i just want to make clear that the bug i posted about the throwing bomb was inaccurate. this mod doesn't have that problem. it was given by another mod.
No, I've looked into it in the past, but this appears to be hardcoded into the animations. Maybe if you were to modify the actual animations, but not through scripting like this mod does it. And I don't know how to edit animations, if that is even possible.
I have to say this... the quality of your mods is impressive. I envy your ability to code like that, I feel honored to be able to use your mods. Thank you :)
idk why but the folder structure from this mods caused various issues for me the structure of most other mods i have is mod(ModName) -> content / other files the structes of this one is mods -> mod(ModName) -> content / other files
when i removed that "mods" folder and only used the other files it fixed all of the problems i had
Both are correct. We usually put the mod inside a "ready to use" Mods folder so they will easily put to the same folder. Some mods even content "DLC" and/or "Bin" so it helps as well for correct installation.
idk if its correct i just know this causes a s#*! ton of serious problems e.g. every single mod that has aconflict with this fails on creating a merge with script merger half the mod is simply not working
I haven't tried the Witcher 3 Mod Manager yet but I've read into it and people have listed a lot of bugs they found for it. It looks to be pretty buggy :(. Thanks for the suggestion though :)
Both Vortex and Witcher 3 Mod Manager will install this mod just fine. It's your choice. You can also manually install, but then you have to manually merge any conflicts, and that's not that easy if you you don't know how that all works. In my opinion a mod manager is absolutely essential for Witcher 3 modding, if you have more than let's say a handful of mods.
And like Lewis already said, nobody should be using Nexus Mod Manager anymore. That tool is WAY out of date.
I use this mod because it works well with Darker Nights. The issue is that Ciri cannot use a torch. It would be great to include Ciri in the mod and also address the problem that occurs when using the alternative Igni sign.
When I use Igni in alternate mode (the "fire stream") with a torch in hand, I can't control the direction of the fire stream and it only goes down in a unchangable direction. Is there a way to fix this and be able to control the casting direction (like it is possible without the torch)?
The fire stream is indead an attatchment of the arm. Since you normaly hold your arm in the direction in which you want to fire, it only makes sence to do so. The unusal animation just rotates the arm with the camera. The "problem" is that you overwrite that with this mod by forcing the arm to be in another position in which you hold the tourch. The only solution I could thing of id by redoing some animations or making new ones and add them to the game. But I'm not sure how praktical this is since it is only a visual glitch but your damage still goes in the desired direction.
I know this is years later, but the Igni actually does shoot at the ground and doesn't hit enemies so it's more than just visual. Just so everyone knows you'll have to put the torch away to use directional Igni.
I'm using magic spells and use the torch slot for an artifact to be able to cast special spells so each time the torch is automatically equiped, the torch unequips my artifact and I'm forced to go in the inventory to put again my artifact in the slot = it's boring because I do not use torches, instead I'm using the whisp. But.. I would have been interested to use torches, problem is I do not want to constantly do this boring swap torche/artifact... Sounds things aren't possible due to how the game has been built huh ?
But hey, does any "trick" exist in this mod or other (a *.ws file to edit at least) to prevent the automatic torches equiping or something ?
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is there any possibility to make torches stay lit during cutscenes?
the structure of most other mods i have is mod(ModName) -> content / other files
the structes of this one is mods -> mod(ModName) -> content / other files
when i removed that "mods" folder and only used the other files it fixed all of the problems i had
Some mods even content "DLC" and/or "Bin" so it helps as well for correct installation.
e.g. every single mod that has aconflict with this fails on creating a merge with script merger
half the mod is simply not working
IT'S DEPRECETED !
Those bugs you read on the post are very rare and odd bugs that happens on their end.
And like Lewis already said, nobody should be using Nexus Mod Manager anymore. That tool is WAY out of date.
The only solution I could thing of id by redoing some animations or making new ones and add them to the game. But I'm not sure how praktical this is since it is only a visual glitch but your damage still goes in the desired direction.
I'm using magic spells and use the torch slot for an artifact to be able to cast special spells so each time the torch is automatically equiped, the torch unequips my artifact and I'm forced to go in the inventory to put again my artifact in the slot = it's boring because I do not use torches, instead I'm using the whisp. But.. I would have been interested to use torches, problem is I do not want to constantly do this boring swap torche/artifact... Sounds things aren't possible due to how the game has been built huh ?
But hey, does any "trick" exist in this mod or other (a *.ws file to edit at least) to prevent the automatic torches equiping or something ?
Thanks by advance