Only just done some 20 min of play testing with this mod, but it works perfectly for me so far.
I bought the game on a whim in a big bundle sale on Steam last year, and I don't really know which exact version it is, but I can only assume it is the "new" 1.32. one.
On a side note: My eyesight is not entirely what it should be, so, when it comes to modern games with fast, flowy and somewhat flashy combat, a simple and effective slo-mo function is as much a necessity as it is a cool feature. I can play the game without it, of course, but not really enjoy the action. So, thank you.
It does not work with version 1.32. :( Will there be update?
Errors:
Error [modslotsonly]local\debug\console_commands.ws(18): Function 'ResetMutationsDev' does not take 1 param(s) Error [modslotsonly]local\essnotification.ws(20): Function 'ResetMutationsDev' does not take 1 param(s) Error [modslotsonly]local\essuninstallation.ws(72): Function 'ResetMutationsDev' does not take 1 param(s) Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Not sure if anybody experience this. Upon activating this mod and making Geralt slowmo, the next thing I know Geralt became super fast when he used the crossbow with the skill Lightning Reflexes activated. The crossbow skill should make everything slowmo but ended up making Geralt super fast. I think it conflicts with some other animation.
So I fixed it by using Notepad+ to copy-paste the file edits from the version packed with this mod into the W3EE version of the file. Then I deleted the file from the modKNGSlowMotion folder, so that only W3EE had a version of the file in my mod folder. This removed the conflict and let both mods function correctly. Note that W3EE will need to recompile the changed scripts in the startup sequence, so make sure it does that. Maybe you could do it with the Script Merger mod but I just did it this way.
So the edits you need to make are as follows. Open up the following file with Notepad+
145 comments
//Kolaris - Adrenaline Tweaks, Kolaris - Elation, Kolaris - Exhilaration
if( exhilaration )
timeScale = 0.5f;
else if( playerWitcher.HasAbility('Glyphword 51 _Stats', true) )
timeScale = 1.f - (currentAdrenaline * 0.003f);
else
timeScale = 1.f - (currentAdrenaline * 0.003f * (1 - target.GetStatPercents(BCS_Vitality)));
theGame.SetTimeScale(timeScale, theGame.GetTimescaleSource(ETS_Adrenaline), theGame.GetTimescalePriority(ETS_Adrenaline), false, true);
speedMultID = playerWitcher.SetAnimationSpeedMultiplier(1.f / timeScale, speedMultID, true);
Any advice what to change to make it work.
I bought the game on a whim in a big bundle sale on Steam last year, and I don't really know which exact version it is, but I can only assume it is the "new" 1.32. one.
On a side note: My eyesight is not entirely what it should be, so, when it comes to modern games with fast, flowy and somewhat flashy combat, a simple and effective slo-mo function is as much a necessity as it is a cool feature. I can play the game without it, of course, but not really enjoy the action. So, thank you.
Will there be update?
Errors:
Error [modslotsonly]local\debug\console_commands.ws(18): Function 'ResetMutationsDev' does not take 1 param(s)
Error [modslotsonly]local\essnotification.ws(20): Function 'ResetMutationsDev' does not take 1 param(s)
Error [modslotsonly]local\essuninstallation.ws(72): Function 'ResetMutationsDev' does not take 1 param(s)
Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
modW3EEMain\content\scripts\game\player\playerWitcher.ws
modKNGSlowMotion\content\scripts\game\player\playerWitcher.ws
So I fixed it by using Notepad+ to copy-paste the file edits from the version packed with this mod into the W3EE version of the file. Then I deleted the file from the modKNGSlowMotion folder, so that only W3EE had a version of the file in my mod folder. This removed the conflict and let both mods function correctly. Note that W3EE will need to recompile the changed scripts in the startup sequence, so make sure it does that. Maybe you could do it with the Script Merger mod but I just did it this way.
So the edits you need to make are as follows. Open up the following file with Notepad+
modW3EEMain\content\scripts\game\player\playerWitcher.ws
Now find the line-
private var invUpdateTransaction : bool;
default invUpdateTransaction = false;
And below it post the following-
//modKNGEWCM++
public var mKNGBulletCam : CKNGBulletCam;
//modKNGEWCM--
Now find the line-
RemoveBuff( EET_Mutation11Immortal );
RemoveBuff( EET_Mutation11Buff );
}
And below it post the following-
//CKNGBulletCam
mKNGBulletCam = new CKNGBulletCam in this;
mKNGBulletCam.Init();
//AddTimer('InitWelcomeMessage', 3.0, false);
//CKNGBulletCam
Save and you are done.
And for those of you who want to make bullet time possible for Cirii, I think you need to edit the input.settings file to include the following line-
IK_Mouse4=(Action=BulletCam)
Place it under the following headings-
[Combat_Replacer_Ciri]
[Exploration_Replacer_Ciri]
[Horse_Replacer_Ciri]
EDIT: You will also need to follow the advice from rennvvi to ensure that bullet time keeps working during combat with W3EE.
Remove the following lines from \modW3EEMain\content\scripts\local\W3EE - Effects.ws
abilityCountLast = abilityCount;
timeScale = 1.f - (currentAdrenaline * 0.0015f);
theGame.SetTimeScale(timeScale, theGame.GetTimescaleSource(ETS_Adrenaline), theGame.GetTimescalePriority(ETS_Adrenaline), false, true);
speedMultID = playerWitcher.SetAnimationSpeedMultiplier(1.f / timeScale, speedMultID, true);