Current state of this project: on hold. If you want patch 1.12 to work, download the update uploaded by robx99.
Here's the long story: most of the team members kinda disappeared after launch, and I (thibaudv) was working on a big 2.0 update, until around december when I was the only one actively developing this mod. Sadly, I have exams this month, so in December and January I had/have to prioritze school. I will resume my work in February so expect the big update in March. The update will contain bug fixes, customization options to cater to different playstyles and some new features (that will be groundbreaking if I get them to work).
Anyways, I'm sorry for the lack of communication, but between the limiting mod tools and the team disbanding, there has been a lot of frustration on my part, especially because I've put hundreds of hours into developing this mod.
I hope to bring this mod to the level it deserves to be when my exams are over. Until then, hang in there ~Thibaudv
At least! I was so frustrated with this work: looks really great, a real overhaul, realist one like I really want to play with but broken. Thanks a lot to finish it Thibaud, I know this must represent a lot of work, but if you manage to achieve it, you would have created an amazing mod. The time necessary doesn't matter, now we know that it will be up. Thanks again for this and "bon courage" for your exams
hey man i was wondering if you could explain the witcher 2 amours a bit. i installed it but i only got two of them in my inventory but i see a few other really cool ones. are they not done yet or something?
Hey Thibaudv. Is there any chance for a camera standalone? I have been following your mods since immersive combat, and the camera you did there imspired me to make a unpublished mod my self. camera plus meditation plus alchemy.. now since the new patch i cant seem to make camera mod work propper again and i was wondering if there was a camera standalone since i really liked your cam from immersive combat. Best of luck on the exams
I browsed the mod description and my mouth watered with some of the things the mod has.
Unfortunately i'm middle of my first playthrough, using BCE, i'd still like to try BCEvolved2 as well as the new one coming out after that. I'd also love to mod and/or contribute to modding.
Which will pretty much be impossible, with only 2 to 3 hours per day for everything of the above
Having said that, if you need a hand with some scripting (not a guru, but i can find my way through the files) and xml editing, i'd like to try and help.
Also another thing to think about (which at this stage would case more entropy, but there's no harm in bringing it up), would be to break up the parts of the mod that aren't so much about overhauling systems, but are things that could be leave side-by-side with other mods. I'm really leaning towards trying to get these: - Brand new "Encumbrance System" - Real, working saddlebags - Realistic horse-whistling
incorporated into the BCE maintenance fork, as they are wonderful ideas that don't necessarily need to be attached to the main mod.
I understand, finals can be tough. Thank you for coming here and clarifying things. Communication is always better than the lack of one. I know it's hard and frustrating to work on it alone. I personally really hate it when a team of people just decided to disband.
But this mod is really awesome - the most game-changing mod to date, by far. It would be so wonderful if it can be finished properly. Please know that there are scores of people out here who appreciate your work very much. Keep it up man, and hopefully we'll get an update soon.
I want to use everything in this mod but i have some problems ..... 1. Can I use this mod (with every feature) with Debug Console Command ? 2. Can I use this mod (with every feature) with tweaked Carry weight 9000 (I am currently not using the mod program and just put the files for the carry weight in the Main File) 3. Will this mod give me problems if i use it with AMM - The Appearances Menu Mod ? I would be appreciated if you could give me answers and thank you very much .
Greatly increased difficulty: Let's face it, the vanilla game was too easy and pretty UNBALANCED. We've spent a very long time increasing the difficulty in many ways while retaining a FUN, BALANCED, LORE FRIENDLY game that rewards strategy and smarts in combat. S.R.E. difficulty levels do what they say on the box. You will get bloodied and broken on Blood and Broken Bones, and you will continually march to your death on Death March.
u rly think dat attacking human 50 time with sword is fun, balanced, lore friendly. coz i think it's fcking stoopid u always fight against 4 - 10 enemys 2 of them with bow's that annoing as hell they always for some reason destroy quen even when i block them and dame almost half of my health remember they 6 and i alone 1 atack from each of them kill me but i need atleast 100 atack to kill someone of them
it was time i every day watching if isnt patch from you. it realy great mod which bring totaly new feel from this awesome game. i am realy happy if i see you will continue!!! thank you alot, i realy looking forward it )
Hope the exams went well buddy. Nice mod here. Was wondering, would you be able to "port" across TW2 Geralt's head? Always felt that one was more true to what Geralt ought to be like. Might work well with the armors as well.
I would like to ask if it would be viable for me to have access to the mod's page. I've been on a week scheduele on the mod and I would like to upload the new versions directly here.
So many conflicts for the 1.12 fix. Poor compability with lightning/texture mods in my case and merge can't fix some issues. This overhaul needs really a big update and a constant support. March is finishing and no words during 2 months.
Say something or cancel it and I will looking for another one. I was waiting 1 year to play this game balanced from the start with this kind of features but now hype has totally gone
Try getting in contact with The Enhancement System team! I would love to have both overhauls together but I feel like a lot of the mods would be conflicting... If you guys worked together (you don't have to like partner with them or anything) then you could at least have a compatibility version of each overhaul.
I'm a little bored atm and wondered if you'd want any help in particular with this?
I don't know much about how Witcher modding itself works, but I've done Skyrim modding in the past, and am a proficient programmer in general. As a result I might be able to help out if you have any particular tasks or bugs you want to try to get fixed.
Hello. It is clear that there will be no answer, but just in case I will write. I am a big fan of School of the Roach, I have replayed the game dozens of times with this wonderful mod. Thanks to the authors for it.I have a question regarding combat animations. Please tell me which mod was used to edit fencing? I'm especially interested in the ability to disable pirouettes in the original game. Over the years, I have become accustomed to the more natural and realistic Geralt moves achieved in School of the Roach compared to the vanilla version of combat. But the mod changes too many things, is not compatible with a huge number of later released mods, and just got fed up. Therefore, I ask, tell me, please, how you can turn off the witcher's vanilla jumps around its axis without completely installing the entire School of the Roach? thanks
Здравствуйте. Понятно, что ответа уже не будет, но на всякий случай напишу. Я большой поклонник Школы Плотвы, десятки раз перепрошел игру с этим замечательным модом. Спасибо авторам за него. У меня есть вопрос касающийся боевых анимаций. Скажите, пожалуйста, какой мод использован для правок фехтования? Особенно меня интересует возможность отключения пируэтов в оригинальной игре. За прошедшие годы я привык к более естественным и реалистичным движениям Геральта, которые достигнуты в Школе Плотвы по сравнению с ванильной версией боевки. Но мод слишком много всего меняет, не совместим с огромным количеством позже вышедших модов, да и просто уже поднадоел. Потому я прошу, подскажите, пожалуйста, как можно отключить ванильные прыжки ведьмака вокруг своей оси, не устанавливая полностью всю Школу Плотвы? Спасибо
I wonder if somebody who completed the game with this mod, could upgrade geralt to the max level (every skill maxed out) or almost maxed out every skill.
Im in white orchar, i dont know how long the game is, but i feel exp gain VERY VERY slow.
First of all, thanks for the extensive work you've put into this overhaul.
I'm encountering a problem to make this mod work. There seems to be a problem with the script folder of the mod which prevents the game from launching (I get tons of script errors), the thing is all the folders are fine except the script sub folder found in the mod folder. Followed the instructions to the letter but the /script/game/gameplay is where the problem seems to come for me. Here's what I have when launching the game:
Hey guys, could somebody who knows a thing or two about modding figure out how to add only the combat animations of this mod into the game and share the process with the rest of us please. This is a great mod but I am happy the way my modded game stands as it is now and I feel that I am only missing some cool combat animations. I believe this would do wonderfully but the mod author does not seem to plan on making it an option any time soon.
693 comments
If you want patch 1.12 to work, download the update uploaded by robx99.
Here's the long story: most of the team members kinda disappeared after launch, and I (thibaudv) was working on a big 2.0 update, until around december when I was the only one actively developing this mod. Sadly, I have exams this month, so in December and January I had/have to prioritze school. I will resume my work in February so expect the big update in March. The update will contain bug fixes, customization options to cater to different playstyles and some new features (that will be groundbreaking if I get them to work).
Anyways, I'm sorry for the lack of communication, but between the limiting mod tools and the team disbanding, there has been a lot of frustration on my part, especially because I've put hundreds of hours into developing this mod.
I hope to bring this mod to the level it deserves to be when my exams are over. Until then, hang in there
~Thibaudv
Is there any chance for a camera standalone? I have been following your mods since immersive combat, and the camera you did there imspired me to make a unpublished mod my self. camera plus meditation plus alchemy.. now since the new patch i cant seem to make camera mod work propper again and i was wondering if there was a camera standalone since i really liked your cam from immersive combat.
Best of luck on the exams
I browsed the mod description and my mouth watered with some of the things the mod has.
Unfortunately i'm middle of my first playthrough, using BCE, i'd still like to try BCEvolved2 as well as the new one coming out after that. I'd also love to mod and/or contribute to modding.
Which will pretty much be impossible, with only 2 to 3 hours per day for everything of the above
Having said that, if you need a hand with some scripting (not a guru, but i can find my way through the files) and xml editing, i'd like to try and help.
Also another thing to think about (which at this stage would case more entropy, but there's no harm in bringing it up), would be to break up the parts of the mod that aren't so much about overhauling systems, but are things that could be leave side-by-side with other mods. I'm really leaning towards trying to get these:
- Brand new "Encumbrance System"
- Real, working saddlebags
- Realistic horse-whistling
incorporated into the BCE maintenance fork, as they are wonderful ideas that don't necessarily need to be attached to the main mod.
Cheers,
But this mod is really awesome - the most game-changing mod to date, by far. It would be so wonderful if it can be finished properly. Please know that there are scores of people out here who appreciate your work very much. Keep it up man, and hopefully we'll get an update soon.
1. Can I use this mod (with every feature) with Debug Console Command ?
2. Can I use this mod (with every feature) with tweaked Carry weight 9000 (I am currently not using the mod program and just put the files for the carry weight in the Main File)
3. Will this mod give me problems if i use it with AMM - The Appearances Menu Mod ?
I would be appreciated if you could give me answers and thank you very much .
u rly think dat attacking human 50 time with sword is fun, balanced, lore friendly. coz i think it's fcking stoopid u always fight against 4 - 10 enemys 2 of them with bow's that annoing as hell they always for some reason destroy quen even when i block them and dame almost half of my health remember they 6 and i alone 1 atack from each of them kill me but i need atleast 100 atack to kill someone of them
I've been on a week scheduele on the mod and I would like to upload the new versions directly here.
This overhaul needs really a big update and a constant support. March is finishing and no words during 2 months.
Say something or cancel it and I will looking for another one. I was waiting 1 year to play this game balanced from the start with this kind of features but now hype has totally gone
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(10): Structure 'SCustomEffectParams' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(26): Structure 'SCurrentBuffFX' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(3
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(57): Structure 'SEffectInfo' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(71): Structure 'SEffectCachedDamage' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(85): Structure 'SDoTDamage' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(94): Structure 'SEffectIconType' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(284): Structure 'CBuffImmunity' was already exported.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(300): Structure 'SApplicatorSpawnEffect' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(30
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(31
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(32
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(643): Structure 'SBuffImmunity' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(101): Enum 'EEffectInteract' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(114): Enum 'EEffectType' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(636): Enum 'ECriticalHandling' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(7): Class 'W3BuffCustomParams' already defined.
Error [modsotr_scripts]game\gameplay\effects\effecttypes.ws(32): Class 'W3PotionParams' already defined.
Did everything in the instructions exactly as they were directed, so what's going on?
Any help would be appreciated.
I'm a little bored atm and wondered if you'd want any help in particular with this?
I don't know much about how Witcher modding itself works, but I've done Skyrim modding in the past, and am a proficient programmer in general. As a result I might be able to help out if you have any particular tasks or bugs you want to try to get fixed.
Otherwise I am waiting eagerly for the update!
У меня есть вопрос касающийся боевых анимаций. Скажите, пожалуйста, какой мод использован для правок фехтования? Особенно меня интересует возможность отключения пируэтов в оригинальной игре. За прошедшие годы я привык к более естественным и реалистичным движениям Геральта, которые достигнуты в Школе Плотвы по сравнению с ванильной версией боевки. Но мод слишком много всего меняет, не совместим с огромным количеством позже вышедших модов, да и просто уже поднадоел. Потому я прошу, подскажите, пожалуйста, как можно отключить ванильные прыжки ведьмака вокруг своей оси, не устанавливая полностью всю Школу Плотвы? Спасибо
Im in white orchar, i dont know how long the game is, but i feel exp gain VERY VERY slow.
First of all, thanks for the extensive work you've put into this overhaul.
I'm encountering a problem to make this mod work. There seems to be a problem with the script folder of the mod which prevents the game from launching (I get tons of script errors), the thing is all the folders are fine except the script sub folder found in the mod folder. Followed the instructions to the letter but the /script/game/gameplay is where the problem seems to come for me. Here's what I have when launching the game:
Error [content0]game\gameplay\effects\effecttypes.ws(13): Structure 'SCustomEffectParams' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(29): Structure 'SCurrentBuffFX' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(41): Structure 'SEffectInitInfo' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(60): Structure 'SEffectInfo' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(74): Structure 'SEffectCachedDamage' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(8
Error [content0]game\gameplay\effects\effecttypes.ws(97): Structure 'SEffectIconType' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(324): Structure 'CBuffImmunity' was already exported.
Error [content0]game\gameplay\effects\effecttypes.ws(340): Structure 'SApplicatorSpawnEffect' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(34
Error [content0]game\gameplay\effects\effecttypes.ws(35
Error [content0]game\gameplay\effects\effecttypes.ws(36
Error [content0]game\gameplay\effects\effecttypes.ws(677): Structure 'SBuffImmunity' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(104): Enum 'EEffectInteract' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(12
Error [content0]game\gameplay\effects\effecttypes.ws(670): Enum 'ECriticalHandling' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(10): Class 'W3BuffCustomParams' already defined.
Error [content0]game\gameplay\effects\effecttypes.ws(35): Class 'W3PotionParams' already defined.
I would much appreciate it if you could help me with this as I deleted all my mods to try this one for a New Game run.
Thank you,
Ase
I wish to add i