I just installed it and got no compilation error. Having first intalled SCAAR and the this one
I will edit this when I see the mod working
EDIT: I can confirm this works with SCAAR. Just did a counter attack with the counter attack mutation and 1 bladed the enemy (level 142). Havent tried the Sword-Draw Strike since I have to configure it for a controller. Will update this when I do that and see that function working
Sorry for taking almost a month to answer back! I messaged the author of the mod to ask for a bit of help for the button codes and to see if he or she knew if we could use like a combination of buttons; long story short, I never got an answer xd
Anyway, I was just messing with the input.settings file with another mod, to make it work with the controller and I was succesfull, so I tried again with this one. I mapped the Sword-Draw Strike/Battou Jutsu to RT and worked, but the animation looks kinda weird, specially since (I didnt thought about it), I use quick casting lol. Also, you will notice right away that the mod in theory worked, since it is a whole new animation added mapped to RT. You might want to change it to another button; just use as a template the other mappings on the input.settings file, you can even add a state like, holding the button and its duration, again, using as a template the other mappings.
Here's the mapping on controller. I would suggest you merge this file and your own input.settings file with kDiff3, as if it was a script file. Just the program, it will ask you to input the directories of the files you want to merge, or you can simply close that pop-up window and drag both files, one on A side and the other on B side. You have to do another step for this to make it work, but the instructions are already in a readme file inside the mod. So, read carefully and create a backup of the files you modify in case something gets messed up.
It looks kinda complicated, but it is actually easy, just use your logic and your knowledge on how the mapping works in-game and the input.settings file will make total sense once you start reading it.
Btw, IK = Input Key (?) Im guessing, or at least thats how I read it. Pad = Controller.
Hi there. Amazing idea for a mod, I love it! I just had a question about your Stance Only version. Does it not have access to the BattouJutsu ability? Is that feature only present in the main version and non-stance version? I was kind of hoping to have the Stance Only version with the ability to quick-draw and that's it.
hi, thanks for this mod, I only use This version only disables the combat stance, nothing else, and can I use it together with the Combat stance mod? There's something I want to do and I know the options are in the Combat Stance mod
something bothers me in combat and I'm investigating (not because of your mod), when Geralt dodges the opponent with the ALT button there is a moment where Geralt looks at the camera instead of the opponent after dodging (not always), and enhanced targeting is also not the cause, and I'm figuring it out in the combat stance mod that's why I asked
yes you're right, I've checked, the combat stance mod becomes a contradiction if I put it together with your mod, if only someone knows the cause of Geralt facing the camera not only when Geralt dodges, if I hold down the right mouse button Geralt deflects the sword then over time Geralt faces his chest to the camera while parrying the sword towards his back, I can't remember if it's like that in vanilla
Hi Kowgan, this is one of the best mods for Witcher in my opinion thx.
I stopped updating my game because it always broke my setup so I stuck to 4.0. will it be possible to make a 4.0 version or explain how I can make it work for 4.0? Hopefully, when all the mods I use are updated to the latest version of the game I will update it too. again thanks for the mod.
Alright, I have edited some lines that popped up on script load error log window and most of the mod works. I can't get the battoujutsu to work, no matter how much I try. Also, I'd like to edit the counter attack to less than 100% so I don't necessarily instakill everyone. Where do I find the line to edit this please? Also, the battoujutsu is something I really like, has anyone gotten it to work in old gen?
I have the stat bonuses and updated combat stances working, but I can't figure out why my Geralt won't parry with their sword sheathed. I have tried adding the input functions in, changing the vanilla game sword sheathing mechanics, and playing with the keyboard and mouse instead of the controller. I have also used script mergers.
I reread the readme instructions multiple times, and I'm not sure if I'm missing something on why it's partially working. It really is a great mod, I just wish I could get it working properly. Totally on my end, but any help would be appreciated.
Make sure your game version is 4.04. Also, keep in mind that there is no parry with the sword draw strike. Upon pressing the set-up button, your character should simply draw the sword and perform a strike, nullifying any damage taken during the process.
53 comments
I will edit this when I see the mod working
EDIT: I can confirm this works with SCAAR. Just did a counter attack with the counter attack mutation and 1 bladed the enemy (level 142). Havent tried the Sword-Draw Strike since I have to configure it for a controller. Will update this when I do that and see that function working
Is it possible to just bind it also to the dodge button simultaneously?
Anyway, I was just messing with the input.settings file with another mod, to make it work with the controller and I was succesfull, so I tried again with this one. I mapped the Sword-Draw Strike/Battou Jutsu to RT and worked, but the animation looks kinda weird, specially since (I didnt thought about it), I use quick casting lol. Also, you will notice right away that the mod in theory worked, since it is a whole new animation added mapped to RT. You might want to change it to another button; just use as a template the other mappings on the input.settings file, you can even add a state like, holding the button and its duration, again, using as a template the other mappings.
Here's the mapping on controller. I would suggest you merge this file and your own input.settings file with kDiff3, as if it was a script file. Just the program, it will ask you to input the directories of the files you want to merge, or you can simply close that pop-up window and drag both files, one on A side and the other on B side. You have to do another step for this to make it work, but the instructions are already in a readme file inside the mod. So, read carefully and create a backup of the files you modify in case something gets messed up.
It looks kinda complicated, but it is actually easy, just use your logic and your knowledge on how the mapping works in-game and the input.settings file will make total sense once you start reading it.
Btw, IK = Input Key (?) Im guessing, or at least thats how I read it. Pad = Controller.
[BASE_ALL_ATTACKS]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_ATTACKS_NO_LIGHT]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_ATTACK_HEAVY]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_ATTACK_LIGHT]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_CharacterMovement]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_CharacterMovementWithSprint]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_DEBUG]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_DRAW_SWORDS]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_DRAW_SWORDS_KEYBOARD]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_DRINK_POTIONS]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_FocusMode]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_INTERACTIONS_KEYBOARD]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_Interactions]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_Items]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_SPECIAL_ATTACK_HEAVY]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_SPECIAL_ATTACK_LIGHT]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[BASE_Signs]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[Combat]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[Combat_Replacer_Ciri]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[Exploration]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[Exploration_Replacer_Ciri]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[FakeAxisInput]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[JumpClimb]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
[ThrowHold]
IK_CapsLock=(Action=BattouJutsu)
IK_Pad_RightTrigger=(Action=BattouJutsu)
Thank you.
There's something I want to do and I know the options are in the Combat Stance mod
Looking at the camera after dodging should not be caused by this mod, as shown in the Videos tab.
I stopped updating my game because it always broke my setup so I stuck to 4.0. will it be possible to make a 4.0 version or explain how I can make it work for 4.0? Hopefully, when all the mods I use are updated to the latest version of the game I will update it too.
again thanks for the mod.
Also, the battoujutsu is something I really like, has anyone gotten it to work in old gen?
I reread the readme instructions multiple times, and I'm not sure if I'm missing something on why it's partially working. It really is a great mod, I just wish I could get it working properly. Totally on my end, but any help would be appreciated.