Perhaps I am writing in the wrong place, but I do not know where to publish this idea. But I hope that the author of the mod or another craftsman will be interested. Looking at the countless collection of swords that accumulate in the witcher's chest during the playthrough, I thought that it would be interesting to make a mod for irreversible wear of weapons - so that swords could be repaired not infinitely, but a limited number of times, after which they would finally and irrevocably break. This would give a sense of value to weapons, which is currently lacking at all.For example, a simple sword could be repaired 2-3 times, a master sword - 4-5 times, a relic and a witcher sword 5-6 times. The cost of repairs should be close to the cost of making a new sword according to the drawing and make up at least 60% of it.A completely worn out sword should break - disappear, and some of the components needed to make the same sword should end up in the inventory. Probably, the witcher should take out of the inventory during the battle after a breakage the sword closest in parameters to the broken one in order to continue the fight. Perhaps some unique swords - arondite, Iris, the Keymaster's shovel, the sword from Hattori - should have an infinite repair resource.Self-repair kits, since there are too many of them in the game, need to be either removed or their action should be rethought somehow.
Tell me, please, when installing a mod on the classic version of the game, will it work on version 1.31 or only on 1.32?
And is it possible to use the Witcher Script Merger application to check compatibility, or is it necessary to use the (Classic Edition) Community Patch - Base?
As explained in the FILES tub, this mod is compatible with both v1.32 and v1.31. However, as far as I know, there is no advantage to using v1.31.
Also, this mod has the Community Patch - Base registered as a requirement for the Old-Gen version. Requirements does not mean it is recommended, but that it is necessary, so be sure to use it.
If you are modding with Old-Gen, it is best to install v1.32 and the Community Patch - Base.
Thank you for this mod. I like the main idea of it - to make the game more realistic and fair. Unfortunately, most other gameplay mods for "The Witcher 3" pursue a different, stupid goal - to further ease the already childish balance of the combat system of this game.
I think hardcoded 75 number, would make the problems with other mod. I would suggest to change logic into "combat": content/scripts/game/player/states/combat.ws 785: parent.findMoveTargetDistMin = 10.f; 790: parent.findMoveTargetDist = parent.findMoveTargetDistMin; 805: if ( parent.findMoveTargetDist <= parent.findMoveTargetDistMin ) 810: parent.findMoveTargetDistMin = 15.f; 811: parent.findMoveTargetDist = parent.findMoveTargetDistMin;
content/scripts/game/player/r4Player.ws 350: public var findMoveTargetDistMin : float; 6389: else if ( playerToTargetDist <= findMoveTargetDistMin )
I'm going to try to edit combat.ws instead.
Actually, in my merge, this whole block is commented by modCombatStance. So I would think actual value of the variable is managed by it somehow else.
Have you actually had any problems with other mods? I'm planning on reviewing the mods I created over a year ago, including this one, so I'll look into that at some point as well.
It works ok since my comment. However I changed something ... except that commented, I think I redesigned it a little assuming modCombatStance should be used when clashing happens.
...yes, I dropped all related to increased combat distance. 1-4 kept and those are ok. I had evade once on something stupid like rolled too much or so.
Hello. I've been using combat initiation fix mod: https://www.nexusmods.com/witcher3/mods/2497 - og v1.32 it edits different files, But seems that mod is redundant now. right?
I believe the combat initiation fix has a different effect than Ban Sneaky Tactics, as the code changes are obviously different. In Ban Sneaky Tactics, ranged combat doesn't start unless Geralt initiates an attack, and there's no feature to extend the target lock distance.
I see. Thank you. Also was wondering what happens when we fight with a companion at our side? Since their fight could get a bit far at times. In Multi companion mod, for example. Or in the side quest in Hindarsfjall, cleaning the cave with two warriors, I think I saw the warrior also got back to full health mid-fight when my fight got a bit far accidentally. Will there be a perpetual battle there until Geralt gets close to them? :D
Starting and ending combat is not repeated. In MCM mod, the companion's enemy detection radius is often larger than geralt's. So they go and engage in fights before Geralt gets alarmed. And in the case of that cave quest, although Gerry was engaged in a normal fight inside the cave alongside those warriors, the cave was big enough for the mod to initiate full health recovery for everyone. So in these cases they fight forever with no results. probably won't affect the game much, But it was good to know. Thanks again for the nice mods.
There are some problems when the witcher finds himself on land near underwater enemies. For example, at the base of the tower in Velen, where the blueprint for the griffin school sword is kept, the underwater passage is guarded by drowners. The witcher takes a combat stance because the mod increases the initial aggression radius for the character, but not for enemies, and this prevents diving.Similarly, in Skellige, when you clear out chests at points of interest, it is quite difficult to return to control the boat. Because the combat mode does not allow you to sit at the helm again while the sirens circling in the air ignore the witcher.Maybe it would make sense to expand the radius of transition to combat mode not only for the witcher, but also for drowners and sirens? ...
Cool, it would be good, because this mod is the first that I know, affecting the problem of the transition between combat/non-combat regimes. The game was always embarrassed by the curve of the mechanic of this transition. It often happens that a witcher, for example, slipping from a hill, for a second or two passes into a non-combat regime, while opponents continue to attack. It looks strange, as if he forgets that he needs to fight.
I can't reproduce this bug. Geralt can dive underwater from the surface or climb onto the boat and sit at the helm, even during combat. Also, if the enemy ignores Geralt, the combat should end.
I don't know if this mod is the cause of this bug or not.
Due to an annoying bug, the witcher sometimes loses the ability to strike, he raises his sword as if blocking a blow, but the attack keys stop working. Usually, after this, you have to reboot.Please tell me, is the error related to the use of the mod, or is it a bug in the game itself? It seems that there was no such error on version 1.31.
The most important thing is for someone to try and see if we can reproduce the bug. After how long a game does the bug trigger? 30 minutes? 1 hour? more?
The bug is rare. For me it worked twice either. I had it in the fight with the venomous arachas Harrisy on the order "Lost Brother" (when playing for less than half an hour) in the initial phase of the fight. And at the beginning of the fight with the water hag on the order "Sea Devils" (when playing for more than 1 hour), when transitioning from a cutscene to the beginning of the boss fight. I don't know, maybe it's somehow connected with the ability of monsters to poison or paralyze the witcher?
Thank you, I'm going to test these two places in my new game to see if it happens, otherwise I might have to make exceptions for these two enemies. The local mod file makes exceptions for specific quests. However, I can't find anything called ‘Sea Devils’? when I google that, I find this contract ‘Contract: Muire D'yaeblen’, is that the right quest?
70 comments
Looking at the countless collection of swords that accumulate in the witcher's chest during the playthrough, I thought that it would be interesting to make a mod for irreversible wear of weapons - so that swords could be repaired not infinitely, but a limited number of times, after which they would finally and irrevocably break. This would give a sense of value to weapons, which is currently lacking at all.For example, a simple sword could be repaired 2-3 times, a master sword - 4-5 times, a relic and a witcher sword 5-6 times. The cost of repairs should be close to the cost of making a new sword according to the drawing and make up at least 60% of it.A completely worn out sword should break - disappear, and some of the components needed to make the same sword should end up in the inventory. Probably, the witcher should take out of the inventory during the battle after a breakage the sword closest in parameters to the broken one in order to continue the fight. Perhaps some unique swords - arondite, Iris, the Keymaster's shovel, the sword from Hattori - should have an infinite repair resource.Self-repair kits, since there are too many of them in the game, need to be either removed or their action should be rethought somehow.
Screenshots:
https://www.nexusmods.com/witcher3/images/42778
https://www.nexusmods.com/witcher3/images/42779
https://www.nexusmods.com/witcher3/images/42780
It's Wolven Workshop's mod-ideas channel.
This time, it’s correct — you can join the Wolven Workshop from this link.
And is it possible to use the Witcher Script Merger application to check compatibility, or is it necessary to use the (Classic Edition) Community Patch - Base?
However, as far as I know, there is no advantage to using v1.31.
Also, this mod has the Community Patch - Base registered as a requirement for the Old-Gen version.
Requirements does not mean it is recommended, but that it is necessary, so be sure to use it.
If you are modding with Old-Gen, it is best to install v1.32 and the Community Patch - Base.
Unfortunately, most other gameplay mods for "The Witcher 3" pursue a different, stupid goal - to further ease the already childish balance of the combat system of this game.
content/scripts/game/player/states/combat.ws
785: parent.findMoveTargetDistMin = 10.f;
790: parent.findMoveTargetDist = parent.findMoveTargetDistMin;
805: if ( parent.findMoveTargetDist <= parent.findMoveTargetDistMin )
810: parent.findMoveTargetDistMin = 15.f;
811: parent.findMoveTargetDist = parent.findMoveTargetDistMin;
content/scripts/game/player/r4Player.ws
350: public var findMoveTargetDistMin : float;
6389: else if ( playerToTargetDist <= findMoveTargetDistMin )
I'm going to try to edit combat.ws instead.
Actually, in my merge, this whole block is commented by modCombatStance. So I would think actual value of the variable is managed by it somehow else.
I'm planning on reviewing the mods I created over a year ago, including this one, so I'll look into that at some point as well.
...yes, I dropped all related to increased combat distance. 1-4 kept and those are ok. I had evade once on something stupid like rolled too much or so.
What specific issues would be caused by fixing the combat start distance at 75?
it edits different files, But seems that mod is redundant now. right?
In Ban Sneaky Tactics, ranged combat doesn't start unless Geralt initiates an attack, and there's no feature to extend the target lock distance.
Also was wondering what happens when we fight with a companion at our side? Since their fight could get a bit far at times. In Multi companion mod, for example. Or in the side quest in Hindarsfjall, cleaning the cave with two warriors, I think I saw the warrior also got back to full health mid-fight when my fight got a bit far accidentally. Will there be a perpetual battle there until Geralt gets close to them? :D
So in these cases they fight forever with no results. probably won't affect the game much, But it was good to know. Thanks again for the nice mods.
thank you for the update !
But there are nothing in the changelog...
I'll definitely come back to this mod after I release the mod I'm currently developing.
Geralt can dive underwater from the surface or climb onto the boat and sit at the helm, even during combat.
Also, if the enemy ignores Geralt, the combat should end.
I don't know if this mod is the cause of this bug or not.
translated into french but it seem like it's useless to share as very few people downloaded it.
Link :
https://www.nexusmods.com/witcher3/mods/10423
Ask in the Wolven Workshop and someone might know.
After how long a game does the bug trigger? 30 minutes? 1 hour? more?
I had it in the fight with the venomous arachas Harrisy on the order "Lost Brother" (when playing for less than half an hour) in the initial phase of the fight.
And at the beginning of the fight with the water hag on the order "Sea Devils" (when playing for more than 1 hour), when transitioning from a cutscene to the beginning of the boss fight.
I don't know, maybe it's somehow connected with the ability of monsters to poison or paralyze the witcher?