Because I've seen several requests for this and no follow ups from those asking, if you're here to ask for compatibility with Critical Slow Mo Redux, consider this:
Immersive Cam already has Critical Slow Mo built in (not-redux)
I don't use critical slow mo redux, but I am not opposed to making a version of this mod which is easier to merge/is compatible with critical slow mo. However, please tell me why you want it supported. I don't know the specific details about the redux and what makes it different from the old version, and I won't bother if there are minimal differences.
For those complaining about key bindings not working :
As mentioned below in the comments, it is due to the input.settings file resetting each time the game is launched. I found a workaround, although temporary, it does work : 1. Go to <Your Documents Folder>\The Witcher 3 2. Right click on Input.settings file and acces to it's Properties 3. In General tab and at the bottom, the section called Attributes, check Read only and then Apply.
In doing this, the game will no longer edit this file but only read it as it is, and therefore will not reset the keybindings at every launch.
PS: you need to copy/paste immersive cam keybindings inside Input.settings before doing all this and the game needs to be closed.
I'm not sure why it happens but for some reason there's no auto-centering at all when I'm on horseback. No matter what setting I use it's just broken on horseback and I have to move the camera with my stick which is quite the gymnastic on a controller. Any idea as to why? I tried the mod's settings, the game's settings and I just can't find out why, everything else works perfectly aside from that issue.
EDIT: From what I gathered the issue happens as soon as I adjust the camera on horseback with the right stick, if I do that then the auto-centering is broken until I dismount and start to move with Geralt again. Adjusting the camera with the right stick while running, walking or jogging when dismounted doesn't break auto-centering. All the mods I used merged without any issue with immersive cam so I'm in quite a pickle here.
That's interesting. I don't use auto-centering, just don't see the need to on m+kb, which is probably why I didn't notice this issue lol. You'll have to give me some time to see if there's anything I can do about it. Thanks and sorry.
I think your problem isn't a bug to some extent. ksolberg currently had auto rotation on horseback enabled if at least one of two conditions are met:
The setting in the config menu is set to canter or gallop
The player is locked on to a target
Now I'm not sure why either of these would cause auto rotation to break upon manually changing orientation but they are. My fix is really hacky, and I think ksolberg did this for a reason so I'm not going to update the files, but it can be fixed by commenting out like 345 of content/scripts/game/player/states/vehicles/horseRiding.ws and adding this line below it: camera.SetAllowAutoRotation(true);Make sure to follow syntax exactly. Here's a picture for more clarity. Implications: obviously, the option to switch off auto centering on horseback is going to be useless, as you're setting auto rotation to true under all conditions now.
Hello, until I installed some fire mods Immersive Meditation worked well for me. But now, very sadly, Geralt just sits down, but there is no campfire anymore.
I guess it's because of True Fires Part 2. I just intstalled Part 2 from New Fires (Part 2 is the MOD, not the DLC part), because otherwise the torches had some missing texture. This seems to work well for Natural Torchlight, but not for Immersive Meditation.
I'm on Next Gen 4.04 - any advice, how Geralt could get his campfire back?
@TheMenxceX I only use Part 2 from New Fires and so far the fires work perfectly. What I found out, is that the campfire is working outside, but not in caves/dungeons - ist this meant to be?
Yes, that's almost certainly done by design. Should be simple to change that behavior, but for some reason I can't get the campfire to spawn in interiors. Give me some more time, I'll try and find the cause.
For some reason if i have ImmcamMenu.xml in the pc folder when i open the game my screen flashes for a few seconds then crashes. Tried with bobthefleas version too.
Bobthefleas version is out of date by about a year and a half, so don’t use that. As for why the games crashing from a menu, I can’t really say. Have you added the correct name to the dx12filelist? There’s also a weird bug with dx11 and hair works or something, so make sure you’re not using either one of them
Hmm I don't know this problem maybe user.settings files and input.settings files for Witcher 3 is read only for you this why it might be happened. So could you check user.settings and input.settings files under documents files and see if both files I mentioned are read only?
Hi Starly, You might have already figured it out by now but thought I'd help nonetheless. I had the same issue as you. Open up the game and go into Options -> Gameplay and switch the camera settings to 'Default'. This camera mod should now work as intended.
Any tips for trying to solve merge conflicts given these screenshots? I don't really understand how to do it properly, so last time i tried with FriendlyHUD it ended up messing up my game so bad i had to reinstall the game it to get any of my other mods to work (without FriendlyHUD that is). https://imgur.com/a/2d5iOtX
Those aren't merge conflicts, those are features that were added in v4.03 or 4.04 of the game, I forget which one. So you actually have outdated mods. I'd look through all the mod pages you've installed and make sure that the author has explicitly stated that their mods are compatible with 4.04.
As for your comment about messing up merging, you should ALWAYS make a backup of your Witcher 3/mods/merged_files folder BEFORE installing any major overhaul mods like Immersive cam, Friendly HUD, etc. Or use some kind of version control software like Git which makes the whole process pretty easy to manage
Did you check out the original mod page by ksolberg? You'll find a description in there. But Immersive AI just makes some NPC behavior a little less strange to give you the short version. However, the difference is pretty subtle. In all of my testing, I could see little to no changes between the vanilla and non-vanilla versions of the game. I can't really say if this is due to changes made by cdpr in the next-gen update or not bc I didn't use the mod back then :(
This mod causing bug that can't hit the target in toussaint crossbow tournament. No matter how many arrows I shoot at the target in the top left corner, it's useless, and the arrows just pass through the target. As soon as I deleted this mod, the issue was immediately fixed.
Well I needed a save file with that quest not played so I could test it out. If you've already continued and overwritten that save, then I don't need it. I'll ask around for a tournament save file.
133 comments
- Immersive Cam already has Critical Slow Mo built in (not-redux)
- I don't use critical slow mo redux, but I am not opposed to making a version of this mod which is easier to merge/is compatible with critical slow mo. However, please tell me why you want it supported. I don't know the specific details about the redux and what makes it different from the old version, and I won't bother if there are minimal differences.
Thanks!As mentioned below in the comments, it is due to the input.settings file resetting each time the game is launched. I found a workaround, although temporary, it does work :
1. Go to <Your Documents Folder>\The Witcher 3
2. Right click on Input.settings file and acces to it's Properties
3. In General tab and at the bottom, the section called Attributes, check Read only and then Apply.
In doing this, the game will no longer edit this file but only read it as it is, and therefore will not reset the keybindings at every launch.
PS: you need to copy/paste immersive cam keybindings inside Input.settings before doing all this and the game needs to be closed.
Any idea as to why?
I tried the mod's settings, the game's settings and I just can't find out why, everything else works perfectly aside from that issue.
EDIT: From what I gathered the issue happens as soon as I adjust the camera on horseback with the right stick, if I do that then the auto-centering is broken until I dismount and start to move with Geralt again. Adjusting the camera with the right stick while running, walking or jogging when dismounted doesn't break auto-centering.
All the mods I used merged without any issue with immersive cam so I'm in quite a pickle here.
- The setting in the config menu is set to canter or gallop
- The player is locked on to a target
Now I'm not sure why either of these would cause auto rotation to break upon manually changing orientation but they are. My fix is really hacky, and I think ksolberg did this for a reason so I'm not going to update the files, but it can be fixed by commenting out like 345 of content/scripts/game/player/states/vehicles/horseRiding.ws and adding this line below it:camera.SetAllowAutoRotation(true);
Make sure to follow syntax exactly.Here's a picture for more clarity.
Implications: obviously, the option to switch off auto centering on horseback is going to be useless, as you're setting auto rotation to true under all conditions now.
until I installed some fire mods Immersive Meditation worked well for me.
But now, very sadly, Geralt just sits down, but there is no campfire anymore.
I guess it's because of True Fires Part 2.
I just intstalled Part 2 from New Fires (Part 2 is the MOD, not the DLC part), because otherwise the torches had some missing texture.
This seems to work well for Natural Torchlight, but not for Immersive Meditation.
I'm on Next Gen 4.04 - any advice, how Geralt could get his campfire back?
What I found out, is that the campfire is working outside, but not in caves/dungeons - ist this meant to be?
Uh what?
Name of the mod?
If I add it should I put the ";" at the end like the other lines have it?
Could you please elaborate a bit?
Thank you
You might have already figured it out by now but thought I'd help nonetheless. I had the same issue as you. Open up the game and go into Options -> Gameplay and switch the camera settings to 'Default'. This camera mod should now work as intended.
https://imgur.com/a/2d5iOtX
As for your comment about messing up merging, you should ALWAYS make a backup of your Witcher 3/mods/merged_files folder BEFORE installing any major overhaul mods like Immersive cam, Friendly HUD, etc. Or use some kind of version control software like Git which makes the whole process pretty easy to manage
But Immersive AI just makes some NPC behavior a little less strange to give you the short version. However, the difference is pretty subtle. In all of my testing, I could see little to no changes between the vanilla and non-vanilla versions of the game. I can't really say if this is due to changes made by cdpr in the next-gen update or not bc I didn't use the mod back then :(
amazing mod btw.
Edit: Nvm i fixed it