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Mod idea - faster Geralt's animations

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H

Holgar82

Forum veteran
#41
Oct 17, 2015
I___Luffy___I said:
Now if we can do the same for the sword attacks, it ll be epic. any suggestions @ Holgar82
Click to expand...
I don't know how to edit others animations but, if KNGR's managed to do this for the dodge and roll i think he might know what else can be edited.
 
T

thibaudv

Rookie
#42
Oct 17, 2015
CarolKarine said:
hmm....

a permanent yrden across the board, which speeds up animations, with like 100m radius.
Click to expand...
Or you could slow down Geralt animation and speed up game speed but that might be quite the ghetto solution :p
 
C

CarolKarine

Rookie
#43
Oct 18, 2015
thibaudv said:
Or you could slow down Geralt animation and speed up game speed but that might be quite the ghetto solution :p
Click to expand...
I want to speed up both geralt and monsters, but only combat, and not humans.
 
C

chiconspiracy

Rookie
#44
Oct 18, 2015
If we can't speed up Geralt's attack animations, is it possible to switch some of them around? If the opening attack could use the stab he does behind him instead of his stupid jumping spin, that could save him from getting smacked by a club armed bumpkin.
 
R

Richiesname

Rookie
#45
Oct 18, 2015
We can speed up Geralt's attack animations. And other animations. I don't know how, it's something a different team member brought up. It's being tested right now.

The only caveat is that you have to speed up all the animations.

Also - I sort of remember a mod that changed the attack types around, from a while ago. Maybe a cam mod. And it looked at the way you were facing or something to see which attack type you used. I honestly don't remember very well, though. Sorry. :/
 
T

thibaudv

Rookie
#46
Oct 18, 2015
Richiesname said:
We can speed up Geralt's attack animations. And other animations. I don't know how, it's something a different team member brought up. It's being tested right now.

The only caveat is that you have to speed up all the animations.

Also - I sort of remember a mod that changed the attack types around, from a while ago. Maybe a cam mod. And it looked at the way you were facing or something to see which attack type you used. I honestly don't remember very well, though. Sorry. :/
Click to expand...
Do you mean the disable softlock mod?
 
R

Richiesname

Rookie
#47
Oct 18, 2015
thibaudv said:
Do you mean the disable softlock mod?
Click to expand...
I have no idea. Haha.
 
C

CarolKarine

Rookie
#48
Oct 18, 2015
Richiesname said:
I have no idea. Haha.
Click to expand...
If you guys don't allow me to download modules of this overhaul (I don't want the Witcher2 armors) I'll be very unhappy. And then I'll cannibalize your files
 
E

Error0x00000000

Rookie
#49
Oct 18, 2015
Maybe can lengthen Geralt attack move distance.
 
T

thibaudv

Rookie
#50
Oct 18, 2015
CarolKarine said:
If you guys don't allow me to download modules of this overhaul (I don't want the Witcher2 armors) I'll be very unhappy. And then I'll cannibalize your files
Click to expand...
Right now we have three main modules in the closed beta: scripts, xml edits and the new meshes+textures. We plan on making it as modular as possible, but we had to merge all the scripts because updating and working together on them is way faster this way .
 
M

Mordek113

Rookie
#51
Oct 18, 2015
CarolKarine said:
If you guys don't allow me to download modules of this overhaul (I don't want the Witcher2 armors) I'll be very unhappy. And then I'll cannibalize your files
Click to expand...
We can't let you download them right now, but I can make a qiuck vid/gif to show you how it works. You can also sign in for closed beta to test all modules
 
C

CarolKarine

Rookie
#52
Oct 18, 2015
Mordek113 said:
We can't let you download them right now, but I can make a qiuck vid/gif to show you how it works. You can also sign in for closed beta to test all modules
Click to expand...
I'm saying more when you're done :p I am very interested in half your work and completely opposed to the other half :p If you're planning to release these modules as separate files then I'll be happy.
 
M

Mordek113

Rookie
#53
Oct 18, 2015
CarolKarine said:
I'm saying more when you're done :p I am very interested in half your work and completely opposed to the other half :p If you're planning to release these modules as separate files then I'll be happy.
Click to expand...
That's the plan. Right now, it's all in 3 files for easy updates and testing.
 
F

fereno

Senior user
#54
Oct 18, 2015
Mordek113 said:
We can't let you download them right now, but I can make a qiuck vid/gif to show you how it works. You can also sign in for closed beta to test all modules
Click to expand...
I'd like to see that vid/gif if I may. :smile2:
 
T

Triss.Hasengold

Senior user
#55
Oct 24, 2015
The file actor.ws in content\scripts\game has the lines:




private function CalculateFinalAnimationSpeedMultiplier() : float
{
var i,size : int;
var FinalMult : float = 1.f;

size = animationMultiplierCausers.Size();

if(size > 0)
{
for( i = 0; i < size; i += 1 )
{
FinalMult *= animationMultiplierCausers.mul;
}
//Log("[J_Slash] -- " + "FinalMult: " + FinalMult + " -- modMult: " + MinF(FinalMult, 1.0f));
return MinF(FinalMult, 1.0f);
}

return 1;
}

//Removes animation multiplier causer and sets final animation multiplier.
public function ResetAnimationSpeedMultiplier(id : int)
{
var i,size : int;

size = animationMultiplierCausers.Size();
if(size == 0)
return; //yeah, right

// J_Slash: Animation Speeds
for(i=0; i<size; i+=1)
{
if(animationMultiplierCausers.id == id)
animationMultiplierCausers.Remove(animationMultipl ierCausers);

//Log("[J_Slash] -- " + i + ". ID: " + animationMultiplierCausers.id + " -- Multiplier: " + animationMultiplierCausers.mul);
}

if(animationMultiplierCausers.Size()+1 != size)
{
LogAssert(false, "CAnimatedComponent.ResetAnimationMultiplier: invalid causer ID passed, nothing removed!");
return;
}

SetAnimationTimeMultiplier(CalculateFinalAnimation SpeedMultiplier());
}

public function ClearAnimationSpeedMultipliers()
{
animationMultiplierCausers.Clear();
SetAnimationTimeMultiplier( 1.0f );
}




The red numbers are some kind of light attack animation speed multiplier which can bet set to about 5.5 - 10f.

I will test out tonight if I can get a real Cat-Witcher with Cat-like superfast reflexes and combat and with charming cattitude. :D



edit: It works. Have fun!

File Download:
http://www.file-upload.net/download-10994560/mod_CatWitcher.zip.html

mieeeew mieeeew mieeeeeeeeeeeew

Now the Whirl Attack and the heavy Wolf school attack needs some serios speeding-up
 
Last edited: Oct 24, 2015
  • RED Point
Reactions: Dprelate and Holgar82
C

CarolKarine

Rookie
#56
May 14, 2016
Triss.Hasengold said:
The file actor.ws in content\scripts\game has the lines:




private function CalculateFinalAnimationSpeedMultiplier() : float
{
var i,size : int;
var FinalMult : float = 1.f;

size = animationMultiplierCausers.Size();

if(size > 0)
{
for( i = 0; i < size; i += 1 )
{
FinalMult *= animationMultiplierCausers.mul;
}
//Log("[J_Slash] -- " + "FinalMult: " + FinalMult + " -- modMult: " + MinF(FinalMult, 1.0f));
return MinF(FinalMult, 1.0f);
}

return 1;
}

//Removes animation multiplier causer and sets final animation multiplier.
public function ResetAnimationSpeedMultiplier(id : int)
{
var i,size : int;

size = animationMultiplierCausers.Size();
if(size == 0)
return; //yeah, right

// J_Slash: Animation Speeds
for(i=0; i<size; i+=1)
{
if(animationMultiplierCausers.id == id)
animationMultiplierCausers.Remove(animationMultipl ierCausers);

//Log("[J_Slash] -- " + i + ". ID: " + animationMultiplierCausers.id + " -- Multiplier: " + animationMultiplierCausers.mul);
}

if(animationMultiplierCausers.Size()+1 != size)
{
LogAssert(false, "CAnimatedComponent.ResetAnimationMultiplier: invalid causer ID passed, nothing removed!");
return;
}

SetAnimationTimeMultiplier(CalculateFinalAnimation SpeedMultiplier());
}

public function ClearAnimationSpeedMultipliers()
{
animationMultiplierCausers.Clear();
SetAnimationTimeMultiplier( 1.0f );
}




The red numbers are some kind of light attack animation speed multiplier which can bet set to about 5.5 - 10f.

I will test out tonight if I can get a real Cat-Witcher with Cat-like superfast reflexes and combat and with charming cattitude. :D



edit: It works. Have fun!

File Download:
http://www.file-upload.net/download-10994560/mod_CatWitcher.zip.html

mieeeew mieeeew mieeeeeeeeeeeew

Now the Whirl Attack and the heavy Wolf school attack needs some serios speeding-up
Click to expand...


Hey, I'm revisiting this now, trying to use speed as a difficulty mechanism. I'm looking to speed up geralt a bit, monsters a bit, and leave humans where they're at. your download link is broken however, and when I start poking around in the actor.ws file, the only variable that seems to affect anything is animationtimemultiplier, which affects every npc and geralt. could you PM me an updated link to a working script?
 
V

verdwhisper

Senior user
#57
May 14, 2016
CarolKarine said:
Hey, I'm revisiting this now, trying to use speed as a difficulty mechanism. I'm looking to speed up geralt a bit, monsters a bit, and leave humans where they're at. your download link is broken however, and when I start poking around in the actor.ws file, the only variable that seems to affect anything is animationtimemultiplier, which affects every npc and geralt. could you PM me an updated link to a working script?
Click to expand...
It would be interesting to speed up monsters and make them more aggressive, a lot of times they just sit there and let Geralt recover. However, I would rather wait until cdpr finishes all the expansions and patches so you don't waste your time on those scripts.
 
C

CarolKarine

Rookie
#58
May 14, 2016
verdwhisper said:
It would be interesting to speed up monsters and make them more aggressive, a lot of times they just sit there and let Geralt recover. However, I would rather wait until cdpr finishes all the expansions and patches so you don't waste your time on those scripts.
Click to expand...
If I can figure out what to change now, updating to the new versions of scripts should be relatively easy.
 
E

Elihal

Rookie
#59
Sep 20, 2016
Any news ? I for one am still waiting for a mod that would get the dodge and attack animations closer to the 2014, 37 min video .
 
S

spencerolmos

Rookie
#60
Sep 20, 2016
Elihal said:
Any news ? I for one am still waiting for a mod that would get the dodge and attack animations closer to the 2014, 37 min video .
Click to expand...
pirouttes mod and there is a mod called witcher reflexes.
 
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