I did not manage to make this work. That being said maybe you could share the numbers for the stamina DELAY? I assume you took Elden Ring as the base, I stamina starts regenerating there really really fast. Comparably many mods similar to this give like 1s-3s delay and with buffed monsters/enemies and no stamina you just literally are unable to do anything.
I am editing the stats file to decrease the delay, would be easier to have your number. Also would love to see this mod updated with blob.bundle instead of the patch thing, cause it makes it unmerable with anything that touches those files and currently it doesn't seem to work at all.
Does the Patch 0 file affects the HUD? I've been playing in traditional chinese and the problem is every text turns to a white blank square since I place the patch 0 file into content. Is there any way that I can fix this?
It shouldn't but I've heard of stuff like this happening, the patch0 method can definitely be a bit finicky sometimes. I think what usually works is experimenting a bit with removing the patch 0, loading your save, saving, then placing back the patch0 folder and loading the save again. Or potentially using a different save. That's likely your best bet. Also I'm guessing the base game supports chinese right? Also it's been a good while since I played tw3, but does the base game also have a patch0 or even patch1 folder now? That could also cause a conflict
I've tried your method. Unfortunately, it didn't work, and I also didn't saw a patch1 or patch0 in the folder. Anyway, thank you for your help, at least I did what I could.
Unfortunately, this game is still laughably easy with this mod and nothing can change it. I've tried stamina based combat before and it only makes TW3 (even more) boring. What we need is new, more varied and better ENEMY MOVESETS. Nothing else will fix the problem
Yep. I don't think many people realize it but this game can't be like souls games because the enemy movesets and teleprompts are just too weak Can't say I think it's very easy tho like maybe you're just a better gamer than me, but yeah it really lacks the complex movesets of elden ring that makes dodging satisfying. Wouldn't know how to fix that tho because that's far beyond my skills
Yes. Don't take me wrong, I still think your effort is commendable. But you are right VERY FEW ppl in this mod community realise the problem. I still die sometimes in TW3, but only because of an overwhelming pack of wolves, for example. As a rule, 1v1 combats are too easy and pulling off a good dodge does not feel satisfying at all.
That being said I have a suggestion: Why don't you try these 2 mods along with yours?
https://www.nexusmods.com/witcher3/mods/7992 (aggressive enemies, makes them a lol more relentless)
https://www.nexusmods.com/witcher3/mods/2655 (Can't remember what this does, or if it's even up to date, but take a look)
Looks interesting those mods, might check them out if I get back into tw3. I did find one way to make dodging more satisfying though, that is by making it free when you're evading an enemy attack. Though this does not help with the difficulty, it does make it rewarding to fight in an efficient way. Also this is technically cut content because there is already code in the files for free stamina evasions when you have Fleet Footed equiped. In a way I feel like the combat system itself is not bad, just different. Like in total you have 16 unique attacks with the signs and the bombs and your crossbow, all of them can be synergized in different ways. In vanilla ofc there's no need to use all these different abilities because enemies don't pressure you through exhausting your stamina, and most of these abilities are borderline useless anyway because of how unoptimized the values are. Before I took a long modding hiatus I've been trying to make every ability useful and was quite happy with the results. Every ability, even axii puppet, yrden trap and your crossbow can be very meaningful in the context of stamina combat and if properly optimized, and it's a lot of fun to use. So yeah I think the game shouldn't be seen as a souls like but as half a soulslike and half like BG3 or something where crowd control, status effects and potions are all very important. That's probably also as far as modders can take it anyway. But who knows maybe when the devs release the official modding tools we'll get a full movement overhaul, but as it's very complex even for developers I wouldn't count on it.
Hey! I've got a suggestion. What if you could change the Signs to spend something else, and leave stamina solely for physical movements (atk, dodge, etc.)? That would add a certain depth to the game
I can't really see much in doing that unfortunately. In theory it sounds great because you'd have stamina and mana which is two bars to manage. But in reality I feel like mana is a pretty boring component in souls like combat. I mean if you've played any souls game as a mage you probably know it's not the most exciting experience. That's why right now I feel like using stamina for signs actually adds a lot of depth to combat, because the use of signs becomes part of the rhythm of combat. I personally like that if you need a new quen shield you can't just cast it, but you have to recover a bit of stamina, cast it, and then you can attack again. Same as with a stronger sign like igni: there's a buildup which makes you feel like there's more of a cost to casting it, which at least to me makes it feel more impactful. Idk maybe you feel different about it, but I really like that eb and flow part of combat. But thanks for your input regardless
No, there are no errors, the game starts. There is only a delay in stamina after dodging and that’s all, but when attacking, dodging, parrying... stamina is not wasted.
Ah yeah that means the game doesn't read the values from the xml.bundle, most likely because of a mod conflict with another xml.bundle. If it was a version problem you likely would've gotten script related errors. Sometimes the patch0 method also works a little finicky though, like maybe it helps to remove the folder, load the game and save, quit, then place the mod again.
"Stamina regen = 35/s, red, blue and green skills increase this amount by 0.25 per point (no tooltip for this yet however)." Could you please show me how to remove additional stamina from red, blue, green skills?
You'd need some modding tool for that like bms, but just unpack xml.bundle with the tool, go to geralt_skills.xml and there in the file you'll have sections for red, green and blue skills. On top of each section you should find something like stamina_regen. Just delete these lines but make sure the total character count in the document remains the same, so for every character you remove you for example add one # to an inactive line (denoted with <-- --> ) I added this because the game gets more difficult towards the DLC, but I got through the DLC just fine with 32.5 stamina regen so you should be alright
I apologize if I'm bothering you, but could you assist me, please? I've extracted the xml.bundle file using QuickBMS, removed the lines related to red, blue, green stamina regen. When entering the game, my edits have taken effect, but there's another issue: at mutagen window, it show 0. I mean, there are no mutagens at all. I tried deleting the bundle file, and then the mutagens reappeared. Similarly, the crafting tab in the inventory is affected, and almost all food items disappear. I've checked the file size of the xml.bundle before and after compression, and they are identical down to each byte. After some experiments, I noticed that when I extract the xml.bundle file and compress it back without making any edits, I still encounter the issue of losing all mutagens. I suspect there might be an issue with the extraction and compression using QuickBMS.
So you're sure about the character count? Like it it's 16212 characters before edits then it should be 16212 after. Are all the lines of code intact, with no open lines before or after your removed lines? Are all the added characters between inactive lines like <-- Sword skills ######### --> so they don't interfere with the code? The typical error for these xml modifications are missing values, like all stats showing 0 for example, but if actual items are missing that's something different I think like maybe a load order problem. Are you still using the patch0 method? It could also be some problem with quickbms, I think the one I used is just called bms
Hello. I type with a translator. The mod currently seems to have stopped updating at version 1.2, and what is included there are only basic changes about attacks and dodges. So, if you want to enjoy the true combat that was supposed to be included in this mod, you have to use BETA 1.4 from OLD FILES. However, my game version is 4.04, so I could not play BETA 1.4. Now, Zeebabs seems to be working on an update for the mod, but I couldn't wait for it. So, I decided to solve the problem on my own.
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I went through the merges over and over again and found a file that was preventing me from playing with version 4.04. It was "playerInput.ws", "playerWitcher.ws" and "r4Player.ws" in [modERcombat]. I copied and pasted those fucking files onto my desktop.
Then I found the files with those same names in [The Witcher 3 - Wild Hunt\content\content0\scripts], I copied and pasted them to my desktop (renamed them to make them easier to identify "tw3 pI.ws", "tw3 pW.ws" and "tw3 r4P.ws").
Finally, I found the files with those same names in [The Witcher 3 - Wild Hunt\Mods], I copied and pasted them to my desktop (renamed them to "mod pI.ws", "mod pW.ws" and "mod r4P.ws"). Any mod that is compatible with 4.04 and has a file with the same name as the file contained in modERcombat will do. I used modCombatStance.
I now have nine files on my desktop. Then, to merge them, I go to [TW3 Script Manager\Tools\KDiff3] and run KDiff3.exe. Select "mod pl.ws" for A, "tw3 pl.ws" for B and "playerInput.ws" for C and merge them. Oops, of course you know how to merge, right?
Then merge the other two files in the same way. After that, I put the new merged "playerInput.ws", "playerWitcher.ws" and "r4Player.ws" files into [modERcombat].
CAUTION!! When merging, select the strings that are in A and B but obviously missing in C (that are strings were added in 4.04). Also, never select a string that is in A but not in B (that are strings added by another mod). In short, you select the strings that are in B (base game) but not in C (modERcombat). Read the strings carefully and avoid duplication when they indicate the same thing.
-----
Congratulations! You can now run ERcombat BETA 1.4 in 4.04! By the way, I believe you can also play with other mods that have stopped being updated before 4.03 by using this same method. Finally, this mod is awesome. Thanks!
Great stuff! And yeah sorry I stopped updating this mod as I'm saving all the new changes for a real big overhaul that I'll release as a separate mod. I'm talking skill trees with unique playstyles that you can mix and match, changes to armor, a reworked healing system, better runes, crossbow projectiles with different effects, all alt signs being useful, effects like bleeding and poison being more interesting, food beer and wine having their use (all game) etc, and everything can be combined in countless different playstyles and strategies a bit akin to traditional rpg classes. So yeah it's gonna be a big update and I'm also taking my sweet time with it, but I do hope to release it around the anniversary of this mod (early next year). For now I'll keep the basic version of this mod updated but I think that'll be it.
Hey. I've been out of the loop for awhile, but your versioning is a bit of a mess. Main file are all v1.2, old files are v1.4 meanwhile the changelog goes up to version 1.4.1 which can't be found as download and it's also missing v1.4. Title version is also v1.4 in contrast to main v1.2.
I've been led to believe 1.4 goes after 1.2 and yet it's not the case here. Conventional software versioning goes as Major.Minor.Patch (eg: 1.2.0). Patch can also mean beta or alpha.
Yeah I guess it is. The 1.3 version had a bug with the minimum cost of quen that I could not resolve, so I kept developing features and for my own internal organization I decided to call it 1.4. So 1.2 is the latest basic version, 1.3 had alt signs reworked and parrying, and 1.4 had a bunch of other stuff like armor changes and better/more interesting crossbow. However like 1.3 I did not get to release 1.4 in a state I was happy with, in part because I wanted to find out how wolvenkit works so I can finally get rid of the patch0. In addition I was still testing sign intensity damage scaling which seems to be a mess in vanilla for the yrden alt amongst others. Then the latest patch came and broke the 1.4, shortly after which my PC broke and I still have to send it for repair. So 1.2 is not the latest version, but the one we're kinda stuck with until I get my pc back. After that I'm tempted to just skip all the betas and go straight for a finished version with all the features I intended to improve on.
Currently, I'm installing your mod and experimenting with it. Strangely, I didn't merge, but the game runs. And stamina is also consumed in combat situations.
If run out of stamina, can't do anything (attack, evade, roll) other than walking, right?
Hey there! Depends a bit on what mode you're using: with hardcore mode you can only walk for about a second. With every other mode also but you're able to dodge/roll again a bit faster, so evading should still be possible but just a bit more difficult. If for some reason you can still dodge/roll/attack at the normal rate when out of stamina, then the script is not working as intended for whatever reason.
It should work in 4.03 yeah. As to whether it's compatible with the mod I'm not sure but it doesn't seem very likely, I expect that mod to use some of the same lines as mine You can always just use script merger and see what happens
293 comments
I am editing the stats file to decrease the delay, would be easier to have your number. Also would love to see this mod updated with blob.bundle instead of the patch thing, cause it makes it unmerable with anything that touches those files and currently it doesn't seem to work at all.
Perhaps with no penalty to stamina regeneration whilst blocking too.
Also I'm guessing the base game supports chinese right? Also it's been a good while since I played tw3, but does the base game also have a patch0 or even patch1 folder now? That could also cause a conflict
Can't say I think it's very easy tho like maybe you're just a better gamer than me, but yeah it really lacks the complex movesets of elden ring that makes dodging satisfying. Wouldn't know how to fix that tho because that's far beyond my skills
That being said I have a suggestion: Why don't you try these 2 mods along with yours?
https://www.nexusmods.com/witcher3/mods/7992 (aggressive enemies, makes them a lol more relentless)
https://www.nexusmods.com/witcher3/mods/2655 (Can't remember what this does, or if it's even up to date, but take a look)
In a way I feel like the combat system itself is not bad, just different. Like in total you have 16 unique attacks with the signs and the bombs and your crossbow, all of them can be synergized in different ways. In vanilla ofc there's no need to use all these different abilities because enemies don't pressure you through exhausting your stamina, and most of these abilities are borderline useless anyway because of how unoptimized the values are. Before I took a long modding hiatus I've been trying to make every ability useful and was quite happy with the results. Every ability, even axii puppet, yrden trap and your crossbow can be very meaningful in the context of stamina combat and if properly optimized, and it's a lot of fun to use.
So yeah I think the game shouldn't be seen as a souls like but as half a soulslike and half like BG3 or something where crowd control, status effects and potions are all very important. That's probably also as far as modders can take it anyway. But who knows maybe when the devs release the official modding tools we'll get a full movement overhaul, but as it's very complex even for developers I wouldn't count on it.
That's why right now I feel like using stamina for signs actually adds a lot of depth to combat, because the use of signs becomes part of the rhythm of combat.
I personally like that if you need a new quen shield you can't just cast it, but you have to recover a bit of stamina, cast it, and then you can attack again. Same as with a stronger sign like igni: there's a buildup which makes you feel like there's more of a cost to casting it, which at least to me makes it feel more impactful.
Idk maybe you feel different about it, but I really like that eb and flow part of combat.
But thanks for your input regardless
There is only a delay in stamina after dodging and that’s all, but when attacking, dodging, parrying... stamina is not wasted.
Could you please show me how to remove additional stamina from red, blue, green skills?
I added this because the game gets more difficult towards the DLC, but I got through the DLC just fine with 32.5 stamina regen so you should be alright
The typical error for these xml modifications are missing values, like all stats showing 0 for example, but if actual items are missing that's something different I think like maybe a load order problem. Are you still using the patch0 method?
It could also be some problem with quickbms, I think the one I used is just called bms
The mod currently seems to have stopped updating at version 1.2, and what is included there are only basic changes about attacks and dodges. So, if you want to enjoy the true combat that was supposed to be included in this mod, you have to use BETA 1.4 from OLD FILES.
However, my game version is 4.04, so I could not play BETA 1.4. Now, Zeebabs seems to be working on an update for the mod, but I couldn't wait for it. So, I decided to solve the problem on my own.
-----
I went through the merges over and over again and found a file that was preventing me from playing with version 4.04. It was "playerInput.ws", "playerWitcher.ws" and "r4Player.ws" in [modERcombat]. I copied and pasted those fucking files onto my desktop.
Then I found the files with those same names in [The Witcher 3 - Wild Hunt\content\content0\scripts], I copied and pasted them to my desktop (renamed them to make them easier to identify "tw3 pI.ws", "tw3 pW.ws" and "tw3 r4P.ws").
Finally, I found the files with those same names in [The Witcher 3 - Wild Hunt\Mods], I copied and pasted them to my desktop (renamed them to "mod pI.ws", "mod pW.ws" and "mod r4P.ws"). Any mod that is compatible with 4.04 and has a file with the same name as the file contained in modERcombat will do. I used modCombatStance.
I now have nine files on my desktop. Then, to merge them, I go to [TW3 Script Manager\Tools\KDiff3] and run KDiff3.exe. Select "mod pl.ws" for A, "tw3 pl.ws" for B and "playerInput.ws" for C and merge them. Oops, of course you know how to merge, right?
Then merge the other two files in the same way. After that, I put the new merged "playerInput.ws", "playerWitcher.ws" and "r4Player.ws" files into [modERcombat].
CAUTION!!
When merging, select the strings that are in A and B but obviously missing in C (that are strings were added in 4.04). Also, never select a string that is in A but not in B (that are strings added by another mod).
In short, you select the strings that are in B (base game) but not in C (modERcombat). Read the strings carefully and avoid duplication when they indicate the same thing.
-----
Congratulations! You can now run ERcombat BETA 1.4 in 4.04!
By the way, I believe you can also play with other mods that have stopped being updated before 4.03 by using this same method.
Finally, this mod is awesome. Thanks!
I've been led to believe 1.4 goes after 1.2 and yet it's not the case here.
Conventional software versioning goes as Major.Minor.Patch (eg: 1.2.0). Patch can also mean beta or alpha.
What I'm asking is, what's the latest version?
However like 1.3 I did not get to release 1.4 in a state I was happy with, in part because I wanted to find out how wolvenkit works so I can finally get rid of the patch0. In addition I was still testing sign intensity damage scaling which seems to be a mess in vanilla for the yrden alt amongst others.
Then the latest patch came and broke the 1.4, shortly after which my PC broke and I still have to send it for repair. So 1.2 is not the latest version, but the one we're kinda stuck with until I get my pc back. After that I'm tempted to just skip all the betas and go straight for a finished version with all the features I intended to improve on.
Sorry to hear about your PC problems, hope you get it fixed soon. I know how maddening it can be when you can't Play Witcher :)
Currently, I'm installing your mod and experimenting with it. Strangely, I didn't merge, but the game runs. And stamina is also consumed in combat situations.
If run out of stamina, can't do anything (attack, evade, roll) other than walking, right?
If for some reason you can still dodge/roll/attack at the normal rate when out of stamina, then the script is not working as intended for whatever reason.
You can always just use script merger and see what happens