[Mod Idea] Revival of removed monsters

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[Mod Idea] Revival of removed monsters

Some really amazing ideas like E3 Penna or E3 Plica Semilunaris :D inspired me to write and share with you my relexions about monsters cut from the final game. It is not a request, just a pack of ideas how to reuse elements from the game. I know it will be a lot of work but maybe you find that idea worth that effort.

Here is the source: https://tcrf.net/Prerelease:The_Witcher_3:_Wild_Hunt

Nereida - it is a bruxa but connected with water so for example instead of invisibility she has ability like water hag to disappear in water and regenerate. Retexture needed. They can live in lakes like in Kaer Mohren or on Undvik. Maybe one can be located in Velen, too.

Hanged Man - as it is desribed it used Drowner model, we don't know how it really looks. You can use wight as some kind of design example. It is mentioned he throws the rope. Probably it will be difficult but I see potential in using throwing bomb animation + effect of throwing spiders web. It can be spawn only at night, close to places where people were hanged (like Hanged Man Tree).

Nidhogg - because it is a small dragon (but bigger than wyvern) I suggest to use griffin or basilisk skeleton and use head, legs and wings of wyvern, proportionally scaled. I suppose there will be a lot of remodelling. On the other hand if it will also get the ability to throw fire balls like dracolizards, we will have first and fucking awesome dragon! Of course I know Geralt doesn't kill dragons, but we can assume this is wild dragon without higher feelings. It can live on one of Skellige islands.

Wendigo - it is a werewolf but in deer version I suggest there could be used bies head (remodeled a bit to remove the third eye) and werewolf body. It is written his special attack is Bite the heart and it means that if Gerlat is stunned his attack cause instant death. It will be specific to Skellige, one can live on Undvik, one on Ard Skellige and one on Spikeroog and maybe one on smaller island.

Now some monsters which would need completely new model or a lot of remodeling (a lot of work):

Viper - it is a huge snake living in water. Nereida can call him for his help. Might be hard to do but what if you can use scolopendromorph skelton and use its simple attacks and splitting venom. Viper like scolopendro can disappear but this time on under water. It can live with Nereidas + some of them we can find close to the coasts of Skellige.

Ośniak - some kind of troll but it stands straight and it is a group monster. His special ability is to eat and throw the nekker. I believe it is too difficult to do but what if it could throw nekkers head? :) It lives in caves and forests.

Bełt - a small individual monster, like nekker, it has special ability called mind control which inverts axis of the mouse / gamepad. I suppose we can find it close to humans settlements.

P.S. Don't write why I didn't do it myself - it is not my cup of tea, have different talents and specialize in different aspects. I don't force anybody ;)

 
E3 Penna and E3 Plica Semilunaris are a must have tho. Like, they could've cut 98% of the game, but why Featherworks and those sexy eyelines?!
 
As for Hanged Man, it could use the actual hanged men on the trees as the model. If it's possible. And use The Caretaker's motion for the rope throw.
 
Because of the heavy water element, like in Skellige. I'm really surprised that Vodyanois aren't in the game... Those could've been almost a copypasta of Drowners.
 

Guest 3841499

Guest
I would rather see revived E3 Bies with all of it's details in terms of meshes, at least...
 
I like the idea, it's a lot of work tho. The game has more monsters than all of the books, so i don't know if this is really necesery. Imo someone should work on improving the current monsters, like making some of the big monsters faster and less predictible. The Bies for instance is very słów and predictible, those fights are really borring.
 
Vodyanoi shouldn't be hard and are an interesting possibility to explore and add in W3, but lack of free time can't be solved currently....
 
spoxox;n10706611 said:
I like the idea, it's a lot of work tho. The game has more monsters than all of the books, so i don't know if this is really necesery. Imo someone should work on improving the current monsters, like making some of the big monsters faster and less predictible. The Bies for instance is very słów and predictible, those fights are really borring.

So true...
 

Guest 2364765

Guest
Spoiler alert, you can't add new skeletons, animations, declaring new AI and behaviors is 99% impossible with current tools and so are sounds.
 
Gilrond-i-Virdan;n10708831 said:
What I don't really get - what were they to lose by doing it?
Mostly time and money, even their own tools were hard to use and unpredictable, and to make them into usable and user friendly would be too consuming for the studio of this format. That's along the lines of what the devs told me when I asked during the B&W event in the studio.

 
skacikpl;n10708801 said:
Spoiler alert, you can't add new skeletons, animations, declaring new AI and behaviors is 99% impossible with current tools and so are sounds.

Use existing ones in DLC games

Vodyanoi could be taken back with the prince of the sewers

there are also other monsters that could appear on another continent



You still have to change its appearance.



 
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Szincza;n10711681 said:
Mostly time and money, even their own tools were hard to use and unpredictable, and to make them into usable and user friendly would be too consuming for the studio of this format. That's along the lines of what the devs told me when I asked during the B&W event in the studio.

Not user friendly is still better than none at all.
 
Szincza;n10711681 said:
Mostly time and money, even their own tools were hard to use and unpredictable, and to make them into usable and user friendly would be too consuming for the studio of this format. That's along the lines of what the devs told me when I asked during the B&W event in the studio.

If that is the true they are simply making a fool of themselves. *So making new Redkit is impossible because they have much bigger team, more specialists, much more money (which means also more flexibility), much more experience...
*I am comparing situation to 2011-12 when they released first Redkit.

If so I doubt Cyberpunk will be ever released because current REDs situation is too good xD
 
Well CDPR managed to deliver W3, but they already started making REDengine 4 and tools for that.

Whole thing would be different if someone had licensed REDengine 3 for their game. CDPR would most likely polish (pun intended) their tools for out-of-studio work.
 
Pr0eliator;n10716381 said:
If that is the true they are simply making a fool of themselves. *So making new Redkit is impossible because they have much bigger team, more specialists, much more money (which means also more flexibility), much more experience...
*I am comparing situation to 2011-12 when they released first Redkit.

If so I doubt Cyberpunk will be ever released because current REDs situation is too good xD

Well, not necessarily. It's not a matter of having, or not having resources, but more of deciding how you're going to use them. They have a big project coming up, you know.

And honestly, I would refrain from calling someone a fool, when we clearly don't have all the information. You may not agree with the decision not to release Redkit, or to work on it for that matter, but it's hard to imagine that no thought comes into decision this big. They obviously have their reasons.
 
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