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[Mod Request] Make Geralt's head follow the closest NPC

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M

Mezziaz

Rookie
#1
Aug 26, 2015
[Mod Request] Make Geralt's head follow the closest NPC

UPDATE: Thanks to skacikpl out dream is now reality thanks to his mod called Face Them.
Link to Nexus mod page

[video]https://fat.gfycat.com/ImpeccableDelectableAmericanbobtail.webm[/video]
__________________________________________________ __________________



We saw this many times showcased in earlier footage for example in the GIF below



And in the Sword of Destiny trailer here


I believe Geralt still does this during combat and sometimes when following a more major character in story missions but I think it would be great for immersion to see it happen when going about exploring the world as well.

It's something I was a bit bummed about to not to see it end up in the final game.
 
Last edited: Sep 11, 2015
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Guest 2364765

Guest
#2
Aug 26, 2015
I may look into this tomorrow.

It should be simple to implement, IIRC there's an existing function for this so all you would need is to attach it to a timer.
 
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W

Wintermist

Rookie
#3
Aug 26, 2015
I remember someone made this for me in Skyrim :D Made me a happy gamer.
 
M

moonknightgog

Forum veteran
#4
Aug 26, 2015
I was thinking. And what about an option to turn the head (and camera) when you want, but not the body, like in arma series?
 
K

Kasztan187

Rookie
#5
Aug 26, 2015
I noticed Geralt turns his head where you point camera only when you are riding horse
 
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M

moonknightgog

Forum veteran
#6
Aug 26, 2015
Kasztan187 said:
I noticed Geralt turns his head where you point camera only when you are riding horse
Click to expand...
Yeah, I notice that too. I would like a mod that make it possible when you are on foot. A key that allow to turn the head, as long with the camera, but not the body.
 

Guest 2364765

Guest
#7
Aug 26, 2015
Kasztan187 said:
I noticed Geralt turns his head where you point camera only when you are riding horse
Click to expand...
That's actually quite good tip, now i have better idea where to look.

---------- Updated at 09:48 PM ----------

Well, i assumed it should be simple and i couldn't be more wrong, i've found function(s) that supposedly handle head movement.
On base level head movement is actually always enabled and it passes variables to player's behavior tree.

Issue is that for e.g vehicle behavior tree makes use of those variables, but default exploration one doesn't, and i don't really know how to override that.

Really, REALLY goofy way of doing this, i must say.
 
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M

Mezziaz

Rookie
#8
Aug 30, 2015
skacikpl said:
Well, i assumed it should be simple and i couldn't be more wrong, i've found function(s) that supposedly handle head movement.
On base level head movement is actually always enabled and it passes variables to player's behavior tree.

Issue is that for e.g vehicle behavior tree makes use of those variables, but default exploration one doesn't, and i don't really know how to override that.

Really, REALLY goofy way of doing this, i must say.
Click to expand...

Well that's a damn shame.... Thanks a lot for trying at least!
 

Guest 2364765

Guest
#9
Sep 8, 2015
Mezziaz said:
Well that's a damn shame.... Thanks a lot for trying at least!
Click to expand...
Update on the matter, i may have a solution for this.

It was much simpler than i though it it was, i'll try a dynamic implementation soon.

---------- Post merged on 08-09-2015 at 01:13 AM ----------

Another update, initial implementation is working:
https://gfycat.com/ThankfulLongKoala

Good thing is that the effect looks very natural.
Bad thing is that certain idle animations override head movement, which sometimes makes Geralt look like 8 year old with ADHD, looking at somebody then looking to the sides, looking back at somebody and then taking a quick peek over his left shoulder, etc.

Not much can be done about the idle anims i'm afraid, but the base function is working quite well.

Currently i'm using player target rather than actual nearest NPC, i wonder whether that would give me better results, like in the OP's video.

Current solution depends on camera to define player's target.
What do you guys think? Should i make custom function which would unconditionally make Geralt look at nearest NPC or leave it as it is?
 
Last edited by a moderator: Sep 8, 2015
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B

Bytecode

Rookie
#10
Sep 8, 2015
skacikpl said:
Update on the matter, i may have a solution for this.

It was much simpler than i though it it was, i'll try a dynamic implementation soon.

---------- Post merged on 08-09-2015 at 01:13 AM ----------

Another update, initial implementation is working:
https://gfycat.com/ThankfulLongKoala

Good thing is that the effect looks very natural.
Bad thing is that certain idle animations override head movement, which sometimes makes Geralt look like 8 year old with ADHD, looking at somebody then looking to the sides, looking back at somebody and then taking a quick peek over his left shoulder, etc.

Not much can be done about the idle anims i'm afraid, but the base function is working quite well.
Click to expand...
Great work, now provide us with a video with 8y/o ADHD Geralt :happy3:
 

Guest 2364765

Guest
#11
Sep 8, 2015
Bytecode said:
Great work, now provide us with a video with 8y/o ADHD Geralt :happy3:
Click to expand...
I didn't catch the perfect example on the video, it's quite late in Poland right now and i'm going to hit the bed in a few.
Here's something that somewhat illustrates the issue:
https://gfycat.com/SnoopyForsakenAlbertosaurus

Notice the random delay when switching targets, sometimes Geralt moves his head instantly but in random cases there's delay because current idle animation overrides head movement.

Most likely as i said earlier, using nearest NPC rather than current target would be a better solution overall. Less target switching and not reliant on camera.
 
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E

essenthy

Rookie
#12
Sep 8, 2015
i was trying to look after this recently without success, what i noticed however is for example in the 35mn demo his head movements seems to be randomized rather than following anything else, he look randomly left and right while walking

and the animation "loop" seems to be still there, it happen in idle state, i was thinking about attaching it to exploration/walking state but i have no idea how

also same for his walking animation, it changed from the 2014 build, it changed from a " confident " walking to something more " chill " with his hand having a more " loosy " movements set

the good thing is its still there, if you slow walk ( not too much ) you can see it happen, so maybe slowing down his maximum speed walk could do the trick
 
Last edited: Sep 8, 2015
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I

IrregularJohn

Banned
#13
Sep 8, 2015
skacikpl said:
I didn't catch the perfect example on the video, it's quite late in Poland right now and i'm going to hit the bed in a few.
Here's something that somewhat illustrates the issue:
https://gfycat.com/SnoopyForsakenAlbertosaurus

Notice the random delay when switching targets, sometimes Geralt moves his head instantly but in random cases there's delay because current idle animation overrides head movement.

Most likely as i said earlier, using nearest NPC rather than current target would be a better solution overall. Less target switching and not reliant on camera.
Click to expand...
It would surely be nice to compare them. Is that one (following nearest NPC) is the one that's used in that 37 minute gameplay video?
 
M

Mezziaz

Rookie
#14
Sep 8, 2015
skacikpl said:
Currently i'm using player target rather than actual nearest NPC, i wonder whether that would give me better results, like in the OP's video.

Current solution depends on camera to define player's target.
What do you guys think? Should i make custom function which would unconditionally make Geralt look at nearest NPC or leave it as it is?
Click to expand...
You can attempt at making a custom function, if it shouldn't work out then what you have already accomplished is certainly better than the lack of head movement we have from Geralt currently.

Amazing work!
 

Guest 2364765

Guest
#15
Sep 8, 2015
essenthy said:
i was trying to look after this recently without success, what i noticed however is for example in the 35mn demo his head movements seems to be randomized rather than following anything else, he look randomly left and right while walking

and the animation "loop" seems to be still there, it happen in idle state, i was thinking about attaching it to exploration/walking state but i have no idea how

also same for his walking animation, it changed from the 2014 build, it changed from a " confident " walking to something more " chill " with his hand having a more complexe movements set

the good thing is its still there, if you slow walk ( not too much ) you can see it happen, so maybe slowing down his maximum speed walk could the trick
Click to expand...
Not sure what you're referring to, i conducted my tests when stationary and was talking about normal idle anims.
I haven't done any extensive testing but i don't think there are any animations that override head movement when jogging/sprinting. Not sure about slow walk, it may have some animations of that kind.

IrregularJohn said:
It would surely be nice to compare them. Is that one (following nearest NPC) is the one that's used in that 37 minute gameplay video?
Click to expand...
Hell if i know, not like i had a chance to check the game at that stage of development.

My gut feeling tells me so, but i may be wrong. My other blind guess that as i said, that solution may be better for this than the one i currently implemented.
I'll try tomorrow (it's 2am in 'ere) and post some vids later for you guys to check out.
 
I

IrregularJohn

Banned
#16
Sep 8, 2015
Much obliged. Looking forward to your findings in that area, @skacikpl. Also @essenthy, now that you mentioned the changed walking animation, it kinda DOES look more confident in that 37 minute video. So much stuff changed and for what, there's a saying - if it ain't broke, don't fix it - that very much applies here.

I'm a layman I admit but I doubt that the walking animation and head movements affect performance that much, don't they?
 
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E

erxv

Rookie
#17
Sep 8, 2015
IrregularJohn said:
now that you mentioned the changed walking animation, it kinda DOES look more confident in that 37 minute video. So much stuff changed and for what, there's a saying - if it ain't broke, don't fix it - that very much applies here.
Click to expand...
its getting really really annoying.... now that you have complained about every decision CDPR has made over the course of development, you start making up things that they do.....

the walking animation from the 37 min demo is still there..... it was in the vanilla game.... there are 2 walk speeds, the slower one that is the calm/confident one - like in the 37 min demo.... and a faster one that is not in the demo.....

now, both those speeds were in the vanilla game and are now aswell (atleast indoors).... just now it seems that the slower walk is gone (when outside) due to a bug with a patch... (probably the alternative move set patch)

actually.... right now there are 3 different walk speeds indoors.... in patch 1.08.4..... one of which is exactly the same as in the 37 min demo.... so stop complaining..... they didnt remove anything, they added more speeds so that the transition between different speeds would be smoother...

get this mod and see:
http://www.nexusmods.com/witcher3/mods/575/?
important note you can only see it right with a controller (which they used for each of their demos)

with the mod, keyboard walk is the new walk, and with controller you got 3 different walks.... indoor you got 3 walks with controller....

without mod, keyboard walk is the new walk, controller walk is the new walk....... indoors you got 3 walks with controller...

most likely because of a bug...... because they still got the walk from the 37 min demo, it just only appears indoors without a mod......

so please, lay off of CDPR, they arent creating bugs just to mess with you...... its just a simple bug.....
 
Last edited: Sep 8, 2015
C

CarolKarine

Rookie
#18
Sep 8, 2015
erxv said:
its getting really really annoying.... now that you have complained about every decision CDPR has made over the course of development, you start making up things that they do.....

the walking animation from the 37 min demo is still there..... it was in the vanilla game.... there are 2 walk speeds, the slower one that is the calm/confident one - like in the 37 min demo.... and a faster one that is not in the demo.....

now, both those speeds were in the vanilla game and are now aswell (atleast indoors).... just now it seems that the slower walk is gone (when outside) due to a bug with a patch... (probably the alternative move set patch)

actually.... right now there are 3 different walk speeds indoors.... in patch 1.08.4..... one of which is exactly the same as in the 37 min demo.... so stop complaining..... they didnt remove anything, they added more speeds so that the transition between different speeds would be smoother...

get this mod and see:
http://www.nexusmods.com/witcher3/mods/575/?
important note you can only see it right with a controller (which they used for each of their demos)

with the mod, keyboard walk is the new walk, and with controller you got 3 different walks.... indoor you got 3 walks with controller....

without mod, keyboard walk is the new walk, controller walk is the new walk....... indoors you got 3 walks with controller...

most likely because of a bug...... because they still got the walk from the 37 min demo, it just only appears indoors without a mod......

so please, lay off of CDPR, they arent creating bugs just to mess with you...... its just a simple bug.....
Click to expand...

goddamn your periods are driving me INSANE.
 
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I

IrregularJohn

Banned
#19
Sep 8, 2015
CarolKarine said:
goddamn your periods are driving me INSANE.
Click to expand...
Word. Why the hell would I get a controller when I play it on PC is beyond me. Just because CDPR couldn't optimise the handling of the game on KB+mouse isn't really my fault and I don't feel the need to buy a controller because of it.
 
Last edited: Sep 8, 2015
C

CarolKarine

Rookie
#20
Sep 8, 2015
IrregularJohn said:
Word. Why the hell would I get a controller when I play it on PC is beyond me. Just because CDPR couldn't optimise the handling of the game on KB+mouse isn't really my fault and I don't feel the need to buy a controller because of it.
Click to expand...
I play on controller and love it. I just like to relax and lay back on my bed with RPGs. I'll use M+K if I need to aim anything, but thankfully Geralt has some great auto-aim for throwing things and shooting with the crossbow.

EDIT: this is off topic. sorry.

I don't know how to go about this, but I agree that instead of making him look where the crosshair/center screen is, it should be the nearest NPC.
 
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