCAAR user, just download my mod file

    6. ghost mod already has a heartbeat for stamina, so you'll need to delete mine stamina heartbeat with the                    instructions in 1

    7. to disable the anim slow down under low vitality :
        search for thePlayer.SetAnimationSpeedMultiplier( 0.86);   in playerabilitymanager.ws and delete it

    8.to remove drunk screen effect:
    go to playerabilitymanager.ws and search for
    owner.AddEffectDefault(EET_Drunkenness, owner, 'vitality_change');
    and delete that line

    9. to edit the level of vitality at which the spinning/drunk effect gets triggered:
    search for vitPerc <= 0.3   ;   vitPerc >  0.3   in playerabilitymanager.ws SEPERATELY and edit that 0.3 
  2. bargainsale
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    Is there a way to only add the heartbeat when using witcher senses and no other changes?
    1. anantawi
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      hi, it seems my trick works ->
      so if i want to use witcher sense only i need to delete abilty and effects folder in scripts/game/gameplay and leave focus folder intact
  3. Tobia96
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    Whoever wishing to use this spectacular mod with the correct output of sound should have to edit PlayerAbilityManager.ws inside both of the mod folder and conseguentilly the one inside the folder of merged files, replacing lines from 435 to 549 with this

    ?//modce++
    protected final function OnStaminaChanged()
    {
    if (!isbeating3 && !isbeating2 && GetStatPercents(BCS_Stamina) <= 0.4)
    {
    theSound.SoundLoadBank("ce.bnk", false);
    theSound.SoundEvent("play_heartbeat2");
    isbeating2 = true;
    }
    else if (!isbeating3 && GetStatPercents(BCS_Stamina) >= 0.3)
    {
    theSound.SoundLoadBank("ce.bnk", false);
    theSound.SoundEvent("stop_heartbeat2");
    isbeating2 = false;
    }
    }

    protected final function OnVitalityChanged()
    {
    var vitPerc: float;
    var staPerc: float;
    vitPerc = GetStatPercents(BCS_Vitality);
    staPerc = GetStatPercents( BCS_Stamina );
    if (vitPerc <= 0.3) drunkcamera();
    if(vitPerc > 0.3) notdrunkcamera();
    if (vitPerc <= 0.2 && !isbeating3)
    {
    theSound.SoundLoadBank("ce.bnk", false);
    theSound.SoundEvent("play_heartbeat3");
    isbeating3 = true;
    }
    else if(vitPerc > 0.2)
    {
    theSound.SoundLoadBank("ce.bnk", false);
    theSound.SoundEvent("stop_heartbeat3");
    isbeating3 = false;
    }

    if(vitPerc < theGame.params.LOW_HEALTH_EFFECT_SHOW && !owner.HasBuff(EET_LowHealth))
    owner.AddEffectDefault(EET_LowHealth, owner, 'vitality_change');
    else if(vitPerc >= theGame.params.LOW_HEALTH_EFFECT_SHOW && owner.HasBuff(EET_LowHealth))
    owner.RemoveBuff(EET_LowHealth);
    if(vitPerc < 1.f)
    ResetOverhealBonus();
    theTelemetry.SetCommonStatFlt(CS_VITALITY, GetStat(BCS_Vitality));
    }

    function drunkcamera( )
    {
    var animation : SCameraAnimationDefinition;
    animation.animation = 'CS_Drunk';
    animation.priority = CAP_High;
    animation.blendIn = 0.1f;
    animation.blendOut = 0.1f;
    animation.speed= 1.0f;
    animation.weight = 2.0;
    animation.loop = false;
    animation.additive = true;
    animation.reset = false;

    theGame.GetGameCamera().PlayAnimation( animation );
    owner.AddEffectDefault(EET_Drunkenness, owner, 'vitality_change');
    EnableInjuredWalk( );
    }

    function notdrunkcamera( )
    {
    var animation : SCameraAnimationDefinition;
    animation.animation = 'CS_Drunk';
    animation.priority = CAP_Low;
    animation.blendIn = 0.1f;
    animation.blendOut = 0.1f;
    animation.speed= 1.0f;
    animation.weight = 0;
    animation.loop = false;
    animation.additive = true;
    animation.reset = true;
    owner.RemoveBuff(EET_Drunkenness);
    theGame.GetGameCamera().PlayAnimation( animation );
    DisableInjuredWalk( );
    }

    function EnableInjuredWalk( )
    {
    thePlayer.SetBehaviorVariable( 'alternateWalk', 1.0f );
    thePlayer.BlockAction(EIAB_RunAndSprint,'Exploration' , true);
    thePlayer.SetAnimationSpeedMultiplier( 0.86);
    }

    function DisableInjuredWalk(  )
    {
    thePlayer.SetBehaviorVariable( 'alternateWalk', 0.0f );
    thePlayer.UnblockAction(EIAB_RunAndSprint,'Exploration' );
    thePlayer.SetAnimationSpeedMultiplier( 1);
    }
    //modce--

    and from line 573 to 591 with this

    //modce++
    if(thePlayer.GetStatPercents(BCS_Toxicity)-before > 0)
    {
    if(thePlayer.GetStatPercents(BCS_Toxicity) >= 0.1 && thePlayer.GetStatPercents(BCS_Toxicity) <= 0.50)
    {
    theSound.SoundLoadBank("ce.bnk", false);
    theSound.SoundEvent("play_mut50");
    }
    if(thePlayer.GetStatPercents(BCS_Toxicity) > 0.50)
    {
    theSound.SoundLoadBank("ce.bnk", false);
    theSound.SoundEvent("play_mut100");
    GetWitcherPlayer().AddTimer('mutanim', 4.0f);
    }
    }
    //modce--

    if for any reason the indicated lines do not correspond to perfection with those you have, keep in mind that the 2 part to edit start both with //modce++ and end with //modce--
    And don't forget to thank mugi for it's effort
  4. jigule068
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    this mod breaks my game, random ctd, game freeze, display hijack.... it's got it all.. especially when using witcher senses.... not recommended...
    1. mugii00
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      not true, your ignorance broke your game
    2. jigule068
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      i am not ignorant i have used every mod worth using for this game... your scripts are breaking the game... i remove them and no issues... my merges are immaculate.
    3. Surestrike
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      Which version of the game are You using?
    4. infiniteTesla
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      Hi, I had CTD and game freezes as well mostly during the combat, but I've removed 1-2 lines and now it works without crashes at least for me till now so, if you're interested, I can share the file with you, and you can confirm whether it's fixed or not?
    5. Majoreroruben
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      Hi, how did you fix it? I love the mod but I had to remove it because the game freezes when I enter combat. Regards
  5. LordoftheNight99
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    Animation slowdown happens even when I have intoxication
  6. Dimoncheck
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    Man i would love to see  an update for next gen
  7. andrgvx
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    You should add it to next gen. It's a really good mod.
    1. orvbiouhriil01
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      +1
    2. PositivGamer
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      +1
  8. Niam123
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    Next Gen please.............
  9. orvbiouhriil01
    orvbiouhriil01
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    Hi sir !!!
    your mods are amazing but not working with the next gen... can you upgrade your creations?
  10. NMCSMD
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    Just for general information regarding this mod.

    1. This mod is not compatible with the mod E3ImprovedCombatAnimation

    2. If the soundfx of this mod bothers you, you could disable it without changing lines in the script. Just simply delete the soundscpe.cache file inside the mod folder. In this way, the sounds wont play, and its easy to install back again just in case you'll miss the sfx and to save time in editing and remerging the scripts, otherwise just follow the OP's method in deleting specific sfx via script editing.

    3. The OP said that its compatible with Complete Animations mod. I can confirm it is. Im using the CA Redux version. But, I found something that bothers me, though. More like a nitpick. When using CA mod with this, when Geralt is not at full HP, Geralt's CA animation during exploration will be slowed as long as he is not in full health. He will move like in slow motion. It kinda bothers me especially when drinking animation, the drinking sfx and the animation will not sync together because of the slowed animation. Or if Geralt is looting, after the animation, Geralt will have a "fast" reaction. Kinda a fast get up after he bends over during the looting animation. Basically, its out of sync. But in only affects CA animations. Other animations that isnt with CA, it works as it is.

    I somehow found the culprit in number 3 and eliminate it. Well, that's it. This mod is great.
    1. edemircinexusmods
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      What did you find in #3 and how did you implement a fix?
    2. Andrewmoddersky
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      Hi, there`s really an issue with E3 Improved Combat Animations (i`ve had my game freeze in combat when both mods installed together), BUT you cold use this mod without animations (just delete "EnableInjuredWalk( ); in playerabilitymanager.ws", like it`s said in pinned post). Should work together with E3ICA (mine is working now:). Thanks to mugi)
      P.S. Im using old "no stamina sfx" version.
  11. Tobia96
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    Please delete the ? before the first //modce++, I tryied to edit it erlier but now that the post is locked I cant edit anymore
    1. edemircinexusmods
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      Good find on that change mon.
  12. edemircinexusmods
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    Here's what I don't understand and I am a developer, though never created a witcher 3 mod.

    I am getting this error: Error [mod0000_mergedfiles]game\gameplay\ability\abilitymanager.ws(418): Could not find function 'OnStaminaChanged'.  

    So it seems this function is declared (in abilityManager.ws) and defined (in PlayerAbilityManager.ws) within the scope of this mod.  Within abilityManager.ws, a call to OnStaminaChanged on line 401 is performed.  From what I can see, this error makes sense, but then how the heck did anyone have success with this and what am I missing?

    *******EDIT
    I believe I just found my problem.  
  13. gs11
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    Hi
    superb mod

    any chance for fix with "bugged sound" when fighting with kikimore?

    also is decoctions toxicity planned to be counted for sfx toxicity effect?

    Important: bug sound with a horrible squeal when finishing off the wolf pack, which never ends except by going back to the baron again and happens again when defeating the wolf pack, it hurts that this happens! I liked it, I will have to deactivate it momentarily...

    great mod, if U could fix it in free time, it'll be great

    thanks in advance and best regards
    1. mugii00
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      Hi, gs11, I'll get it fix before the next gen vesion comes out, along with some other mods. playing elden ring at the moment.
    2. gs11
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      ok looking for it very much

      btw where and what to change toxicity anim with 75% for other value?or completely disable anim?
    3. mugii00
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      In PlayerAbilityManger.ws, find
      GetWitcherPlayer().AddTimer('mutanim', 4.0f);
      and place if where you wish
    4. mugii00
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      In PlayerAbilityManger.ws, find
      GetWitcherPlayer().AddTimer('mutanim', 4.0f);
      and place if where you wish
    5. kingofbadass
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      you can just delete this lines from tw3directory/mods/modce/content/sscript/game/gameplay/ability/playerabilitymanager.ws file.

      similar to this, you will no longer hear anything as your toxicity grows, and so on:
        //modce++
      //if(thePlayer.GetStatPercents(BCS_Toxicity)-before > 0)
      //{
      //if(thePlayer.GetStatPercents(BCS_Toxicity) >= 0.5 && thePlayer.GetStatPercents(BCS_Toxicity) < 0.75)
      //{
      //if(!theSound.SoundIsBankLoaded("ce.bnk"))
      //{theSound.SoundLoadBank("ce.bnk", false);}
      //theSound.SoundEvent("play_mut50");     <=================  just delete this 
      //}
      //if(thePlayer.GetStatPercents(BCS_Toxicity) >= 0.75)
      //{
      //if(!theSound.SoundIsBankLoaded("ce.bnk"))
      //{theSound.SoundLoadBank("ce.bnk", false);}
      //theSound.SoundEvent("play_mut100");  <=================  just delete this 
      //GetWitcherPlayer().AddTimer('mutanim', 4.0f);
      //}
      //}
      //modce--
    6. kedautinh12
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      and 4.0f is second of animation??
    7. mugii00
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      @kedautinh12 it's the time that the anim will play after it, counting from the moment that line was executed
    8. sametcalik24
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      +1