W3EE user here, works decently well, the game crashes sometimes when I do the backstab move, but could just be bad script merging on my part. Works as intended, but I find it hard to find a use for it in terms of enemy spawning locations, everyone just spawns too close together to get stealth to be a viable option so far
You have to use your imagination :) Try to draw guards away with bolt distractions, create openings by snaring a guard away from his post. Maybe drag his corpse to somewhere in the open to draw attention away from where you need to be.
EDIT: Thank you for reporting about EE usage. Neither Mensch nor I use EE so we could never test it during development.
Nothing i can do about those crashes, because, as Slobadonka said, i dont use w3ee, so my advice for you is to wait for the Lazarus team to finish their stealth implementation.
I had that crash, when I sneaked upon a guard from behind and pressed the key to pull my weapon. Could be a merge though.. I'll check that and report back.
Edit: Yep, it's in playerWeaponHolster.ws Lazarus added a timer to the function call. You need to move the stealth check below it.
Search for this line:
thePlayer.AddTimer('SignalDrawSwordAction', 3.f);
now move the line from Stealth Overhaul below it. It should look like this:
Okay, you can completely remove the lineif( !GetSneakingEntity().checkForStealth() ) // stealth mod+-from the playerWeaponHolster.ws file its purpose is checking whether the reaction event can be send or not when you draw your sword, so the guards dont turn towards you if you're sneaking and undetected. And to still have that feature find the timer timer function SignalDrawSwordAction( time : float , id : int)in the Lazarus' r4Player.ws file and change this if (!thePlayer.suppressDrawSwordReaction) { to this if (!thePlayer.suppressDrawSwordReaction && !GetSneakingEntity().checkForStealth()) {
I finally managed to connect everything and it works in the latest updates that were available modReduxW3EE modW3EE mod__hoods mod_hoodsSwitchableCloak modSwordsonroach modTorchOnHorse modSwordscampfire modSharedImports modReputationSystem_W3EE_REDUX modNewTorchFX modPermanentcorpsesNextGen_1000s modHDReworkedProject modHDMonstersReworked5 mod_ArdBombs modactivemedallion mod0_W3EER_BiA_Patch modBrothersInArms mod_InterfaceAnim mod000000aHDRP_BiA modImprovedHorseControls modThoughtfulRoach AND modStealthOverhaul :)
Nice to see this updated, it's a very interesting mod.
I'd like to make two suggestions in case you feel like using the opportunity to give it a little update and layer of polish:
1. automatically equip sword when going into stealth to avoid the wonky ice-skating animation 2. hopefully, if possible at all, adjust enemy perceptions a little so it's not so easy to stealth-kill guards around others without consequence 3. figure some way to prevent all the guards around from standing up automatically when you're nearby
189 comments
Armour in pics and videos are from SHADES OF IRON Content Pack https://drive.google.com/file/d/1vwxIBoda1V5YZZzFVtm-RgUJTEFWNAN_/view?usp=sharing. Join Wolven Workshop Discord https://discord.gg/xPBgHs42Cb for more info and download links!
Daggers are from Exotic Arsenal - Weapon DLC at The Witcher 3 Nexus - Mods and community. Consider downloading and endorsing Roenaxx's fantastic weapons mod and trying it out for yourselves. The daggers play really well together with Stealth Overhaul!
EDIT: Thank you for reporting about EE usage. Neither Mensch nor I use EE so we could never test it during development.
Edit: Yep, it's in playerWeaponHolster.ws
Lazarus added a timer to the function call. You need to move the stealth check below it.
Search for this line:
thePlayer.AddTimer('SignalDrawSwordAction', 3.f);
now move the line from Stealth Overhaul below it. It should look like this:
thePlayer.AddTimer('SignalDrawSwordAction', 3.f);
if( !GetSneakingEntity().checkForStealth() ) // stealth mod+-
//SignalDrawSwordAction();
if( !GetSneakingEntity().checkForStealth() ) // stealth mod+-
from the playerWeaponHolster.ws fileits purpose is checking whether the reaction event can be send or not when you draw your sword, so the guards dont turn towards you if you're sneaking and undetected.
And to still have that feature find the timer
timer function SignalDrawSwordAction( time : float , id : int)
in the Lazarus' r4Player.ws fileand change this
if (!thePlayer.suppressDrawSwordReaction) {
to thisif (!thePlayer.suppressDrawSwordReaction && !GetSneakingEntity().checkForStealth()) {
modReduxW3EE
modW3EE
mod__hoods
mod_hoodsSwitchableCloak
modSwordsonroach
modTorchOnHorse
modSwordscampfire
modSharedImports
modReputationSystem_W3EE_REDUX
modNewTorchFX
modPermanentcorpsesNextGen_1000s
modHDReworkedProject
modHDMonstersReworked5
mod_ArdBombs
modactivemedallion
mod0_W3EER_BiA_Patch
modBrothersInArms
mod_InterfaceAnim
mod000000aHDRP_BiA
modImprovedHorseControls
modThoughtfulRoach
AND modStealthOverhaul :)
thanks for the immersive mod
I'd like to make two suggestions in case you feel like using the opportunity to give it a little update and layer of polish:
1. automatically equip sword when going into stealth to avoid the wonky ice-skating animation
2. hopefully, if possible at all, adjust enemy perceptions a little so it's not so easy to stealth-kill guards around others without consequence
3. figure some way to prevent all the guards around from standing up automatically when you're nearby
Has some small glitches with AI behaviour and those added by RER (random encounters) but otherwise it definitely works on next gen.
How can I increase the damage of the new crossbow bolt? Which file do I have to edit?
I have another mod installed that increases the damage of all crossbow bolts, but it has no effect on this one.
Thanks in advance.