About this mod
Based on the original Combat Distance modifier mod by zenzh, this mod makes Geralt always use his short range attack by default, and only use his long range attack when the player holds the modifier key. This update removes the requirement to disable softlocking and adds support for controllers.
- Permissions and credits
- Changelogs
This mod adds a modifier to attack distance for fast and strong attacks. More specifically, it makes Geralt always use his short range attack animations by default, and only use his long range attack when the player holds the modifier key. This mod should work with or without softlocking, on controllers and keyboard/mouse.
Description:
This mod slightly reworks the Combat Distance Modifier mod by zenzh and solves the issue brought on by the original mod author's own re-implementation of a feature built into Witcher 3 Enhanced Edition. Namely, W3EE by default has softlocking (vanilla game behaviour for targeting enemies without having to lock on to them) disabled and the original CDM mod simply preserved this. Since I find softlocking incredibly useful (especially Wasteland Ghost's excellent mod for it) when playing with mods that increase enemy speed , I decided to tweak the mod so that it will work with softlocking enabled. This update also adds support for controller input that was missing from the original mod (by default, the modifier is pressing and holding the left analog stick).
Installation:
1. Extract the files
2. Copy the folder "modCDMRedux" into your game directory mods folder (e.g. C:\GOG\The Witcher 3\Mods - your directory may be different from this, but should end with "The Witcher 3\Mods")
3. If a Mods folder doesn't exist, simply create it.
4. If you are running other mods that modify the combat.ws file, you will need to merge with ScriptMerger. If you're unsure, use ScriptMerger to see if there are any conflicts.
5a. It is recommended that you create a backup of your input.settings file (should be located in your documents folder e.g. This PC\Documents\The Witcher 3) in another location or copy it to the same folder and rename it input_backup.settings or something similar. This is helpful if you intend to eventually uninstall this mod.
5b. Copy the entire contents of the input.settings to the bottom of your original input.settings file. It should automatically rearrange appropriately when you run the game.
6. Copy and paste the following into the inputs.xml file found at The Witcher 3\bin\config\r4game\user_config_matrix\pc\, just above the line "<!-- [BASE_CharacterMovement] -->"
// modCDMRedux
<Var builder="Input" id="DistanceModifier" displayName="CDM_input_Modifier" displayType="INPUTPC" actions="DistanceModifier" />
Save and close the file.
Uninstallation:
1. Remove the entire mod from your mods folder.
2. If you used ScriptMerger to run this mod, open ScriptMerger and click 'Yes' when it prompts you to delete the combat.ws merge (this should happen automatically). You must then re-merge any other mods that affected combat.ws
3. If you backed up your input.settings file, use the backup to overwrite your current input.settings file. If you did not backup your input.settings file, you can simply look for any line containing "DistanceModifier" and delete those lines, then save the file.
4. Remove the line added to input.xml
Common Issues:
COMMON ISSUE: Loading screen loops and does not load the game.
ROOT CAUSE: You've reached your mod limit.
FIX: Install mod limit fix or mod limit adjuster.
STATUS: Not a bug
COMMON ISSUE: When loading game, a script compilation error occurs.
ROOT CAUSE: You have an incompatible script (i.e. mod), or ScriptMerger did not merge files correctly.
FIX: Remove this mod or other competing mod(s) (you can view which mods modify combat.ws in ScriptMerger).
STATUS: Not a bug, may address for compatibility support as deemed reasonable and worthwhile when submitted to the Posts section.
COMMON ISSUE: Nothing works at all and everything is wrong
ROOT CAUSE: You probably have an incompatible script/mod, or ScriptMerger didn't merge the files correctly.
FIX: Remove or disable other mods that affect combat, especially animation changes (like Blood and Steel) or things that modify scripts/game/player/states/combat.ws.
STATUS: Possible bug if the issue persists after disabling other mods - report to Bugs section. Otherwise, not a bug and can be requested as a compatibility patch in the Posts section.
One final note, specifically about Blood and Steel since it is a pretty common next gen animation mod - I tried to put together a patch to allow these to work together well, but the simple approach doesn't work (the modifier correctly forces long range attacks, but doesn't stop them properly if it's not pressed, and what's worse, makes them needlessly more frequent). More generally, a big point of that mod is to make attack animations contextually smarter (i.e. you shouldn't need to manually decide when to use long/close range attacks anyway). Because of how much logic goes into the context-dependent animation choices made by that mod, it would be far more work to build the patch than it takes to make the actual mod, so I likely won't try to make a patch