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[TW1] [mod] No-Blur Blizzard

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C

Corylea.723

Ex-moderator
#1
Oct 21, 2011
[TW1] [mod] No-Blur Blizzard

Xandman asked if there were any mods that remove or reduce the blur that the Blizzard potion produces, and I didn't know of any, so I tried to make one.

This mod is still in testing
, because I don't have access to the full script that sets the Blizzard potion effect. That means that I have to edit the COMPILED script, which greatly limits what I can do. So, let me know how this works for you. I know it makes time slow down without the blur, but does Geralt still have all the advantages he's supposed to have? I did test this, of course, but I've never used the Blizzard potion much, so I don't have a good sense of how its normal effects feel during gameplay.

You can download it at my website, at http://corylea.com/no_blur_blizzard_mod.html

If you'd like to report on how this mod is working for you, you can leave a comment in this thread or send e-mail to medicalproblemsquiz at gmail dot com.

Like all of my mods, this is for The Witcher 1, NOT The Witcher 2.

Here's the Blizzard potion WITHOUT the blur:




And here it is WITH the blur:

 
blakeocity

blakeocity

Forum regular
#2
Oct 21, 2011
I love you.
 
Sandis

Sandis

Senior user
#3
Oct 21, 2011
Please everyone!!!...
 
U

username_3514154

Rookie
#4
Oct 22, 2011
Thank you so much for this.

Edit: Just given it a quick run out on an old savegame. Fine for me - just seen off a few drowners and a gang of Salamanders with no problem at all.
 
eskiMoe

eskiMoe

Mentor
#5
Oct 22, 2011
Nice.

I hope they release the mod tools for TW2 ASAP. Someone really needs to mod the ridiculous x-ray vision away from the Cat potion.
 
blakeocity

blakeocity

Forum regular
#6
Oct 22, 2011
I hope they release the mod tools for TW2 ASAP. Someone really needs to mod the ridiculous x-ray vision away from the Cat potion.

Indeed! It's easier to see in the dark without the Batman effect.
 
X

xandman

Rookie
#7
Oct 22, 2011
awesome thanks for this, i'll give it a proper whirl when i next get a chance to play properly. (probably tuesday)
 
C

Corylea.723

Ex-moderator
#8
Oct 22, 2011
AndyH said:
Thank you so much for this.
Click to expand...
You're welcome!


Edit: Just given it a quick run out on an old savegame. Fine for me - just seen off a few drowners and a gang of Salamanders with no problem at all.
Click to expand...
Thanks for the feedback. It's very weird, trying to edit a compiled script without being able to see what that script really does. So thanks for testing it out for me.
 
F

fantasta

Forum veteran
#9
Oct 23, 2011
There's a broken link in the first post, you need to remove the period from the link. So what did you correct in the compiled script? Thanks for your effort.
 
tommy5761

tommy5761

Mentor
#10
Oct 23, 2011
Fantasta said:
There's a broken link in the first post, you need to remove the period from the link. So what did you correct in the compiled script? Thanks for your effort.
Click to expand...
Fixed the link .
 
C

Corylea.723

Ex-moderator
#11
Oct 23, 2011
Fantasta said:
So what did you correct in the compiled script?
Click to expand...
If you open the compiled script reflex_apply.ncs, it looks like this:





Well, most of that is gobbledegook, but there are a couple of things that can be looked at. I tried messing with fx_spowol01, but that didn't stop the blur; those special effects files are for other aspects of the Blizzard look.

SetTimeMultiplier, PlayerHitTimeStop, and PlayerHitTimeSlowdown all looked as if they were essential aspects of the Blizzard effect and also looked as if they wouldn't do anything about the blur.

That left EnableHasteEffect. I didn't know if changing that "true" to "false" would turn off only the special effect (i.e., the blur), or if it would keep Geralt from getting faster. But since time was set to .33, whereas Geralt's hit time was set to .65, it seemed as if those numbers might be what was giving Geralt the advantage, and the haste effect MIGHT be only the blur.

So I changed the "true" to "false," and the blur did go away, and Geralt still seemed faster than the creatures around him. But I've never used Blizzard much, so I didn't have a good sense of exactly how Blizzard feels in play. And since I don't have access to the uncompiled script, I didn't know what all might have been in there that I couldn't see, which is why I asked for testers and cautioned people that this was still in testing.

So, there you have it. I wish CDPR had ever felt able to release the UNCOMPILED scripts for TW1. Maybe the TW2 modders will be lucky, and they'll release them for TW2.


Fantasta said:
Fixed the link .
Click to expand...
Thank you, Tommy.
 
F

fantasta

Forum veteran
#12
Oct 23, 2011
Thank you, Corylea, that was very interesting, one can always learn something new. I'm sure the mod works as expected. I remember how much trouble I had creating new potion effects in "Entrapped", ah, good old times of messing with hex editors...
 
X

xandman

Rookie
#13
Oct 25, 2011
mod seems to be working as intended, tried same fight several times, with and without mod, with and without blizzard, the animations and speed of animations was the same with or without the mod, only thing different was the blur!.
 
C

Corylea.723

Ex-moderator
#14
Oct 26, 2011
xandman said:
mod seems to be working as intended, tried same fight several times, with and without mod, with and without blizzard, the animations and speed of animations was the same with or without the mod, only thing different was the blur!.
Click to expand...
Thanks for letting me know!

I guess I'll upload this to the Witcher Nexus, then.
 
S

Silverio13

Senior user
#15
Nov 8, 2011
Thanks!
 
F

Flash

CD PROJEKT RED
#16
Nov 8, 2011
You can achieve the same result by removing StartingAction = "reflex_apply" and EndingAction = "reflex_remove" lines from potion_abl.lua script.

Code:

DefAbility {
Name = "PotionReflex",
AbilityName = "1922",
AbilityDescription = "1923",
StartingAction = "reflex_apply",
EndingAction = "reflex_remove",

Icon = "ice_potion_019",
AttrsMod = {
Defence = { Dodge_Mult = 1.5, Parry_Mod = 1.5 },
},
}
 
C

Corylea.723

Ex-moderator
#17
Nov 8, 2011
Flash said:
You can achieve the same result by removing StartingAction = "reflex_apply" and EndingAction = "reflex_remove" lines from potion_abl.lua script.
Click to expand...
If I did that, the slow-down-time effect of the Blizzard potion would be lost, so the potion would do essentially nothing. That isn't what people want; they want the slow-down-time effect, just without the motion-sickness-inducing visual blur. Altering the reflex_apply.ncs script enables me to remove the blur while keeping the important part of the potion.

Plus, doing that would conflict with any mod that also alters the potion_abl.lua script. By altering the reflex_apply.ncs script instead, I've made sure that this mod would only conflict with mods that alter the Blizzard potion. Most people who use mods use more than one, and I think it's best if mods try to play well with others. :)


Flash said:
Thanks!
Click to expand...
You're welcome! Thanks for taking the time to leave me a comment.
 
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