The Witcher 3

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  1. plasticmetal
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    2.10 Adds physical medallion vibration in response to magic.  Enabled by toggling on the new setting Vibrating Medallion Model.  Geralt, Vesemir, Eskel, Lambert are supported.  Ciri's wolf medallion is also supported but this mod checks for vanilla conditions for her to have it.  Book medallion is supported.

    This works by adjusting the medallion's wind influence.  This means the effect is more noticeable in heavy rain, and also at higher fps.  For clear skies and caves, a fake wind is anchored to the player.  Because the medallion and hair share the same parent bone, its impossible for wind to effect one and not the other.  For this reason the fake wind is kept on the weaker side.

    Some script logic changed, please report any new bugs.  The wind influence was manually tuned for each medallion. If an armor's medallion behaves in unexpected ways, please report it.  These include:
    -Movement when active is too little or too extreme compared to other armors in the same weather condition and activation state
    -Movement is more noticeable in the inactive state than the active state (both for clear skies and heavy rain)
    -Movement is too extreme in certain weather conditions when using a mod that changes weather
  2. plasticmetal
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    2.08 Prev Gen and Next Gen changed activemedallionconfig.xml in the bin folder, activemedallion.ws (local file) and w3strings (localization files), and focus.ws.
    Added HUD Response in the general options, which controls the wolf head icon next to the health bar.  Choose between Off for vanilla behavior, Once for a short pulse on magic detection, or Continuous for pulsing while magic is still present.
    __________
    2.07 Prev Gen and Next Gen changed activemedallionconfig.xml in the bin folder, activemedallion.ws (local file) and w3strings (localization files).
    Two new mod options were added:  Commentary Chance (default 0.5) and Commentary Cooldown (default 40).  Set them to your liking if you don't wish to reset all settings on that page.

    Commentary Chance is the chance that Geralt will comment when the medallion activates.  This added commentary is blocked where redundant (ex: places of power), and where it doesn't make sense (ex: near a sorceress).  Commentary is also blocked during cutscenes, when speaking, while in combat, while swimming, and if the medallion activates within 7 seconds of spawning.
    Commentary Cooldown is the duration in seconds where medallion commentary blocks subsequent commentary
    __________
    2.06 NG - Updated for 4.04.  NOTE:  Installation steps involving dx11filelist.txt and dx12filelist.txt need to be performed again
  3. plasticmetal
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    Version 2.00 is the Next Gen patch for game version 4.00.  Add the following line to the end of dx11filelist.txt and dx12filelist.txt in\The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc :
    activemedallionconfig.xml;

    No localized strings changed.  No drastic script changes were done, but nevertheless be on the lookout for unexpected bugs.
    ______________
    If updating from 1.30/1.30b, make sure to Default Witcher Hearing settings.  For fresh installs or mod older than 1.30, default all settings and reload.

    1.31 - Witcher Hearing now has two distinct subcomponents.  The first is Legacy Witcher Hearing (auto witcher senses on/off), which is the functionality the mod already had.  The second is Noise VFX - which enables the visual sound emitter vfx on targets outside of witcher senses.  Both components can be used concurrently (Legacy Plus preset).  Setting Legacy Witcher Hearing to On and Noise VFX to off mimics 1.30 behavior  (Legacy preset).  Doing the inverse (Noise VFX on and Legacy Witcher Hearing off) provides a less intrusive experience (Minimalist preset).  With this setup, witcher senses (screen darkening, whoosh sfx, glowing interactables) will NOT automatically turn on while still allowing you to see distant sound nodes briefly.Noise VFX Duration is the length of time that sound emitter vfx plays.  If legacy is concurrently enabled, that timer begins after auto witcher senses turn off.After detection, Noise VFX Cooldown is the length of time that a specific target can't regain the sound emitter vfx outside of normal witcher senses.Like Legacy Witcher Hearing, Noise VFX is activated by monsters and beasts when they enter detection range and the player is not in combat.  Noise VFX can also activate when a human enemy begins targeting you before combat - useful for unseen bandits/archers in the woods when the minimap is off.The maximum detection range for both is Witcher Hearing Range.  However, Noise VFX Minimum Distance is the range from the player where sound emitter vfx is blocked.  These together make the detection range around Geralt donut-shaped.Noise VFX is purged from all targets when entering combat.

    Added medallion detection presets to make entities through walls, floors and ceilings harder to detect.  Another preset exists to ignore Line of Sight checks.  The Very Light vibration preset is the old default for that category.
    _________________________
    1.3 adds bug fixes and QoL improvements with new settings to control them.  You should note down any settings that you liked before updating, as it's recommended to reset all settings to default.

    Deactivation Delay - This setting is the amount of time in seconds that the game will wait to deactivate the medallion if no magic is nearby.  Previously if you were at the edge of detection range to a magical source, you could trigger excessive vfx and sfx from the medallion turning back on constantly.  This setting adds a safety buffer to reduce the frequency of vfx and sfx pings in this scenario.  Witcher Hearing gains this setting as well, which reduces the frequency of Witcher Senses turning on and off repeatedly when at the edge of hearing detection range.

    Check Line of Sight - Setting this to Off replicates mod behavior before 1.3.  With this On, obstructed line of sight (LoS) to a magical source reduces the chances of medallion detection based off the following two settings:

    Obstructed LoS Range Multiplier - When Check Line of Sight is on, this value is multiplied by Detection Range to get an Effective Detection Range that's lower than the original range.  A setting of 1 means LoS obstruction does not affect detection range, while a setting of 0 means the object won't be detected at all.

    Obstructed LoS Z-Offset Amplifier - When Check Line of Sight is on, this value is multiplied to the distance between player and magical object in the vertical (Z-Axis) only.  This means that if an obstructed magical object is on a different floor than the player, then the object is treated as being much farther away.  Think of this setting as the thickness of a floor or ceiling in the world, making things harder to detect.  If you're in an open field, a gryphon flying above is easy to detect, but a monster in an underground cave below is harder to detect.  Likewise if you're in the underground cave, a gryphon above you outdoors is harder to detect.  Basically if you're separated from the target by a floor or a ceiling, it becomes harder to detect vs being separated by a wall or obstacle.

    Examples with math:
    Spoiler:  
    Show
    For these examples, Detection Range is 30, Check Line of Sight is On, Obstructed LoS Range Multiplier is 0.8, and Obstructed LoS Z-Offset Amplifier is 5:
    1)  Geralt has clear line of sight to a monster 30m away.  It is detected normally whether its a werewolf straight ahead or a gryphon directly overhead.
    2)  There's a wall between Geralt and a monster 30m away.  Geralt's Effective Detection Range is Detection Range X Obstructed LoS Range Multiplier (30m*0.8 = 24m).  That monster is not detected.
    3)  Geralt is outside in a field and there's a monster 10m away in a cave directly below you.  Geralt's Effective Detection Range is still 24m.  However, Obstructed LoS Z-Offset Amplifier amplifies vertical distance between Geralt and the monster.  Since this distance is fully vertical, it is multiplied by 5 (10m*5 = 50m).  The monster's new effective distance (50m) is greater than the effective detection range (24m), so the monster isn't detected.
    The math for is (Distance Vector)*(Vector(1,1,Obstructed LoS Z-Offset Amplifier)).  X and Y components of the distance vector between Geralt and a magical source isn't increased by Obstructed LoS Z-Offset Amplifier.

    The three LoS settings also exist for Places of Power and Witcher Hearing.

    Some new console commands:
    amtest - Briefly spawns a magical source next to you for 3 seconds to quickly test vfx and sfx settings
    amdebug - Lists all unobstructed magical sources within detection range, along with their detection category, distance, and your detection range.  It will also list obstructed magical sources, specify the effective distance and effective range from the player, and clarify if it's actually being detected currently or not.  Should be useful for pinpointing and bugtesting magical sources - especially things that are getting flagged incorrectly.
  4. plasticmetal
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    Patch 1.04 now supports controller vibrations on medallion activation, and settings for Low Frequency Vibration Intensity, High Frequency Vibration Intensity, and Duration.  A separate set of those settings are also included for Places of Power to retain vanilla vibration style if desired.  Be sure to hit default in the mod settings to auto assign the new settings.

    Spoiler:  
    Show
    For easy reference, some predefined vibration settings templates used in the game are as follows (note that others exist but aren't named):
    VibrateControllerVeryLight:  Low Freq: 0.2            High Freq: 0             Duration: 0.15
    VibrateControllerLight:                 Low Freq: 0.5            High Freq: 0             Duration: 0.2
    VibrateControllerHard:                 Low Freq: 0.75          High Freq: 0.75        Duration: 0.2
    VibrateControllerVeryHard:          Low Freq: 1               High Freq: 1             Duration: 0.5
    PlaceofPower:                              Low Freq: 0                High Freq: 0.3         Duration: 1.0

    ______________________________________________________________________________
    Patch 1.11 adds Camera Shake, many sound options for medallion activation (including None), and Witcher Hearing.  Witcher Hearing temporarily enables Witcher Senses when a monster or beast is within hearing range (editable in settings).  Duration is the length of Witcher Senses activation, and Rate is the frequency of checking.

    Similar to medallion activation, Witcher Hearing will activate when a valid entity enters detection range, then it's considered internally to be "On".  It can only reactivate if there are first no longer any hearing targets within range.
    ______________________________________________________________________________
    Patch 1.13 tweaked how settings changes are read.  Changing ranges and fx types should update on the next medallion state change, but some settings changes may require a reload to fully take effect.
    ______________________________________________________________________________
    Patch 1.14 adds Russian commentary support thanks to nikich340.  Other witchers now also have active medallions.  Due to technical limitations there may be a brief moment where Vesemir visually loads a duplicate body on medallion activation/deactivation.  A console spawned Vesemir will have a severe visual bug but from my testing Vesemir spawned natively by the game works fine.

    Incidentally if a new dlc armor for Geralt uses the Eskel medallion mesh (both Eskel's and Lambert's armor share this mesh), then that dlc armor is now supported.
  5. Darkai125
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    Would I need The Wolf Medallion (https://www.nexusmods.com/witcher3/mods/2300) if I'm using the Netflix Medallions?
  6. Arthyom99
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    I disabled Geralt comment because I found them very irrelevant when I see monsters like "Strange..." when Geralt see a type of monster.
  7. DaAwesomeCat1
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    EDIT: Nvm fixed it
  8. Vistula77
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    Doesn't work - medallion eyes are always turned on using VS versions
  9. frztdmn
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    Hello, I came to update after seeing that you have resolved the issues with the Dynamic Everyone mod, and I have read about your efforts in keeping this mod optimized. Thank you very much for your work. If I could, I would donate something to you.
  10. Dyvalas
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    Apparently Ican't delete my own comments. This solution is not really helping, it merges correctly but the game won't launch. I guess that manual merge is necessary

    Thanks for this mod.

    I noticed a little conflict when trying to merge with Friendly Meditation, which prevents auto-merge, in the playerWitcher.ws file.

    It is not a big deal as it's in a code block that declares variables (so it does not really matter which order those lines are located, as long as both lines are selected), but there is a way to fix this: you remove one of these two empty lines and everything will auto-merge without user interventions


    1. plasticmetal
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      The merge conflict is a simple B + C then save within script merger.  I just tested it and the game was able to launch successfully on my end.

      I could theoretically move my inserted code to another location at random, but I don't know how many other mods it will now no longer auto resolve with, nor if the scriptmerger manual merge is more complicated than a B+C or C+B then save.
    2. Dyvalas
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      Yes, you can discard this suggestion, in the end deleting that line caused problems when launching the game (maybe shifting the code by that single line caused conflicts with even more mods).
      As long as both lines are selected in the Script Merger, everything will work fine.

      Thanks for both this mod and Modular eyes, they are a great immersion addition to the game!
  11. kikosawa
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    Could you make it compatible with Dynamic Everyone? Eskel and Lambert have duplicate medallion because that mod alters their placement (mesh).

    edit: I erased all mentions of Eskel's medallion from the local script file as a workaround.
    1. plasticmetal
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      Fixed double medallion and tweaked scripts so that the casual outfits have functioning medallions
    2. kikosawa
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      Wow, thank you! Honestly, wasn't expecting this.

      edit: Medallions are kinda... vibrating on them. Wasn't the case when I cut the functionality in the file. Is it a feature? Turning off active medallions for other witcher doesn't seem to affect it.
    3. plasticmetal
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      They're intended to vibrate when near magic if Vibrating Medallion Models is enabled in the General tab.  This was done by tweaking the physics of some of the dummy medallions and having a weak wind effect near one of the torso bones.

      The effect is tied to fps, and it might even look a little different between dx11 and dx12.  It could look too pronounced or not pronounced enough on different systems.
    4. kikosawa
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      Ooooh, that's what it is. I somehow thought this option enables/disables controller vibration, so I haven't touched it at all. Geralt's medallion wasn't going so crazy, though. It's at the table in Kaer Morhen.
    5. plasticmetal
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      I double checked the scene in question and Lambert's medallion does seem way to active on my end.  Removing wind displacement on lambert fixes that (removing lines 1609-1611 in activemedallion.ws).  Might add a toggle in the future to disable the wind effect during cutscenes to tame Geralt's hair in some situations.
    6. kikosawa
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      Thank you for your dedication
  12. deleted119406103
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    pourriez cree une traduction fr please
  13. szogo87
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    @plasticmetal  Thanks for this great and immersive mod and for the latest update. Can't imagine playing without it. 

    Had a few small problems, while updating it on some Armors from the More Robes/Shields mod the Medallion was dissapearing. On the Inventory menu it was working fine but after exiting it and running Geralt here & there the Medallion simply didn't show up but I manage to fix it with replacing some functions in one of the scripts from the older version of your mod.

    BTW. I have updated the Polish Translation to the latest version of your mod and leaving HERE a link to my Google Drive.

    Greetings
    1. plasticmetal
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      I did notice a new bug where npc medallions could disappear if the mod is reinitiated through scripts, but I was under the impression it couldn't happen during normal gameplay.  If I were to take a guess, one of the robe armors might be using Eskel's medallion and causing that issue to happen with Geralt.  Which armor are you using and do you need to do something specific to make that bug occur?

      Edit: Bug did not occur in 2.11 with Eskel Armor, which was my original suspect, but it did occur with Wanderer Armor in both 2.11 and 2.10.  Are you sure the medallion didn't disappear in 2.10 with some armors but now disappear in 2.11?

      Wanderer uses its own unique medallion mesh, thus active medallion can't find a matching dummy medallion to use.  I can tweak the script to force use the default medallion if no suitable dummy is found, as the alternative would be to enable Static Mesh and disable Vibration Medallion Model when using that specific armor.
    2. szogo87
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      Thanks for the fast answer. 

      I was using the Kinslayer Armor and after changing two lines in playerwitcher.ws script to the 2.10 version ones the medallion appeared correctly after taking off that armor and putting it back on but than I wanted to test it with other armors and I noticed that this happened on the Eskel's Armors as well, so I've reinstalled the mod once again. Installed the newest version and bug dissappeared on both Eskel's and Kinslayer Armors. Weird, now they work perfectly but it happens on the W2 Oathbreaker's armor, Dearg Ruadhri and exactly as you noticed the  Wanderer armor. 

      I have tried to unequip and reequip back those armors after changing some of the settings, even the static mesh didn't forced the medallion to show up on some of them. Definitely it's not working on the Oathbreaker's Dark Mode Armor. 

      After disabling the mod from the ingame menu and reequiping those armors the medallion shows up. 

      I was using the Wolf Medallion Rounded and now I switched to the new Prime Medallions as they work also without any problems and look a bit better than the Wolf ones.

      I would be grateful if you could tweak the script that way so it will force the default Medallion when the meshes on some Armors ain't compatible. 
      Thanks

      EDIT:   Just followed your steps and tested it out once again and it looks that if I toggle the static mesh and disable the vibrating medallion than it shows up normally. It's happening exactly on Oathbreaker's, Wanderer's and Dearg Ruadhri armors. Also I noticed that it clips on the Sentinel Armor and only half of the medallion is visible but like you wrote, enabling static mesh and disabling the vibrating medallion fixes the problem.
      I think from just looking on the armors cause they look quite similar, that they are using the same templates and meshes so that's the problem. The Sentinel one has the upper part less covered with materials and that's why half part of the medallion is showing up.

      Thank you very much for your time and help.

      Have a good one.
    3. plasticmetal
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      Should be resolved, however there could be issues if a mod reuses a name for an existing vanilla medallion but moves its physical location.  That may be harder to detect with scripts in the case of More Robes, but impossible with mods that change vanilla armor meshes that don't have a dlc component.
    4. szogo87
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      Ok. Thank you very much. 
  14. Arthyom99
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    Hello, thanks for this beautiful mod.
    I have two questions.
    The first, is this mod compatible with NPC Physics 60FPS FIX (https://www.nexusmods.com/witcher3/mods/3268?tab=files) ?
    The second, could you add an optional function to disable the vibration medallion in cutscenes? I said that because in a new gameplay, when Geralt wake-up after nightmares and talk to vasemir, the medallion just vibrate and eyes glow are on. This is due to the ghouls that are in the area and attack them. This breaks the Immersion. 
    1. plasticmetal
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      Regarding compatibility, both mods change physics parameters of medallions.  Active Medallion creates dummy medallions that it cycles through depending on settings and if magic is nearby.  The original medallion is used when Static Mesh is On and Vibrating Medallion Model is Off.  If you have NPC Physics is installed, this is the only condition where its physics is used for the medallion.  NPC Physics cannot affect other medallion states as those are unique entities added by this mod.

      I can investigate manually blocking medallion detection for that ghoul cutscene.  As it stands there are a few cutscenes where I specifically timed the medallion to change from inactive to active mid-scene (ex: Crone Tapestry cutscene).  If I can't figure it out I'll add a cutscene disabler.
    2. Arthyom99
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      Thanks for the answer!
    3. plasticmetal
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      Managed to manually tune the timing for the ghoul scene in 2.12
    4. Arthyom99
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      You are fantastic.