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  1. Dmitriy1981N
    Dmitriy1981N
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    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.

    Screenshots:
    https://www.nexusmods.com/witcher3/images/42778
    https://www.nexusmods.com/witcher3/images/42779
    https://www.nexusmods.com/witcher3/images/42780
    1. MrCementKnight
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      Here's one of the best places to share your mod ideas.
      It's Wolven Workshop's mod-ideas channel.
    2. Dmitriy1981N
      Dmitriy1981N
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      thank you, although, unfortunately, this resource does not work for me...
  2. Dmitriy1981N
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    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.
  3. alexzk1
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    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.
    1. MrCementKnight
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      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.
    2. alexzk1
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      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.
    3. MrCementKnight
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      I looked into the Combat Stance code a bit, and it looks like there's no conflict with this mod in terms of changing findMoveTargetDistMin.

      What specific issues would be caused by fixing the combat start distance at 75?
    4. MrCementKnight
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      In v2.1.0 this mechanic has been revamped and the combat initiation distance has been extended to unlimited.
  4. deleted131082844
    deleted131082844
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    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? 
    1. MrCementKnight
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      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.
    2. deleted131082844
      deleted131082844
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      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
    3. MrCementKnight
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      Health recovery only occurs at the end of combat, so if you repeatedly start and end combat, your teammates and enemies will keep fighting forever.
    4. deleted131082844
      deleted131082844
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      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.
  5. Veanes
    Veanes
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    Hello, 
    thank you for the update !
    But there are nothing in the changelog...
    1. MrCementKnight
      MrCementKnight
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      Above the INSTALLATION section there is a CHANGELOGS section.

    2. Veanes
      Veanes
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      Thank you with you, i learn to read the description again for changelog XD
  6. Dmitriy1981N
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    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? ...
    1. MrCementKnight
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      This needs to be fixed.
      I'll definitely come back to this mod after I release the mod I'm currently developing.
    2. Dmitriy1981N
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      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.
    3. MrCementKnight
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      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.

  7. john07770
    john07770
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    underrated mod, thanks !
    translated into french but it seem like it's useless to share as very few people downloaded it.
    1. Veanes
      Veanes
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      I make a french translation even if few people are interested
      Link :
      https://www.nexusmods.com/witcher3/mods/10423
  8. Dmitriy1981N
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    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.
    1. MrCementKnight
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      Unfortunately I am not aware of such a bug.

      Ask in the Wolven Workshop and someone might know.
    2. Veanes
      Veanes
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      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?
    3. Dmitriy1981N
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      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?
    4. Veanes
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      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?
    5. Dmitriy1981N
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      yes, the order that we receive in the port of Kaer Trolde
  9. Dmitriy1981N
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    The mod is very interesting. It is especially relevant for the next-gen edition, in which the bosses were significantly weakened, and thanks to the mod, at least some difficulty appears. For example, the battle with the venomous arachas for the "Missing Brother" order looks completely different in vanilla and with the mod applied. However, it seems to me that the mod overcomplicates battles with pack enemies like dogs and wolves, which are not easy in themselves. But there is nothing you can do about it, you have to sacrifice something.
    1. MrCementKnight
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      Thanks for your valuable feedback.
      I barely have time to play the game myself, so your feedback is very helpful.

      Could you elaborate on the point about the pack fight being too complicated?
      Does it mean that when you kill one that is separated from the pack, the fight ends and the rest of the enemies heal?
    2. Dmitriy1981N
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      In both the classic and next-gen versions of the game, both the HP value and the attack power of pack enemies grow disproportionately with the hero's level when the "enemy level increase" option is enabled. However, this is not the case with bosses. It turns out that, for example, just as Imlerich knocks off 0.5 HP from a witcher in one hit, one wolf from a pack of 6-7 heads knocks off 0.5 HP per attack in one hit. But the wolves attack from all sides at the same time. That is, they are difficult in themselves.With the use of the mod, when I retreated in a fight with wolves to restore the witcher's health, they were cured on average in the same time as the hero. And, although they do not have too much health each, this really complicates the game.And yet I think that it is more interesting to play this way than as it is solved in the original game.
    3. MrCementKnight
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      I see, so this mod exacerbates the excessive strength of hordes in vanilla.
      Indeed, that may be a necessary sacrifice.
  10. Dmitriy1981N
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    Hello. I decided to try your mod. It is really interesting according to the description...
    But I had a serious bug. In Skellige, the witcher cannot dive at all. I tried reassigning keys, rebooting, restarting the game, but nothing works - it looks like there is no command or animation for diving from the surface of the water in the game. You can only dive from a great height, like the bridge in Kaer Trolld. Please tell me, can this somehow be related to your mod or not?
    Of other mods, I have proven harmless ones like "The Butcher of Blaviken". And there is also a mod "Reputation System" that affects the economy in the game.
    1. MrCementKnight
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      I don't see any element in this mod that would cause that bug, so I don't know what the cause is.
      I tried swimming at Kaer Trolld pier, and was able to dive without any problems.
      Originally, there is a bug in the vanilla game that prevents you from diving, but that bug is fixed by reloading your save data, so unfortunately I don't know how to solve your problem.
    2. Dmitriy1981N
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      Thanks for the reply. Later I figured out that the error was not caused by your mod.
    3. MrCementKnight
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      So what was the cause of the bug?
    4. Dmitriy1981N
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      I tested the story mods that participated in the Redkit contest in the fall. I installed them one by one and carefully removed each one after completing it. And yet, some changes to the game settings remained from one of these mods. Only when I remembered about my backup settings and replaced them, the error disappeared.