[Mod Request] Fist fighting without getting stunned ?

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[Mod Request] Fist fighting without getting stunned ?

Would it be possible ? There's already mod that allows you to change fist damage multiplier, problem is that when you're fighting with fists against monters or npc's with weapons, you just keep getting stunned.
 
It's possible and very easy to do.
Just open damageManagerProcesor.ws, find:
Code:
if(actorVictim && playerAttacker && action.IsActionMelee() && thePlayer.inv.IsItemFists(weaponId) )        
{
        actorVictim.SignalGameplayEvent( 'wasHitByFists' );    
                
        if(MonsterCategoryIsMonster(victimMonsterCategory))
        {
            if(!victimCanBeHitByFists)
            {
                playerAttacker.ReactToReflectedAttack(actorVictim);
            }
            else
            {            
                actorVictim.GetResistValue(CDS_PhysicalRes, points, percents);
                
                if(percents >= theGame.params.MONSTER_RESIST_THRESHOLD_TO_REFLECT_FISTS)
                        playerAttacker.ReactToReflectedAttack(actorVictim);
            }
        }          
 }
Change:
Code:
if(!victimCanBeHitByFists)                
{
        playerAttacker.ReactToReflectedAttack(actorVictim);
}
To:

Code:
if(!victimCanBeHitByFists)    
{
        //playerAttacker.ReactToReflectedAttack(actorVictim);
}

Then delete // if you want to enable it again.
 
Last edited:
It worked, thank you so much. Do you know if it is possible to make it so the enemies still bleed/finishers will trigger when I attack them ? Basically to make the game think Im still using swords, I guess that would be a bit harder than simply editing script ?
 
Bleeding part is easy too. In the same file find:

Code:
if(playerAttacker && action.IsActionMelee() && !playerAttacker.GetInventory().IsItemFists(weaponId) && playerAttacker.IsLightAttack(attackAction.GetAttackName()) && playerAttacker.CanUseSkill(S_Sword_s05))                
{
                    bleedCustomEffect.effectType = EET_Bleeding;
                    bleedCustomEffect.creator = playerAttacker;
                    bleedCustomEffect.sourceName = SkillEnumToName(S_Sword_s05);
                    bleedCustomEffect.duration = CalculateAttributeValue(playerAttacker.GetSkillAttributeValue(S_Sword_s05, 'duration', false, true));
                    bleedCustomEffect.effectValue.valueAdditive = CalculateAttributeValue(playerAttacker.GetSkillAttributeValue(S_Sword_s05, 'dmg_per_sec', false, true)) * playerAttacker.GetSkillLevel(S_Sword_s05);
                    actorVictim.AddEffectCustom(bleedCustomEffect);
                }
You must delete
Code:
( !playerAttacker.GetInventory().IsItemFists(weaponId)

in the first line.

But I don't know about finishers, I would have to see through the code related to them, because I didn't modify anything with finishers before.
 
Thank you. What Im trying to do... I wanted to play as Dettlaff thanks to this mod http://www.nexusmods.com/witcher3/mods/1031/? in new version there are few presets and also a Dettlaff's vampire form with claws and vampire head, so I've made 2 presets, one for human for talking/cutscenes etc. and second with vampire form for fighting.
http://i.imgur.com/eE5SnSa.jpg
http://i.imgur.com/meIZC2d.jpg


Also I got this mod http://www.nexusmods.com/witcher3/mods/956/? and made animations much faster, so they're more vampire alike and this http://www.nexusmods.com/witcher3/mods/1509/? so I could adjust fists damage.

Although fist animations doesn't really fit claws, but I can live with that. Also got a "spell" from that mod which I binded to capslock and it teleports you 3 ft forward, so during the fights when the camera is locked on someone and you're close to him it will always teleport you behind him.

That's how much I could change gameplay to resemble it as a vampire. Now thanks to you, I "fixed" the fighting part, but there's one more thing. When I was checking that bleed fix, I actually realized that it wasn't the lack of blood that was throwing me off, but more like this stupid punch sound. Changing it for sword sounds would be possible ? Even better if I could actually replace it to Dettlaff sounds.

Also if you got more ideas/mods or figure out how to change animations or replace sounds effect, basically anything that would make the gameplay similar to playing as Dettlaff, please let me know and thank you again.
 

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