The Witcher 3

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Lunayah

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Lunayah

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168 comments

  1. Lunayah
    Lunayah
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    Manual install only:

    copy the modImprovedSignEffects to your mod folder
    make sure that a folder name content is inside the modImprovedSignEffects folder
    Enjoy =)


    Updated version out now

    Decided to do a quick fix. I hope you guys can enjoy, Leave feedback and report bugs.
    1. kilyan
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      Hi, can you make that sign reacts with environment like it was for e3 trailer? example aard cast on river moves its water or such?
  2. Lunayah
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    Hey guys im no longer modding this game.
    some answers:

    Performance: may affect performance while casting since you have more than triple the particles on your screen.
    Doesnt work: may not compile or work on pirated copies of the game. if it doesnt work for you but works for everyone else
    the problem is on your end. sorry i cant help.
    Dirstortion: sorry Im no longer modding this game though I cannot do personal request. theres too many and i dont have time. sorry.
    Single signs: if you wish to have only ard then you can just delete everything except the ard file in the spells folder.
  3. neonxesa
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    Does it even work on 1.32 GOTY?
  4. Aquineas
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    So is this a visual effect mod only? Or does it actually affect the power/strength/duration etc of signs? Give me a sign, one way or another.
    1. Valamyr
      Valamyr
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      This one is purely visual. I removed the Aard component it because it is indeed quite performance intensive for (frozen) Aard but it sure looks nice. Igni looks a lot better with negligible performance cost.
    2. EdEddnEDE
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      which files did you delete for the aard version please? id like to do the same
  5. wghost81
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    Unification patch updated mod version: modImprovedSignEffects. Don't forget do download and endorse original file.

    PS I've simply converted the mod to the new script base without changing anything, but I have to say there are several very strange parts of the code that do nothing except wasting game resources.
    1. happynutts
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      is this for 1.31?

      tried it out. it is. thanks a lot been wanting to get this for awhile now for 1.31. appreciate it.
    2. Buskovic
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      THANKS!!!
    3. cortex69
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      would you be able to specify what is wasting resources?

      I am trying to play the game at 4k and is running beautifully smooth but it drops performance when Igni is used ;( I wish I knew what to alter.
    4. deleted4610270
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      There's a file missing in the updated version - burningEffect.ws . Has it been integrated into some other file as part of "new script base" ?
    5. davegl1234
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      FYI - I compared burningEffect.ws in the original mod with that in 1.31, and there are no differences, other than a load of comments, so there is no point in it. I guess the original author made changes to this file in the past (or planned to in the future), but wghost81 realised there was no need for it in its current state.
    6. waduk
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      Thank you !
    7. Kulturellt
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      Thanks so much!
    8. Banzai07
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      It works like a charm, thank you so much
    9. youngjdef
      youngjdef
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      THANK YOU wghost81 !
    10. ven9eanceLOL
      ven9eanceLOL
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      Ghost Mode is the first and only mod I have installed. Then tried to install this modImprovedSignEffects but it gets a bunch of conflicts with the igniSigneffects. Not sure how to resolve the conflicts in script merger
  6. StrictlyGrumps
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    Having trouble getting this to run with "FCR3". There were A LOT of conflicts. Did my best with the script merger, never really sure what line to choose (B or C) when doing the merge, so I always chose the line that was FCR3.

    After I finished merging all conflicts, I got this error message when trying to run the game:
    Error [mod0000_mergedfiles]game\gameplay\projectile\signs\signprojectiles.ws(135): I dont know any 'instaKill'

    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.

    After uninstalling "Improved Sign Effects" the game runs fine. But I would love to have "Improved Sign Effects" It is supposed to be purely a visual mod so I'm surprised I'm getting so many errors
    1. inzanity99
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      Not sure if you see this, but i successfully manually merged this mod together with FCR3 ( i wasnt able to test the signs ingame yet as im still in Kaer Morhen tutorial, but the compiling, etc. worked without problems.)
      I could tell you how i did it, if you still care.
    2. StrictlyGrumps
      StrictlyGrumps
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      Yes please!
    3. WilliamKam
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      would love to hear it too :)
    4. Joenikorn
      Joenikorn
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      Please let us hear it!
    5. StrictlyGrumps
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      So he replied to me in a direct message. I have not tried it myself yet but here is his manual workaround:

      So the files that have conflicts between FCR3 and ImprovedSignEffects are:

      ...\content\content0\scripts\game\gameplay\items\spells\igniEntity.ws
      ...\content\content0\scripts\game\gameplay\projectile\signs\signProjectile.ws
      ...\content\content0\scripts\game\gameplay\projectile\signs\signProjectiles.ws

      When you merge the files with Script Merger, do the following:

      In [igniEntity.ws] :
      You generally want to take FCR3 lines here, except for the lines of code that (I believe) handle the intensity of the effects:
      Starting at...
      - PlayEffect( effects[fireMode].upgradedThrowEffect );
      ... ImprovedSignEffects mod adds new lines. (Any line that starts with "PlayEffect"). You take those lines from the Sign mod and add them together with your FCR3 mod.
      A bit further down...
      - collisionFxTemplate = (CEntityTemplate)LoadResource("gameplay\sign\igni_channeling_collision_fx");
      and
      - rangeFxTemplate = (CEntityTemplate)LoadResource("gameplay\sign\igni_channeling_range_fx");
      ... take these lines from the Sign Mod as well.

      Anything else (99% comments) you do not have to merge from the Sign Mod. There is one small change to a timer when particles will disappear, that he also made, but its not necessary.
      ( Its the AddTimer('RangeFXTimedOutDestroy', 0.15, , , , true); - line, if you want the Sign Mod value, FCR3 has 0.10, Sign Mod has 0.15)

      in [signProjectile.ws] :
      Take nothing from ImprovedSignEffects mod. Choose FCR3 lines in all cases.

      in [signProjectiles.ws] :
      This is the file that will cause issues if you auto-merge, or even manually merge without knowing what you are doing. ImprovedSignEffects mod makes some gamplay changes here that interfere with FCR3 changes, doubling up on some mechanics or worse preventing FCR3 code from working properly.
      So in short - aside from a FEW lines, you only want to take FCR3 lines here again.
      The exceptions are :
      Additional Lines starting with : action.SetHitEffect, such as "action.SetHitEffect('', false, true);" - you take from the Signs Mod.
      There is a total of 6 of these lines. Take those, but nothing else, no comments, no other code change.
      ----
      After that you should have no problems compiling and you will see igni improved in-game (from what i could tell, not 100% sure on aard, i think its also improved but I never saw the vanilla version).
      The signs work as expected as well mechanically (not tested the alternate versions), so no worries there.
  7. teresatiger
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    This is absolutely gorgeous! I really wish you could have done similar things for all 5 signs because the igni and aard ones are stunning. I would have loved to see your versions of quen, yrden and even axii. It's really too bad that you never got around to it, but thank you for sharing these two :-)
    1. MMaya
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      I recommend "E3 quen" by DreLL47, it looks cool :)
    2. teresatiger
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      I do use E3 Quen actually. It's been a while since I left that comment....probably installed E3 quen right aftewards lol. Still wish he/she would have done a full set of signs, especially for yrden and axii!
  8. MMaya
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    does this mod effect all signs? because I only see example for Igni in description. how are other signs changed? I have a mod for quen I really like, "E3 quen", so I just wander if this is compatible. also does anyone know if this is compatible with "The Aard" by Capa?
    EDIT: never mind I'm slow, just read in your comment you can chose signs individually by deleting what you dont want from the folder too :)
  9. XSpankMeDaddyX
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    Igni would look so much better without the cloud like the e3 igni stream
  10. kenny1614
    kenny1614
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    A great mod tat still works, without any effort. Unfortunately I can not use it because it destroys my i5 via particles. Cheers!
  11. BlurredNotions
    BlurredNotions
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    I know you won't change this mod, but maybe you read this and you have some instructions on how to reduce the distortion effect of the sign sounds on Aard and Igni. They are way louder than in vanilla, and they also have this distortion effect on them that I'd like to get rid of.
  12. BIGPIMPING
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    Its not the particles that cause so much fps drop for igni.
    I'm sure the cause of the massive fps drop is that heated air effect it causes because it lags aswell for a split second.
    Does anyone here know how to keep the particles but just remove that heated hot air affect? would be nice to test out.