The Witcher 3
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StampDD

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About this mod

Forces Geralt to always use the same animation when doing a gap closing attack. No more having to rely on luck! Now you can predict exactly what animation Geralt is going to use when away from the enemy. Also removed some close range spins and jumps. Less frustrating dice-rolling and more control! Bringing the game closer to a proper Action RPG.

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Changelogs
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The game has a pool of available animations that Geralt can use in certain situations, when you press the attack button. It's effectively completely random and out of the player's control.

The issue arises when you are not close to the enemy (one full roll away) and you press the attack button. Geralt then can do one of various gap closing attacking animations, and some of them behave quite differently than others, taking away the player's ability to predict how the character is going to behave, basically making it more of a dice-roll (luck) than a skill based Action RPG.

This is especially bad because some of them can really leave you open to get hit during their long animations and some don't even have as much reach as the others. The amount of advantage or disadvantage you're just leaving up to luck is too much for a game that's trying to be more Acting RPG than its predecessors.

To fix that I just made it so all the gap closing animations are the same one.
So now it's completely predictable how Geralt is going to react when you press the attack button for a gap closing attack!



The newer versions also remove some unnecessary spins and jumps Geralt does when attacking in close range, making the gameplay feel even more responsive! It also makes other great improvements, check the Changelog!



Q: How is this mod different than the other combat animation mods out there?
This mod doesn't add any new animations to the game. It just locks which animation is used for Geralt's gap closing attacks. It also removes some annoying jumps and spins from his close range attacks, and makes attack animations triggers more consistent, in general, and thus more predictable, like an Action RPG should be. The reason I made this myself is because I couldn't find any mod that fixed just these issues, without also adding extra stuff I might not want in the game.


Q: Why only the gap closing animations?
The randomness of the animations is not a big issue at close range, since any of the possible animations are fast enough and have about the same reach, so it doesn't matter too much which one Geralt uses. Still, I have also made some tweaks to them, removing some of the bad ones. This mod also changes some conditions to make the attack animations more consistent, in general, and more predictable.


Q: Does this mod completely fixes the unresponsive combat feel of the game?
No. Sometimes Geralt will use the close-range animations when out of reach. Sometimes, if you're too far away from the enemy, Geralt won't do the gap closing attack, and will just do a standard one instead. Those are issues with the game itself, not the mod, it's how it's always been. I don't know how to fix that. This game is never going to be a great Action RPG. But this mod does make it significantly less frustrating, by fixing one major aspect of it.


Q: The mod doesn't work. Geralt is still doing other animations!
This mod's main focus is the gap closing animation. And as mentioned before, sometimes Geralt won't do the gap closing animation if you're too far or too close to the enemy. He'll choose to do the close range attacks, instead. Fixing game logic like that is beyond the scope of this mod, which is just a simple animation switcher. But don't worry! Just by playing the game with the mod you will quickly get a feel for the range limits of Geralt's gap closing animations. That's one of the advantages of a consistent and predictable combat experience.





Two versions to choose from!
Default: The light attack gap closing animation is a roll + stab.
Alt: The light attack gap closing animation is a swing that can hit multiple enemies.

Note: Sometimes Geralt will spin when using the Alt animation BUT that's not extra delay, as if the animation itself had spinning in it, it's just some kind of harmless animation interpolation. So it doesn't really affect consistency and predictability.






1.32 (Classic) AND 4.0+ (Next Gen) compatible!
Thanks ElementaryLewis for the confirmation!





If you're upgrading from v1.0, you need to uninstall the mod (delete your "modConsistentSwordAnimationsVersion" folder) before upgrading to the newer version.



Install:
Extract the zip and place the modConsistentSwordAnimationsVersion folder into your \(install directory)\The Witcher 3\Mods\ folder.

Make sure you have Scrip Merger (or this updated version) and know how to use it to solve possible conflicts with other mods.

If you need more detailed instructions, you can check out this modding guide, for version 1.32 (Classic): https://wghost81.wordpress.com/2020/01/02/basic-guide-to-installing-tw3-mods-v-2-0/

Or this one, for version 4.0+ (Next Gen): https://docs.google.com/document/d/13dCXx0fnaI7xeo2bZBwCOALqIKOJSF-CJea-0-ZBHy4/edit
Thanks ElementaryLewis!


Uninstall:
Delete the modConsistentSwordAnimationsVersion folder.





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