The Witcher 3
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FUMIOSHWARTZ

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FumioShwartz

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About this mod

- restores 5th movement animation "slow run"
- Adds "looking around" head movement from idle animation to walk and run animations
- alternate movement animations for Geralt and Ciri
- set speed controls and speed limits how you want them.
- many edits to improve feelings of responsiveness and weight to movement

Requirements
Permissions and credits
Translations
  • German
Installation
1. download and extract mod
2. copy mods and bin folder and paste them into your witcher 3 directory, either overwite "dx11filelist" and 'dx12filelist" if you have no other mod menus added to them or...
3. if you do not overwrite "dx11filelist" and "dx12filelist" then open them up and at the end add the line 'modSmoothMovementConfig.xml;'

WHAT DOES THIS MOD OBVIOUSLY DO?

the most obvious change is the change and addition of some animations.

The way the static movement animations are output from the behavior file, Regardless of what the scripts program your input to do, goes as follows

Walk animations...

1 Slow walk

2 Fast walk

These 2 animations blend together with the same method turning and slope animations blend. The blend amount is determined by your input. Then depending on your input the animation switches to...

- Run animations...

3 slow run

4 fast jog...

5 sprint

These 3 also blend together like turning and slope animations depending on your input.

Fast Walk
- The fast walk is changes because I thought it looked goofy and overexaggerated how much he waved his hands upward with the vanilla animations.
- The new fast run animation blends 40% of a sped up version of the slow walk animation with 60% of the fast walk animation

Slow Run
- The run animation took up 2 slots in vanilla, the first slot obviously originally meant for the slow run animation. So the slot has been replaced by slow run in this mod.
- Only the forward animation has been replaced for slow run as I found the directional and slope animations for slow run to look too much like a bizzare power walk. So the slow run animation blends with the fast run directional and slope animations.
- On controller the amount you have to push has only slightly been reduced to make running start earlier to give the slow run animation more space to live in.
- The slow run animation by itself looks somewhat odd to just hold that speed. It almost looks like a transition, Like Geralt is about to start running or about to start walking but never does. So the slow run animation is blended with 40% of an alternate fast run animation. The animation is slowed down to the speed of slow run and then they are blended together.

Fast Run
- the vanilla fast run looks very much like an old school video game animation, but I don't think geralt running like Mario blends well with the other animations and I don't think it fits the atmosphere of the witcher 3.
- the new animation blends 60% of a slowed down version of the sprint animation, 20% of an alternate fast run animation, and 20% of a sped up version of the slow run animation.
- the problem with the alternate animation by itself is that it was very "stiff" and looked "stuttery"

The modded unsheathed version of fast walk, slow run, and fast run just blends the sheathed animations with the unsheathed sword arm from the idle animation.

There's a few variables edited to slightly alter aforementioned animations

The head movement "looking around" animations are additives used for idle that are now used during walking and running in the mod.

WHAT DOES THIS MOD EVEN DO BESIDES THE OBVIOUS?

Transitions
There are many "states" that pertain to movement. These states are.

*Idle
*Start In a direction
*Start walk
*Stop Start walk
*Walk
*Stop walk
*Alert walk
*Combat
*Jump
*Walk quick turn
*Start run
*Run
*Run quick turn
*Stop run

What animations are connected to the states are edited. More on this later.

There are transitions between these states. They are heavily edited and I plan to do more. How they sync, conditions that must be met to trigger the transitions, what is able to transition to what, and how long the transition takes. This dramatically alters movement. More on this later.

For now I will say the biggest changes are that "Stop start walk" and "Start run" have been removed. "Start walk" is now able to be interrupted by "run". I plan to reintroduce "Start run" but it will be very different.

Speed lock
- Interior speed lock
- boat speed lock
- quest speed lock
- witcher senses speed lock
- everywhere else - add a speed lock to every other part of the game
you can choose whether you want to require sprint toggle to reach the max speed of each of these.

 The mod Increase slope angle to trigger auto roll and an edit to remove camera bobble. These are extremely simple script changes. You can download mods that do the same thing. I have included these edits because I feel they are vital to the integrity of this mod. I will add camera bobble option to menu.

** GOALS
- MAKE IT SO GREALT AUTO ROLLS WHEN FALLING FROM A SURVIVABLE HEIGHT THAT HE WOULD HAVE OTHERWISE TOOK DAMAGE FROM.
- trigger geralt idle animation instead of walking animation when moving straight into an object.
- remove character collision animation. This animation is very wierd looking.
- add stop run state using slow run animation when stopping slow or fast running to idle or walk
- add Start run animation using some form of slow run
- option to remove camera zoom from moving, speed lock triggers, or witcher senses.
- add option to menu to remove jump lock from shallow water and witcher senses
- work out a handful of bugs that I am very aware of