I've been getting the error "Error [modimmersivecam]immersivecamconfig.ws(3): Class 'icControl' already defined." Witcher merger cant detect the conflict and taking out "immersivecamconfig from the modW3EE folder also crashes during startup. Rlly at a loss here, i wanted this mod to work so much
Maybe it is just me or maybe I did something wrong but it appears that the slow motion only triggers when I am NOT in combat, everything is slowed down but as soon as I enter combat, normal pace fires on...not sure it is what was intended.
Ok, happened to fix it by myself, I am actually using Lazarus Project as well so I thought it was this mod that was causing troubles but it wasn't, it is indeed W3EE special cases that are reverting to standard Time Scale. I had to modify 2 other scripts to be able to use Combat Focus :
- W3EE - Combat.ws - W3EE - Effects.ws
If someone is interested, I can provide the modifications.
I also made the Combat Focus trigger each time I enter combat with a slow ratio depending on some aspects like adrenaline, vigor, stamina and of course enabled skills. Yrden also grants some kind of slow motion but to a degree, if I already have more than 25% of slow motion enabled, Yrden won't change anything (maybe I could find a better way but so far it is fine).
I have several ideas, I will create my own mod compilation with personal modifications / enhancements, if ppl are interested, I will ask authors of the mods I use the permission to provide the result to others.
So far I succesfully merged :
- W3EE (Witcher 3 Enhanced Edition) - Project Lazarus - Remodified Random Encounters - Friendly Focus - Skill Based Dismember - AutoLoot AIO 3.0 - Real Economy (Merged with default W3EE / Lazarus or separated, option in menu) - Real Heavy (same as above) - Brutal Blood - some retexturing (Henry Cavill, HD Rework Project, Anya Chalotra, No Dirty Lens Effect, Toggle-able Feline hood, Geralt Cloak, etc...) - Tweaks - 60 FPS GUI - No Time For Gwent - Fast Travel from anywhere (but Roach required) - PLM and some mods created for it - Music Overhaul Project - Manguz Fog and DOF tweaker
I have spend some time trying to figure out the instructions, but I failed horribly and just glitched the game, had to reinstall my mods. If you are willing to upload a solution, for those of us less versed in W3 modding, then you are a true hero and I'm starting a new run with default settings. I always enjoyed slowmo in games, was a real shame when I failed to install this one.
I've got this to work with W3EE 4.x and 1.32. If anyone is wondering on instructions
Into **Mods\modW3EEMain\content\scripts\local\**
copy over **CombatFocusController.ws CombatFocusCache.ws**
Edit **immersiveCamConfig.ws** so it matches the one from this mod. Change functions **icInit(), Init()**
In **bin\config\r4game\user_config_matrix\pc\input.xml** add the <Var builder="Input" id="CamCombatFocus" displayName="CamCombatFocus" displayType="INPUTPC" actions="CamCombatFocus" tags="input_overlap4"/> after the <!-- Camera --> tag **ImmCamMenu.xml** also overwrites in here
In your Documents\Witcher 3\input.settings, apply the patch as described
Note that slow motion doesn't work effectively in the White Orchard area.
I almost gave up on W3EE because I found it to be way too hard. I felt combat to be way too fast and I was constantly missing attacks or getting myself killed. Mind you, I not very good at video games and don't really care to be haha. I had not even installed the Immersive Cam mod until I found this mod. You have literally made W3EE playable IMO. You may say you made some slight modifications, but you still deserve the credit for making W3EE playable, so thank you!
How did you install it on the most recent version of W3EE that already has immersive cam integrated?
W3EE is version 4.0 now, and immersivecam seems integrated into it. But I can't find the slow motion settings in the input.xml file to add the (/spoiler "From it open file input.xml Focus. Find ImmerseCam section: <!-- Immersive Cam Begin --> .... <!-- Immersive Cam End --> Insert new line: <Var builder="Input" id="CamCombatFocus" displayName="CamCombatFocus" displayType="INPUTPC" actions="CamCombatFocus" tags="input_overlap4"/> <!-- CombatFocus --> before <!-- Immersive Cam End --> marker. Now your ImmerseCam section in input.txt should look like in inupt.PATCH.xml .") section to. Is this mod not compatible with the w3ee 4.0 version of immersive cam and I still need the immersive cam mod?
edit: don't know how to make spoiler tag to hid all the complicated stuff. sorry.
I almost gave up on W3EE because I found it to be way too hard. I felt combat to be way too fast and I was constantly missing attacks or getting myself killed. Mind you, I not very good at video games and don't really care to be haha. I had not even installed the Immersive Cam mod until I found this mod. You have literally made W3EE playable IMO. You may say you made some slight modifications, but you still deserve the credit for making W3EE playable, so thank you!
26 comments
Witcher merger cant detect the conflict and taking out "immersivecamconfig from the modW3EE folder also crashes during startup.
Rlly at a loss here, i wanted this mod to work so much
Remove the following lines from \modW3EEMain\content\scripts\local\W3EE - Effects.ws
abilityCountLast = abilityCount;
timeScale = 1.f - (currentAdrenaline * 0.0015f);
theGame.SetTimeScale(timeScale, theGame.GetTimescaleSource(ETS_Adrenaline), theGame.GetTimescalePriority(ETS_Adrenaline), false, true);
speedMultID = playerWitcher.SetAnimationSpeedMultiplier(1.f / timeScale, speedMultID, true);
Maybe it is just me or maybe I did something wrong but it appears that the slow motion only triggers when I am NOT in combat, everything is slowed down but as soon as I enter combat, normal pace fires on...not sure it is what was intended.
Is there something I should know ?
- W3EE - Combat.ws
- W3EE - Effects.ws
If someone is interested, I can provide the modifications.
I also made the Combat Focus trigger each time I enter combat with a slow ratio depending on some aspects like adrenaline, vigor, stamina and of course enabled skills. Yrden also grants some kind of slow motion but to a degree, if I already have more than 25% of slow motion enabled, Yrden won't change anything (maybe I could find a better way but so far it is fine).
I have several ideas, I will create my own mod compilation with personal modifications / enhancements, if ppl are interested, I will ask authors of the mods I use the permission to provide the result to others.
So far I succesfully merged :
- W3EE (Witcher 3 Enhanced Edition)
- Project Lazarus
- Remodified Random Encounters
- Friendly Focus
- Skill Based Dismember
- AutoLoot AIO 3.0
- Real Economy (Merged with default W3EE / Lazarus or separated, option in menu)
- Real Heavy (same as above)
- Brutal Blood
- some retexturing (Henry Cavill, HD Rework Project, Anya Chalotra, No Dirty Lens Effect, Toggle-able Feline hood, Geralt Cloak, etc...)
- Tweaks
- 60 FPS GUI
- No Time For Gwent
- Fast Travel from anywhere (but Roach required)
- PLM and some mods created for it
- Music Overhaul Project
- Manguz Fog and DOF tweaker
Planing to add E3DodgeSystem, harder but doable.
Here is a function from CombatFocusController.ws :
private function getSkillLevel(s : ESkill) : int {
if(thePlayer.CanUseSkill(s))
return thePlayer.GetSkillLevel(S_Sword_s09);
else return 0;
}
Shouldn't it be :
private function getSkillLevel(s : ESkill) : int {
if(thePlayer.CanUseSkill(s))
return thePlayer.GetSkillLevel(s);
else return 0;
}
The former is always returning the skill level of the exact same skill despite you are checking several other skills with this function :
// Defence : 14 skill points total
sk += getSkillLevel(S_Sword_s10) + getSkillLevel(S_Sword_s09) + getSkillLevel(S_Sword_s11) + getSkillLevel(S_Sword_s03);
// Trance : 20 skill points total
sk += getSkillLevel(S_Sword_s16) + getSkillLevel(S_Sword_s18) + getSkillLevel(S_Sword_s20) + getSkillLevel(S_Sword_s19);
PS : how can the total of defence be 14 when you check for 4 skills that may be up to 5 points each ?
Here is the function I'm talking about :
// Combat Focus STAT from Skills [0.0 - 1.0]
public function combatFocusSkillsStat() : float {
var sk :int;
sk = 0;
//sk += 3;// You are witcher :-) [+1], initial defence [+1] & trance [+1]
// Defence : 14 skill points total
sk += getSkillLevel(S_Sword_s10) // Deflection
+ getSkillLevel(S_Sword_s09) // Fleet Flooted
+ getSkillLevel(S_Sword_s11) // Counterattack
+ getSkillLevel(S_Sword_s03);// Deadly Precision
// Trance : 20 skill points total
sk += getSkillLevel(S_Sword_s16) // Resolve
+ getSkillLevel(S_Sword_s18) // Undying
+ getSkillLevel(S_Sword_s20) // Razor Focus
+ getSkillLevel(S_Sword_s19);// Flood of Anger
// Perks : 5 skill points total
sk += getSkillLevel(S_Perk_05); // Cat school light armors
sk += getSkillLevel(S_Perk_09); // Rage Management
sk += getSkillLevel(S_Perk_10); // Adrenaline Burst
sk += getSkillLevel(S_Perk_11); // Focus
sk += getSkillLevel(S_Perk_19); // Battle Frenzy
sk += 1;// light armor
return sk / 40.0;
}
Into **Mods\modW3EEMain\content\scripts\local\**
copy over
**CombatFocusController.ws
CombatFocusCache.ws**
Edit **immersiveCamConfig.ws** so it matches the one from this mod. Change functions **icInit(), Init()**
In **bin\config\r4game\user_config_matrix\pc\input.xml** add the
<Var builder="Input" id="CamCombatFocus" displayName="CamCombatFocus" displayType="INPUTPC" actions="CamCombatFocus" tags="input_overlap4"/>
after the <!-- Camera --> tag
**ImmCamMenu.xml** also overwrites in here
In your Documents\Witcher 3\input.settings, apply the patch as described
Note that slow motion doesn't work effectively in the White Orchard area.
How did you install it on the most recent version of W3EE that already has immersive cam integrated?
Focus.
Find ImmerseCam section: <!-- Immersive Cam Begin --> .... <!-- Immersive Cam End -->
Insert new line:
<Var builder="Input" id="CamCombatFocus" displayName="CamCombatFocus" displayType="INPUTPC" actions="CamCombatFocus" tags="input_overlap4"/> <!-- CombatFocus -->
before <!-- Immersive Cam End --> marker.
Now your ImmerseCam section in input.txt should look like in inupt.PATCH.xml .") section to. Is this mod not compatible with the w3ee 4.0 version of immersive cam and I still need the immersive cam mod?
edit: don't know how to make spoiler tag to hid all the complicated stuff. sorry.