• How to change Field of View (FOV) Options → Mods → Gervant First Person → Camera → FOV
• Could not find function XXXXX Merge scripts with Script Merger
• Property 'environmentParameters' exists but was not imported from C++ code. Shared Imports must placed as <Game>\mods\modSharedImports, not <Game>\modSharedImports
• How to switch between FP and TP on keyboard Set key for "GFP - Change View" in Key Bindings menu
• How to switch between FP and TP on gamepad For "hold left stick to change view" add these lines to the top of input.settings
• There is "GFP - Change View" but set key does not work in game If pressed "Reset to Default" - click Reinstall in TW3MM for each module
• Grandmaster Cat Armor hood blocks the view Wear glasses (The Professor's spectacles) or search some mod to remove hood
• How to disable turning horse with mouse BHC or some other mod
• FP cutscenes You can temporarily enable FP cutscene by pressing Change View in the cutscene (keyboard only by default) NOT RECOMMENDED
• What to do if accidentally pressed "Reset to Default" in Key Bindings menu Click Reinstall in TW3MM for each module
• How to avoid clicking OK during script merging Go to Script Merger dir, run Tools\kdiff3.exe, go to Settings → Configure KDiff3 → Merge → uncheck Show info dialogs → OK → close KDiff3 to save settings
• Shadow flickering when using vorpX vorpX requires overriding camera near clip Edit modGFP_Camera\content\scripts\custom\gfp_config.ws Set NEAR_CLIP_OVERRIDE to 0.05 or higher
• Mods compatibility Ghost Mode OK Don't install GFP Disable Special Quen Effect
Custom Player Characters (CPC) Basic support GFP will automatically switch to 'Lite Mode' Using no hair or very short hair is required
v7 known issues: stabilization has not been applied to ladder animation (when using Jump Roll module) jump in combat animation doesn't blend with running finisher animations clip sometimes
in rare cases, when camera angle is exactly on the edge of switching between lite mode and headless mode, camera may jerk a bit
Vanilla issues, not because of GFP Animations: Ciri 'guard' (parrying) animation is not good
Thanks, I've been having no issues in white orchard and Vizima. But as soon as I try to enter Velen it crashes (video doesn't load, but I can hear background ambient noise). I've disabled the mod, loaded into Velen and then re-enabled the mods, and everything works fine again. But trying to save and reload brings back the crash issue. I'm only running with the Community patch shared imports, GFP camera, GFP combat, GFP Strafe, GFP less spins, GFP Shadows, GFP Geralt animations and GFP Fix rain and distant mist. So there should be no conflicts.
Hi, I removed everything except camera the shared import mod and still get the error. And whats more, sometimes it loads fine, but after a couple of mins of running around or fighting it will crash and freeze again.
I've attached save files to this "We transfer" link, https://we.tl/t-JPWSKyC4qb. It will expire in 3 days
i dont know what im doing wrong, but everytime when i enter to the game i see this error: Error [modgfp_strafe]custom\gfp_strafe.ws(2): Structure constructor cannot be used inside parent scope Error [modgfp_strafe]custom\gfp_strafe.ws(2): Could not find function 'GFP_Strafe' Error [modgfp_combat]local\gfp_combat.ws(12): Structure constructor cannot be used inside parent scope Error [modgfp_combat]local\gfp_combat.ws(12): Could not find function 'GFP_Combat' Error [modgfp_jumproll]local\gfp_jumproll.ws(11): Could not find function 'JumpRoll_GoToCombat' Error [modgfp_jumproll]local\gfp_jumproll.ws(31): Could not find function 'JumpRoll_GoToCombat' Error [modgfp_jumproll]local\gfp_jumproll.ws(45): Could not find function 'JumpRoll_GoToCombat' Error [modgfp_jumproll]local\gfp_jumproll.ws(64): Could not find function 'JumpRoll_GoToCombat' Error [modgfp_parrysenses]local\parry_senses_anno.ws(8): Could not find function 'ParrySenses_GoToCombat' Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Mod works even better than before. I seriously cannot thank you enough for making this developer level mod. I cannot play The Witcher 3 without it. I find the vanilla 3rd person camera to be claustraphobic and flat, not to mention the outdated running and walking animations. It made the game unflattering to me, and I avoided playing for a long time. With this mod, I was able to take in the game's story and world in immersive first person. CDPR should pay you for the work you've done. I love the Witcher 3 so much, but much of that love should be attributed to this mod.
When I launch the game I encounter the error "GFP.asi Game version not supported." Why is that? I have The Witcher 3: Wild Hunt - Complete Edition v4.04a installed. After I click "Ok" I get this:
I tried mod version 6.19 but when I run the patch it says "Cannot patch your executable". What can I do to make this mod work with the version of the game that I have?
but may be waste of time I don't know what is "your" version (and don't want to know) 6.7 was for "previous" game version before current maybe be for your, may be not
I went back till Dec 2023, can't find it.. I don't understand why isn't it simply in the "Files" tab. "This mod also contains 255 archived file(s) which are unavailable to browse. If you're unable to see a file you've previously downloaded, it may have been archived." Makes no sense
im getting this same error. I have 4.04 update, but alas im using a pirate copy so I suppose im screwed out of using the First person mod now? is there any way I can make it work with the 4.04 1?
Howdy! Thanks for the mod, I just finished my first ever playthrough of the game a few months ago entirely with your mod! I decided to take a break away from the game a bit before taking on the DLCs, so I reinstalled the game on Steam today and saw that you updated the mod! I got everything reinstalled again and the mod is running great, although I feel as though a couple of options are missing.
I noticed that auto swap to third person for specific actions (combat, swimming, etc.) were missing in the in game mod settings menu (unless I missed them which is entierely possible lol), but I did see you mention in a former comment there is a setting in the config.ws to at least switch combat back to third person which I have enabled.
Maybe I'm alone in this or misremembering, but was there a head-bob option in an older version of the mod? I started playing this new updated and felt more like I was just a camera floating around in first person rather than Geralt running around in all of his armor. I saw that there is an option for move head on horse in the config.ws as well, but could not find one for on foot movement if there was one. If there is a way to enable head-bob please let me know because for some reason it feels like it's missing...
Regardless, thank you so much for taking your time out to create this mod, it helped enjoy the Witcher 3 and because of you it has become one of my favorite games of all time now! (:
edit: also noticed some other strange things I never noticed during my entire last playthrough with the mod installed :( In FPS view if I look straight down I can see like half of Geralt's face (at 85 FOV) which I also don't feel like was an issue in the previous version of the mod, as well as the third person animations in combat are strange sometimes, with Geralt floating on occasion after receiving a hit, as well as every time he dies his body starts to float a couple of feet in the air (maybe related to inverse kinematics? idk). Its disheartening because beforehand I really enjoyed this mod and felt it was super slick, lightweight, and had a ton of options (plus no bugs) and feel like some of that has been gutted now :/
Anyway, I can't imagine how difficult it must be to work on and maintain this still, so thank you again for all of your hard work!
GFP 7 design is a bit different instead of "smooth mode" toggle in mod menu, you install "GFP Animations Geralt" or don't install it
downside is that GFP Animations are not suitable for 3rd person, so partial first/third person gameplay isn't "fully" supported (focus is on full FP)
uninstall GFP Animations and edit TP_COMBAT config should be enough for your case?
for TP swimming (or other) I can post here how to modify config script
EDIT: for TP swimming/diving add this code to function GFP_CameraEnabled() in gfp_config.ws if (FP().IsSwimSwimming()) return false; if (FP().IsSwimDiving()) return false;
for TP horse: if (thePlayer.IsUsingHorse()) return false; EDIT 2: also with uninstalled GFP Animations you can set DISABLE_FEET_IK to false too
cons: not like usual FP games (with custom/fake camera/animations) pros: no rotation limit, you can look down and there is no hole in the neck (no rotation limit is good for combat, which you don't use)
it's not that bad, it depends on animation (current head tilt), usually you don't see too much of the face (IRL you can see beard too btw)
and no, you can't mix some parts of GFP 6 with GFP 7, there are 'technical incompatibilities'
Thanks for the quick response! Those functions definitely seem like they will improve the issues I was facing. I understand and respect your vision for full first person visuals and gameplay. Thanks again for taking time to reply to my comment, I might post an update once I'm done with the expansions. Cheers!
Just a quick question. I want to switch between First and Third Person using keyboard. The FAQ says • How to switch between FP and TP on keyboard Set key for "GFP - Change View" in Key Bindings menu, but for some reason or another I don't have that option in my Key Bindings menu. Any ideas?
Must have mod for the Witcher 3 in my opinion with a few changes so the combat automatically switches to 3rd person before returning to First person again. Makes the game feel like a totally new game. Excellent work.
checked files, there is conflict on gameplay\templates\characters\player\player.w2ent (W3EE adds some mace, axe animations or whatever) Here is merged file (based on W3EER Next-Gen): GFP_AnimationsGeralt_W3EE.zip Make sure modGFP__AnimationsGeralt_W3EE has higher priority
Ahh I'm still using the old version of GFP. Thanks for the file - Just updated now! Wanted to ask, is there a way to restore the option to switch automatically to 3rd person in combat?
Thanks for the info, I'll try just that. Haha yeah saw that but that sadly clashes with W3EER's button for hiding/showing UI (holding L3 as well. Tried other buttons but they all clashed with something). Right now, I'm using Steam input to connect my trackpad with the keyboard shortcut. Edit: your tip worked so I no longer need the shortcut. Thanks! For those who want the option to switch automatically to third person, all you gotta do is search for default TP_COMBAT = false; in the abovementioned gfp_config.ws file, and change false to true.
Best mod of all, fabulous work, thank you. You have made the game feel like a new game, makes Kingdom come deliverance 2 look dated. amazing the amount of detail you can see now. well done.
1302 comments
• How to change Field of View (FOV)
Options → Mods → Gervant First Person → Camera → FOV
• Could not find function XXXXX
Merge scripts with Script Merger
• Property 'environmentParameters' exists but was not imported from C++ code.
Shared Imports must placed as <Game>\mods\modSharedImports, not <Game>\modSharedImports
• How to switch between FP and TP on keyboard
Set key for "GFP - Change View" in Key Bindings menu
• How to switch between FP and TP on gamepad
For "hold left stick to change view" add these lines to the top of input.settings
[Boat]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[BoatPassenger]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Combat]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Combat_Replacer_Ciri]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Diving]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Exploration]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Exploration_Replacer_Ciri]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Horse]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Horse_Replacer_Ciri]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[JumpClimb]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Meditation]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Swimming]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[ThrowHold]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[Scene]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
[SCENE_IS_STARTING_HACK]
IK_Pad_LeftThumb=(Action=GFP_ChangeView,State=Duration,IdleTime=0.3)
• There is "GFP - Change View" but set key does not work in game
If pressed "Reset to Default" - click Reinstall in TW3MM for each module
• Grandmaster Cat Armor hood blocks the view
Wear glasses (The Professor's spectacles) or search some mod to remove hood
• How to disable turning horse with mouse
BHC or some other mod
• FP cutscenes
You can temporarily enable FP cutscene by pressing Change View in the cutscene (keyboard only by default)
NOT RECOMMENDED
• What to do if accidentally pressed "Reset to Default" in Key Bindings menu
Click Reinstall in TW3MM for each module
• How to avoid clicking OK during script merging
Go to Script Merger dir, run Tools\kdiff3.exe, go to Settings → Configure KDiff3 → Merge → uncheck Show info dialogs → OK → close KDiff3 to save settings
• Shadow flickering when using vorpX
vorpX requires overriding camera near clip
Edit modGFP_Camera\content\scripts\custom\gfp_config.ws
Set NEAR_CLIP_OVERRIDE to 0.05 or higher
• Mods compatibility
Ghost Mode
OK
Don't install GFP Disable Special Quen Effect
Custom Player Characters (CPC)
Basic support
GFP will automatically switch to 'Lite Mode'
Using no hair or very short hair is required
Next-Gen GFP.asi doesn't have FOV fix, this will help a bit
GFP_AnimationsGeralt_W3EE (based on W3EER Next-Gen)
stabilization has not been applied to ladder animation
(when using Jump Roll module) jump in combat animation doesn't blend with running
finisher animations clip sometimes
in rare cases, when camera angle is exactly on the edge of switching between lite mode and headless mode, camera may jerk a bit
Vanilla issues, not because of GFP Animations:
Ciri 'guard' (parrying) animation is not good
priorities do not matter for scripts
test without .asi
test Animations separately
test Fix Rain separately
send savefile to test (if you know how, nexus doesn't have file sharing built in)
I've attached save files to this "We transfer" link, https://we.tl/t-JPWSKyC4qb. It will expire in 3 days
if game crashes without .asi, only with Camera, then it is almost like "issue not related to the mod"
next-gen crashes more in general
if with .asi, could be some rare issue, but nobody else mentioned it
try NOT using "fancy" graphics settings, like RT, DLSS, unlimited FPS, hairworks
Error [modgfp_strafe]custom\gfp_strafe.ws(2): Structure constructor cannot be used inside parent scope
Error [modgfp_strafe]custom\gfp_strafe.ws(2): Could not find function 'GFP_Strafe'
Error [modgfp_combat]local\gfp_combat.ws(12): Structure constructor cannot be used inside parent scope
Error [modgfp_combat]local\gfp_combat.ws(12): Could not find function 'GFP_Combat'
Error [modgfp_jumproll]local\gfp_jumproll.ws(11): Could not find function 'JumpRoll_GoToCombat'
Error [modgfp_jumproll]local\gfp_jumproll.ws(31): Could not find function 'JumpRoll_GoToCombat'
Error [modgfp_jumproll]local\gfp_jumproll.ws(45): Could not find function 'JumpRoll_GoToCombat'
Error [modgfp_jumproll]local\gfp_jumproll.ws(64): Could not find function 'JumpRoll_GoToCombat'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(8): Could not find function 'ParrySenses_GoToCombat'
Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
if merged and still having this - unsubscribe from all Steam Workshop mods
Error [modgfp_camera]custom\gfp_anno.ws(2): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(8): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(11): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(14): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(21): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(30): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(37): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(43): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(49): Unexpected '@'
Error [modgfp_camera]custom\gfp_anno.ws(55): Unexpected '@'
Error [modgfp_lessspins]custom\gfp_less_spins_anno.ws(2): Unexpected '@'
Error [modgfp_lessspins]custom\gfp_less_spins_anno.ws(5): Unexpected '@'
Error [modgfp_strafe]custom\gfp_strafe_anno.ws(2): Unexpected '@'
Error [modgfp_strafe]custom\gfp_strafe_anno.ws(15): Unexpected '@'
Error [modgfp_dontpushme]local\dont_push_me_anno.ws(2): Unexpected '@'
Error [modgfp_jumproll]local\gfp_jumproll_anno.ws(2): Unexpected '@'
Error [modgfp_slide]local\gfp_slide_anno.ws(2): Unexpected '@'
Error [modgfp_slide]local\gfp_slide_anno.ws(5): Unexpected '@'
Error [modgfp_slide]local\gfp_slide_anno.ws(8): Unexpected '@'
Error [modgfp_mousewheelwalkspeed]local\mwws_anno.ws(2): Unexpected '@'
Error [modgfp_mousewheelwalkspeed]local\mwws_anno.ws(12): Unexpected '@'
Error [modgfp_mousewheelwalkspeed]local\mwws_anno.ws(19): Unexpected '@'
Error [modgfp_mousewheelwalkspeed]local\mwws_anno.ws(22): Unexpected '@'
Error [modgfp_mousewheelwalkspeed]local\mwws_anno.ws(25): Unexpected '@'
Error [modgfp_nodoubletaptododge]local\nddt_anno.ws(2): Unexpected '@'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(1): Unexpected '@'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(13): Unexpected '@'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(31): Unexpected '@'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(37): Unexpected '@'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(43): Unexpected '@'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(56): Unexpected '@'
Error [modgfp_parrysenses]local\parry_senses_anno.ws(59): Unexpected '@'
I don't know what is "your" version (and don't want to know)
6.7 was for "previous" game version before current
maybe be for your, may be not
I noticed that auto swap to third person for specific actions (combat, swimming, etc.) were missing in the in game mod settings menu (unless I missed them which is entierely possible lol), but I did see you mention in a former comment there is a setting in the config.ws to at least switch combat back to third person which I have enabled.
Maybe I'm alone in this or misremembering, but was there a head-bob option in an older version of the mod? I started playing this new updated and felt more like I was just a camera floating around in first person rather than Geralt running around in all of his armor. I saw that there is an option for move head on horse in the config.ws as well, but could not find one for on foot movement if there was one. If there is a way to enable head-bob please let me know because for some reason it feels like it's missing...
Regardless, thank you so much for taking your time out to create this mod, it helped enjoy the Witcher 3 and because of you it has become one of my favorite games of all time now! (:
edit: also noticed some other strange things I never noticed during my entire last playthrough with the mod installed :(
In FPS view if I look straight down I can see like half of Geralt's face (at 85 FOV) which I also don't feel like was an issue in the previous version of the mod, as well as the third person animations in combat are strange sometimes, with Geralt floating on occasion after receiving a hit, as well as every time he dies his body starts to float a couple of feet in the air (maybe related to inverse kinematics? idk). Its disheartening because beforehand I really enjoyed this mod and felt it was super slick, lightweight, and had a ton of options (plus no bugs) and feel like some of that has been gutted now :/
Anyway, I can't imagine how difficult it must be to work on and maintain this still, so thank you again for all of your hard work!
instead of "smooth mode" toggle in mod menu, you install "GFP Animations Geralt" or don't install it
downside is that GFP Animations are not suitable for 3rd person, so partial first/third person gameplay isn't "fully" supported (focus is on full FP)
uninstall GFP Animations and edit TP_COMBAT config should be enough for your case?
for TP swimming (or other) I can post here how to modify config script
EDIT:
for TP swimming/diving add this code to function GFP_CameraEnabled() in gfp_config.ws
if (FP().IsSwimSwimming()) return false;
if (FP().IsSwimDiving()) return false;
for TP horse:
if (thePlayer.IsUsingHorse()) return false;
EDIT 2:
also with uninstalled GFP Animations you can set DISABLE_FEET_IK to false too
this is indended
cons: not like usual FP games (with custom/fake camera/animations)
pros: no rotation limit, you can look down and there is no hole in the neck
(no rotation limit is good for combat, which you don't use)
it's not that bad, it depends on animation (current head tilt), usually you don't see too much of the face
(IRL you can see beard too btw)
and no, you can't mix some parts of GFP 6 with GFP 7, there are 'technical incompatibilities'
"Error [modw3ee]local\w3ee - imports.ws(32): Structure 'SSkeletonBone' was already exported."
And 30 more similar errors.
I have only these 2 mods. In merge I do not have errprs
It is a mistake between modGFP_Camera, modsharedimports folders and W3EE mod.
It is an oldgen
Just a quick question. I want to switch between First and Third Person using keyboard. The FAQ says • How to switch between FP and TP on keyboard
Set key for "GFP - Change View" in Key Bindings menu, but for some reason or another I don't have that option in my Key Bindings menu. Any ideas?
Appreciate the feedback.
(bin\config\r4game\user_config_matrix\pc\input.xml)
it doesn't happen if just installed with TW3MM, some manual install was involved
also in TW3MM you can right click on a mod(s), Reinstall
Also, I take note of the fact that nobody reads these posts. LOL. Will remember in future.
GFP.asi has 1 huge Old-Gen only feature
if not using any Next-Gen exclusive mods and FP is high priority, then better play on Old-Gen
(if you still use W3EE)
I did not test W3EE(R) with GFP 7
Don't know whether GFP Animations conflict
if not using W3EE, also check out Item Selection Unpaused mode, good fit for FP
Here is merged file (based on W3EER Next-Gen):
GFP_AnimationsGeralt_W3EE.zip
Make sure modGFP__AnimationsGeralt_W3EE has higher priority
"GFP Animations Geralt" must be installed too
also in FAQ there is example how to do "hold left stick to change view" (did not test with W3EE)
Haha yeah saw that but that sadly clashes with W3EER's button for hiding/showing UI (holding L3 as well. Tried other buttons but they all clashed with something). Right now, I'm using Steam input to connect my trackpad with the keyboard shortcut.
Edit: your tip worked so I no longer need the shortcut. Thanks!
For those who want the option to switch automatically to third person, all you gotta do is search for default TP_COMBAT = false; in the abovementioned gfp_config.ws file, and change false to true.
GFP v7 design is a bit different
Animations module is not suitable for 3rd person
In general there are 2 use cases:
1. playing full FP with GFP Animations and other modules
2. playing mostly TP and not using GFP Animations