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[Mod Request] See Geralt while meditating

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M

Mezziaz

Rookie
#1
Aug 23, 2015
[Mod Request] See Geralt while meditating

Now I'm actually not sure if this is even possible with the current modkit, but during E3 2014 CDPR showed us a meditation screen where we still could see Geralt and the lighting of the game world change, this is also how meditation worked in the Witcher 2.

Here is a rough photoshop of what such a mod could look like.



If someone out there have the talent and skill (provided the current modkid allows it) to make this a reailty me and I would presume many others of us Witcher fans would be forever grateful.
 
Last edited: Aug 23, 2015
C

CarolKarine

Rookie
#2
Aug 23, 2015
This mod exists. I'll try and find the link, but what it does is it doesn't even open the menu while you meditate. you just press a button, geralt kneels, and the world fast-forwards.

---------- Updated at 03:18 PM ----------

http://www.nexusmods.com/witcher3/mods/365/? This mod in it's most updated state has the capability I mentioned above. you can access all the normal menu items through key presses during meditation.

as I haven't posted enough I can't make that a link. but there ya go.
 
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Guest 2364765

Guest
#3
Aug 23, 2015
Normal meditation is possible but i doubt both at once can be done now (see-through menu).
 
M

Mezziaz

Rookie
#4
Aug 23, 2015
CarolKarine said:
This mod exists. I'll try and find the link, but what it does is it doesn't even open the menu while you meditate. you just press a button, geralt kneels, and the world fast-forwards.

---------- Updated at 03:18 PM ----------

http://www.nexusmods.com/witcher3/mods/365/? This mod in it's most updated state has the capability I mentioned above. you can access all the normal menu items through key presses during meditation.

as I haven't posted enough I can't make that a link. but there ya go.
Click to expand...
I actually did not know that mod came with that particular feature, this will certainly do for now, thanks!

This also proves that the ToD fast forward works just fine while meditating so why are CDPR even hiding that amazing feature?
 

Guest 2364765

Guest
#5
Aug 23, 2015
I made a mod which allows you to bind meditation animation to a key.

Pressing it will just make Geralt kneel without doing much else.
Optionally i'll throw in a health regen while sitting.
 
S

Septerra_Core

Senior user
#6
Aug 23, 2015
We need a bonfire too while meditating. Someone please make it happen. :)
 
B

berserker66666

Rookie
#7
Aug 23, 2015
Septerra_Core said:
We need a bonfire too while meditating. Someone please make it happen.
Click to expand...
THIS. Like shown in 2014 gameplay demo.
 
Wasteland_Ghost

Wasteland_Ghost

Senior user
#8
Aug 23, 2015
I can make it so Geralt would meditate only near camp fire, but so far I was unable to imitate early trailers meditation sequence. There is an animation of Geralt igniting the bonfire when kneeling, but no actual bonfire is spawn (controlled by w2beh behavior tree, unaccessible yet). States and latent functions work crazy in ws (I have a lot of experience with unrealscript and I mean it - they do crazy), I was unable to sync animations and decided to drop the idea for the time being.

There are lot of leftover content in TW3 resources, so we might still figure it out eventually.

For those interested. Use this to activate MeditateWithIgnite action:

GetWitcherPlayer().SetBehaviorVariable( 'MeditateWithIgnite', 1 );
GetWitcherPlayer().PlayerStartAction( PEA_Meditation );
 

Guest 2364765

Guest
#9
Aug 23, 2015
Wasteland_Ghost said:
I can make it so Geralt would meditate only near camp fire, but so far I was unable to imitate early trailers meditation sequence. There is an animation of Geralt igniting the bonfire when kneeling, but no actual bonfire is spawn (controlled by w2beh behavior tree, unaccessible yet). States and latent functions work crazy in ws (I have a lot of experience with unrealscript and I mean it - they do crazy), I was unable to sync animations and decided to drop the idea for the time being.

There are lot of leftover content in TW3 resources, so we might still figure it out eventually.

For those interested. Use this to activate MeditateWithIgnite action:

GetWitcherPlayer().SetBehaviorVariable( 'MeditateWithIgnite', 1 );
GetWitcherPlayer().PlayerStartAction( PEA_Meditation );
Click to expand...
Well, only solution i can imagine would be to roughly estimate frametime of ignition and then add timer right after
GetWitcherPlayer().PlayerStartAction( PEA_Meditation );

With time of this delay, that should roughly sync both things.

As for spawning the bonfire, that'd be easy if i knew it's w2ent name and path.
Spawning entities is relatively simple, but getting all w2ent names and paths is a pain since you have to chew through all bundles with QuickBMS to get about 80% of them.

I assume it would be under \gameplay\interactive_objects
 
Last edited by a moderator: Aug 23, 2015
S

Septerra_Core

Senior user
#10
Aug 23, 2015
.
Wasteland_Ghost said:
There is an animation of Geralt igniting the bonfire when kneeling, but no actual bonfire is spawn (controlled by w2beh behavior tree, unaccessible yet).
Click to expand...
Right before Geralt kneels at 27:04 of the 35min video a caption appears "gather brushwood" and what you can see is some wood but not the bonfire. The bonfire is spawned if you click these brushwood.
 

Guest 2364765

Guest
#11
Aug 23, 2015
Well, i can spawn a bonfire in front of the player, but i have no idea how to set it on fire.
All functions are very protective in their design as if it was some sort of competitive FPS game.

Simulating igni hit actually requires me to feed real igni projectile...
 
T

TelandorSortas

Rookie
#12
Aug 23, 2015
Cant'we make geralt use igni on the bonfire?
 

Guest 2364765

Guest
#13
Aug 24, 2015
TelandorSortas said:
Cant'we make geralt use igni on the bonfire?
Click to expand...
It's not that simple, the "ignite" action is in fact two-way. It forces the player to play the animation and then it ignites.
Doing so in this case achieves nothing (because there's already meditation animation being played) but it also locks the player after he stops meditating, leaving him unable to move.


Nonetheless, i've got it all figured out now, hell i even added a timer to solve ignition animation sync (4.6 seconds).
For the purposes of my mod it all works great, if there's demand i may reuse my findings in different meditation mod.

//
Though amount of hacks i had to make in order to get needed info was too damn high.

Here's how it looks:
https://gfycat.com/WastefulDapperHerald
 
Last edited by a moderator: Aug 24, 2015
E

erxv

Rookie
#14
Aug 24, 2015
skacikpl said:
It's not that simple, the "ignite" action is in fact two-way. It forces the player to play the animation and then it ignites.
Doing so in this case achieves nothing (because there's already meditation animation being played) but it also locks the player after he stops meditating, leaving him unable to move.


Nonetheless, i've got it all figured out now, hell i even added a timer to solve ignition animation sync (4.6 seconds).
For the purposes of my mod it all works great, if there's demand i may reuse my findings in different meditation mod.

//
Though amount of hacks i had to make in order to get needed info was too damn high.

Here's how it looks:
https://gfycat.com/WastefulDapperHerald
Click to expand...
that looks so good, nice job :) if it works with the other mod (friendly hud http://www.nexusmods.com/witcher3/mods/365/? ) that lets you hold down the meditate button to change time of day without the menu, then it would be awesome..
 
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M

moonknightgog

Forum veteran
#15
Aug 24, 2015
Would be good if, in order to create the bonfire, you need to use timber.
 
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Guest 2364765

Guest
#16
Aug 24, 2015
moonknightgog said:
Would be good if, in order to create the bonfire, you need to use timber.
Click to expand...
Well, i can implement that as an optional feature.
I'll look into getting timelapse as an optional feature too.

//
Well, it is done:
http://www.nexusmods.com/witcher3/mods/492/
 
Last edited by a moderator: Aug 24, 2015
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Wasteland_Ghost

Wasteland_Ghost

Senior user
#17
Aug 24, 2015
skacikpl said:
Well, only solution i can imagine would be to roughly estimate frametime of ignition and then add timer right after
GetWitcherPlayer().PlayerStartAction( PEA_Meditation );

With time of this delay, that should roughly sync both things.
Click to expand...
Not the best solution, I've been there with other games. There are several function to presumably sync actions/animations, but I still haven't been able to unravel the mystery of their inner-workings. :)

skacikpl said:
As for spawning the bonfire, that'd be easy if i knew it's w2ent name and path.
Spawning entities is relatively simple, but getting all w2ent names and paths is a pain since you have to chew through all bundles with QuickBMS to get about 80% of them.

I assume it would be under \gameplay\interactive_objects
Click to expand...
I found what seemed to be an appropriate path (for campfire entity), but still template wasn't loaded. I was only able to spawn entities with aliases by loading their templates by alias. No luck with others.

There are a lot of unclear moments about states, latent and entry functions and ticking. As far as I can see, TW3 engine is mostly resource-oriented. All the synced actions are performed by behavior trees which are pre-defined and stored in w2beh files. Scripts have supporting role to do some small things and things that "tick".
 
Last edited: Aug 24, 2015

Guest 2364765

Guest
#18
Aug 24, 2015
Wasteland_Ghost said:
Not the best solution, I've been there with other games. There are several function to presumably sync actions/animations, but I still haven't been able to unravel the mystery of their inner-workings. :).
Click to expand...
On that we can agree, but on the other hand i don't think i care at this point.

As far as i can tell, setting a 4.65 seconds timer works perfectly fine in this case and besides fact that Timers seem to be really picky about their parent classes and the fact that this most likely is not in accordance with de lege artis.

Loading templates from path works fine, make sure you use \ slashes rather than /. slashes and when loading resource you need to pass 2nd argument as true, otherwise it won't load.
 
Wasteland_Ghost

Wasteland_Ghost

Senior user
#19
Aug 24, 2015
Missed second discussion page :)

You can check and ignite campfire with these:

if ( !campFireEnt.IsOnFire() )
{
campFireEnt.ToggleFire( true );
}
 

Guest 2364765

Guest
#20
Aug 24, 2015
Wasteland_Ghost said:
Missed second discussion page :)

You can check and ignite campfire with these:

if ( !campFireEnt.IsOnFire() )
{
campFireEnt.ToggleFire( true );
}
Click to expand...
Well, that would've been handy yesterday, i already figured it out in a different way but the end effect seems to be the same.
 
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