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Syynx

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Syynx

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83 comments

  1. janmejay10
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    Error [mod0000_mergedfiles]game\components\inventorycomponent.ws(1256): syntax error, unexpected TOKEN_VAR, near 'var'Error [mod0000_mergedfiles]game\components\inventorycomponent.ws(1324): syntax error, unexpected TOKEN_ELSE, near 'else'Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.


    SOMEBODY HELP?
    1. blibby1
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      You have a bad merge. The message is basically saying that in one of the files (namely inventoryComponent.ws), there's something that shouldn't be there on lines 1256 and 1324 of that script. If you're comfortable with programming you could always try to fix it manually, otherwise delete the merge and remove whatever mod is incompatible.
  2. malnodar
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    mod doesnt work, humans one shot me
    1. blibby1
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      Do you have any other mods installed? Sounds like it could be a merge issue. Try my test fix in the comments below and let me know if that works any better or if you're still seeing the issue.
  3. blibby1
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    Can someone check this out? It's rather untested, but aims to patch a few issues with the current latest version of the mod. Primarily:
    1. Should fix damageManagerProcessor.ws to ensure enemies and allied NPCs do full (i.e. Vanilla) damage.
    2. Should fix the issue wherein unarmed Geralt imagines he's swinging a sword rather than fist fighting
    3. Adds a certain amount of intelligence to the sword selection - the game should select the correct sword for the correct occasion, but shouldn't override your decision if you draw a sword manually (since one of the aims of this mod is to allow you to choose which of your swords you want to use). It will still force you to draw a weapon if you're fighting something that shouldn't be fought with fists. It will also generally try to avoid letting you use the Silver Sword against humans and animals as I don't believe that's particularly lore-friendly nor strategically sound (even though the latest version of the original mod does give Silver Swords decent damage against humans/animals).

    I say "should" or "shouldn't" since I've only done brief, 5-minute testing in a few sample scenarios in White Orchard. This hasn't been battle-tested through an entire playthrough, or even a significant fraction of one. If you intend to play test it, please do so using only this mod and Improved Fist Fights.

    Some things I did not fix:
    1. Signs don't do enough damage - I didn't have this issue, so I can't "fix" it. I suspect that it's related to individual mod configurations rather than a bug with this mod in particular.
    2. Fists don't do enough damage - I also couldn't reproduce this one, but I already have the above mod (which appears to be compatible, with merging). It's possible that this mod without that one may cause an issue with fist damage, but you should be using the fist fights mod anyway, and seems to fix the issue (if it ever existed in the first place)
  4. bickcockandball
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    doesn't work at all for me.  i can see the settings menu in game but no matter what settings i use steel swords still do no damage to monsters of any type.
    1. blibby1
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      You may have another mod affecting damageManagerProcessor.ws. I don't see too many others reporting a similar issue, leading me to suspect it's probably specific to your mod setup.
  5. GreasyOrange
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    Syynx,
    Most enemies deal shockingly little damage to Geralt.
    This bug is still found in the new 1.43 version.

    The solution below was made by ArkanxTango who reported the bug before.
    In line 484 of damageManagerProcessor.ws (scripts\game\gameplay\damage), where you're modifying for weapon durability, it does not actually verify that it is the player attacking. I get why it might not make sense to have to check that but I guess if the player is not in fact the attacker then your condition evaluates to true in some cases and the damage you take from the NPC gets reduced by a factor of 10. I simply added "playerAttacker && " to the condition and the issue was resolved. This was probably introduced in the latest version of the mod since that appears to be when this mod was updated to introduce the modified durability mechanic.

    find line 484. You should see something like

    else if (!playerAttacker.inv...

    Just put playerAttacker && there so it looks like

    else if (playerAttacker && !playerAttacker.inv...

    Edit: I also made a Simplified Chinese Translation.    <<<here it is>>>
    1. Soret3a
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      I can't seem to find line 484. What tool(s) did you use to edit the text file? thank you
    2. GreasyOrange
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      Visual Studio Code
    3. acedefective13
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      hey fam liulicheng, I am not really knowledgeable about modding, can you please kindly upload your fix somewhere perhaps if it's not too much trouble for you 
    4. GreasyOrange
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      Hi acedefective13,
      I fixed the bug that most enemies deal poor damage to Geralt. But the other one is still exist(Burning,Poisoning,Bleeding,Fist damage are still in error) and I'm not able to deal with it. Hoping this mod will be perfected by someone in the future.
      <<<Here it is>>>
      :)
    5. acedefective13
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      thank you king
    6. acedefective13
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      EDITED: deleted my comment, fixed the issue thanks to LewisElementary
    7. GreasyOrange
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      Hi acedefective13,
      I'd appreciate it if you could  share LewisElementary's fixed version.
    8. Janjun29
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      Hi, hello GreasyOrange what do you mean most enemies deal little damage to geralt?? it's geralt attack do little damage to enemies or enemies attack  are lower damage to geralt?
    9. GreasyOrange
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      Enemies attack  are lower damage to Geralt.
    10. Janjun29
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      Hello GreasyOrange it's only geralt reduced damage taken or also the npc and ally?
    11. blibby1
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      Hi! I'm the guy who originally identified the bug and resolution for it. If I recall correctly, it calculated the damage done by the attacking NPC (regardless of the target), so I believe it would also change the damage taken by and done by allied NPCs. That being said, it's been a long while since I looked at the logic in detail so I could be wrong. In any case, if you apply the fix then NPC damage calculation should work correctly (barring any other possible root causes in the latest versions)
  6. shojin01
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    idk if this is a problem exclusive to me but the mod causes geralt to not be able to fistfight anymore. As in, every time I attack, he will always use his sword attack animation, even though I unequip or remove swords from my inventory. 

    Ive merged script conflicts and even did a clean install with it being the only mod installed, verified my game files too. Problem still the same. The only thing I haven't done is uninstalling and reinstalling W3. I'm just posting this in case anyone has the same problem as me. xd

    Edit: I forgot to mention, the mod works. Just the fist attack animation is the problem.
    1. Tampgh
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      Fixed this (Sort - Of) And doubt you still need it since this was months ago.

      If you change line 3204 in r4Player.ws to :
      return weaponHolster.GetMostConvenientMeleeWeapon( targetToDrawAgainst, ignoreActionLock );   


      However, if you draw the sword in combat through pressing the attack button monsters this will draw a Silver Sword since all it does is revert the function to vanilla so it's up to you on if you want this 'fix' or not.
    2. blibby1
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      Tampgh's fix is fine if you're OK with vanilla behavior. However, if you want something a bit closer to what the mod is trying to do (generally draw the steel sword), you can make a small change to the file under scripts/game/player/playerWeaponHolster.ws where the GetMostConvenientMeleeWeapon function is initially defined. From lines 246 to 262, you have the block of code:

      else
      {
          if(targetToDrawAgainst.UsesVitality())
          {
              ret = PW_Steel;
          }
          else if (target.ToDrawAgainst.UsesEssence())
          {
              ret = PW_Silver
          }
          else
          {
              LogAssert(false, "CR4Player.weaponHolsterSelectWeaponToDraw: target has neither vitality nor essesnce -                          don't know which weapon to use!");
              ret = PW_Fists;
          }
      }

      This is the only part of the code that actually makes a determination between silver vs steel sword auto-drawing, and you can see it's actually just based on what type of healthbar they have ('Vitalty' vs 'Essence'). You can replace all this complex logic with:

      else
      {
          ret = PW_Steel;
      }

      In theory, all the other cases that should resolve to using fists should still work. Once you've done this, use Tampgh's fix to revert to the (now modded) vanilla behaviour.

      You can grab this script by finding it in your Witcher 3 game files under content/scripts/game/player/playerWeaponHolster.ws. I recommend you copy this file to another location and edit it there rather than tampering with the vanilla files. Once you've modified it, you can create the same directory inside the mod folder and the game should start using your updated file instead of its vanilla scripts.

      I'm interested in examining the mod's original logic for determining when it should apply certain damage and importing that into this function so that it draws the silver sword when facing monsters for which that would be most effective. I'll update once I've got that working.
  7. genialnymichu
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    This is PERFECT! Exactly what i needed to immerse. I have been waiting for this mod 9 years, started thinking its impossible to make! Thank you good sir
  8. outcastz50
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    If its not too much...

    Which script lines make it so that silver swords do damage to humans/non-humans?

    I tried looking for your markers in the scripts but didn't find or figure it out.

    edit: i figured it out. its one easy line to delete.

    in "damageManagerTypes", i deleted "case theGame.params.DAMAGE_NAME_SILVER:"

    as that seems to be what you did in your update.
  9. assassin4ever96
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    This work with the mod No levels?
    1. jonomarkono
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      No levels already has this function natively, although as this mod describes, it pretty much take the needs to use silver sword. I haven't tried merging this mod with no levels, but theoretically, it should work with some manual merging.
  10. 64Andorin64
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    Well, the enemies do very little damage and in fist fights you have to beat the enemy for 10 minutes to defeat them :D
    I'm really looking forward to the fix.