[MOD] Pirouettes

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what about a option to replace both roll and dodge, one with the default pirouette and one with alternate?
 
Curious, where'd you find these animations and other unused ones?

EDIT: Gave the animations folder another look, didn't notice only a few could be opened.
 
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Is there a reason why Geralt's unused dodge/roll animations simply can't replace the default ones via the editor? It just triggers the broken pose.
 
gameplay\behaviors\pc\behaviorgraph\pc_gameplay.w2beh

So this is the file the player uses for animations. Just tested the "playbackspeed" variable on them along with replacing a couple animations. Awesome. You can replace any of the dodge/roll animations so you can have both the pirouettes and other unused dodge/roll animations.
 
gameplay\behaviors\pc\behaviorgraph\pc_gameplay.w2beh

So this is the file the player uses for animations. Just tested the "playbackspeed" variable on them along with replacing a couple animations. Awesome. You can replace any of the dodge/roll animations so you can have both the pirouettes and other unused dodge/roll animations.

bravo!
 
I think the benefit is that it's very simple for inexperienced modders, and the "playbackspeed" variable does make it feel a little customizable. I've been playing with 50% dodge/roll increase via Witcher Reflexes for so long that the default animation speeds feel quite sluggish. And of course, there's a couple other pirouette dodges to choose from. Coupled with a speed increase, some of them are great for moving about during combat. I also think the simplicity of not having a script is nice; once you've modded up your game, you might end up with somewhat cluttered mod menu.
 
I mean you can't change it in game menu, for every change you need to restart the game and repack the file.
 
gameplay\behaviors\pc\behaviorgraph\pc_gameplay.w2beh

So this is the file the player uses for animations. Just tested the "playbackspeed" variable on them along with replacing a couple animations. Awesome. You can replace any of the dodge/roll animations so you can have both the pirouettes and other unused dodge/roll animations.

thanks the research man , will take a look at it too
 
thanks the research man , will take a look at it too

There's also a "pc_combat_sword" file within the same folder which contains pretty much everything "pc_gameplay" has. I did notice that combat_sword does have a couple more unused dodge animations though, as well as what seems to be the "strafe walk" files used for combat (the non-sign/guard versions). Oddly enough, nothing seemed to change when I tried to change their playback speeds. No clue, I'll try out more tomorrow.
 
There's also a "pc_combat_sword" file within the same folder which contains pretty much everything "pc_gameplay" has. I did notice that combat_sword does have a couple more unused dodge animations though, as well as what seems to be the "strafe walk" files used for combat (the non-sign/guard versions). Oddly enough, nothing seemed to change when I tried to change their playback speeds. No clue, I'll try out more tomorrow.

thanks, personally i was trying to edit player_base.w2ent without much success, seems like mod editor does not support editing w2ent files, found the exact animation sets geralt use in geralt_player.w2ent in the anim set param #66 chunk, the animation set used for walking/running is this one

animations\man\movement\man_geralt_movement.w2anims

so tried to swap it since editing the w2ent file didnt work, swaping did work but i got the animation bug where the character stand bugged, also geralt_player.w2ent and player_base.w2ent and man_base.w2ent seems to be interlinked in some ways, they are mentions at the top chunks of the w2ent files

also i tried to edit the w2anime files directly, increased the frame from 30 to 60 and the animations started to play very fast, of course it look buggy but the point is that it possible to edit those files !
 
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erxv

Forum veteran
thanks, personally i was trying to edit player_base.w2ent without much success, seems like mod editor does not support editing w2ent files, found the exact animation sets geralt use in geralt_player.w2ent in the anim set param #66 chunk, the animation set used for walking/running is this one

animations\man\movement\man_geralt_movement.w2anims

so tried to swap it since editing the w2ent file didnt work, swaping did work but i got the animation bug where the character stand bugged, also geralt_player.w2ent and player_base.w2ent and man_base.w2ent seems to be interlinked in some ways, they are mentions at the top chunks of the w2ent files

also i tried to edit the w2anime files directly, increased the frame from 30 to 60 and the animations started to play very fast, of course it look buggy but the point is that it possible to edit those files !

editing .w2ent files with mod editor works just fine..

no point in editing _base entities, since alot of the stuff they have get overridden anyway, the last player entitiy is not
characters\player_entities\geralt\geralt_player.w2ent
but rather
gameplay\templates\characters\player\player.w2ent

the animation bug you got is most likely because you added the .w2anim but not its buffers...
 
editing .w2ent files with mod editor works just fine..

no point in editing _base entities, since alot of the stuff they have get overridden anyway, the last player entitiy is not
characters\player_entities\geralt\geralt_player.w2ent
but rather
gameplay\templates\characters\player\player.w2ent

the animation bug you got is most likely because you added the .w2anim but not its buffers...

ok thanks for the tips, what version of mod editor do you have ? ive got 0.0.15.0, and am pretty sure editing the w2ent isnt working for me, even replacing simple file path doesnt do anything
 
ok thanks for the tips, what version of mod editor do you have ? ive got 0.0.15.0, and am pretty sure editing the w2ent isnt working for me, even replacing simple file path doesnt do anything

afaik, the latest w3edit version is v0.0.24.0 (at least, i have that one)
 
editing .w2ent files with mod editor works just fine..

no point in editing _base entities, since alot of the stuff they have get overridden anyway, the last player entitiy is not
characters\player_entities\geralt\geralt_player.w2ent
but rather
gameplay\templates\characters\player\player.w2ent

the animation bug you got is most likely because you added the .w2anim but not its buffers...


Question: Would you happen to know which files I'd be editing to make npc's be able to use a specific moveset without breaking? I put some melee attacks from a human mage onto the 2handed enemies but only knights can use them properly. A few others will use them but do no damage, and it seems peasants just break. I was barely learning that humans also seem to be classified as "easy/hard" which also explains why some of them weren't using some attacks I gave them, which they're actually capable of using. I was told to edit the w2ent files, but until now I thought they were all in the other characters folder. I'll give templates a look.
 
It is, I was just a little busy in the last few days. I added separate key for pirouettes, left control by default, I'm trying to fix most important issues (like input must be locked during animations the same way normal dodge does it, and geralt should turn to previous direction after using all anims) and I will add a few "new" anims.



As you can see there are some glitches, but I will work on it. New version should be uploaded soon™.
 
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