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eternal-hunt's Issues

Request

Hello!

I have a humble request to make.
i used your EH Mod and love it.
I recently started to mod Witcher 3 and i would like to tweak the combat system at will. I find your Mod to be great for it.

I would like to ask if you could make modular Mod features to be togglable On/Off. For example, i would like to toggle on/off the random encounters and custom items but keep only the ACS features and combat dodge customization, or toggle Sky and Grass modifications because the sky overlay seems to be very distracting.

Also, I would like to say that i love your Darkness mode and I would like to make a suggestion.
In my game, even at low intensity (0.3) the darkness mode makes the brightest areas too over exposed and, for that reason, feels like I'm losing visual information. For example, the torches appear as a flat orange color with no depth or details. It would be awesome if you could tweak these details.

Other than that, your mod is almost perfect for me. It's my favorite Mod so far.
English is not my first language, so forgive me if I make a lot of mistakes and meant to be a constructive suggestion.
I am nothing but grateful to Mod Devs like you.

Thank you for your time, dedication and work.

Request

Very like the style of combat in this mod, but other settings would like to turn off, especially the fog, it is too strong - you can see at a distance of no more than 2 meters
Is there any version of the mod only with animation of attacks, like the NPS Iris?

Uninstall Button

Very hard to troubleshoot when I cannot uninstall the mod without deleting files and re-verifying.

New Version Overrides Meditation and other Mechanics

Can't be changed by menu or keybinds, not even by priority on MM. Manually won't work and MM either.

Mods is amazing don't get me wrong but is starting to be too invasive. Even default keybindings for the special attacks is very obscure and the attacks are too circumstantial, some of those attacks i haven't been able to replicate after doing them by mistake spamming keys on the keyboard while in combat (Ex: Double Parry combined with Witcher Sense or something like that, What?).

Please revamp the keybinding and menu system before adding more functions is a shame that such great work gets downgraded by ui or input method.

Sincerely thanks a lot for the mod, is a very ambitious project and all the work and constant updates are proof of how much effort you're putting into it.

Edit: By new i meant V1.37, V1.36 Does not have the meditation issue

Enhancement ideas. New features or requests.

Hi! Happy New Year! Good health to you! Good luck with everything! I feel bad that I can't support you so if you need help with anything just ask, I'll try to help.
Here is the idea about Khagmar. How about to create Khagmar human form and enhance him so he would have all Detlaff/Regis, Bruxa dash, whole Bruxa moveset and Fledder's/Garkain's jump attack, jump retreat etc, summon bats attack that would heal him all the cool stuff. And maybe add him to Bruxa lovers. How about maybe even change Bruxa killing consequences: 1st time after killing Bruxas, Blade of the Unseen, 1 Bruxae and 1 Mula shows up. 2nd time Blade of the Unseen and 1 Mula, 1 Bruxae, 1 Alp. And 3rd time here he comes Khagmar human form and Night Hunter after defeating Khagmar he transforms into Khagmar, Monster of the Unseen. Be afraid. Be very afraid. What you think?
Also how about adding whole van Moorlehem higher vampire family; 3 Higher Vampires and their human goons?
About aesthetics, no offense but Blade of the Unseen looks kinda unfinished too, his blades texture clips with his hands so it looks kinda bad, sorry. Maybe give him at least bloody sword claws and place them a little bit further from his hands to minimize clipping. And his face looks unfinished. Maybe dress him up in full Hen Gaidth and Tesham Mutna armor sets.
But Khagmar, Monster of the Unseen looks cool, his bloody parts and head distinguish him from Detlaff's monster form. From what I remember Higher Vampire monster forms are different from eachother, for example Regis' monster form looks like Man-Bat from DC. But unfortunately CDPR only gave us Detlaff's monster form. And suggestion to improve Khagmar, Monster of the Unseen and player's monster vampire form are to just make him move a lot faster cause he moves very slow.

Sorry for making another issue and for such big post but I just wanted to explain good enough so yeah.
Thanks for the mod. I am very sorry. Good physical and mental health to you and good luck with everything!

Crash

Hello again!
I would like to inform you that I have been experiencing crashes when the Wild Hunt Knights are about to spawn from their portals during EH events.
Last time, I saved the crash log. Let me know if you want me to send it to you. I cannot post it here because it's a 60MB file.
I hope I've helped.

Thanks again for the mod.

Info:
Build: 4.0.87877
P4CL: 6224456
Stream: //Red_engine/Main.Lava.Release [ Compiled Jun 22 2023 ]

Eternal Hunt version 1.24

Relevant Mods I used.
Random Encounters
https://www.nexusmods.com/witcher3/mods/5018
Magic Spells
https://www.nexusmods.com/witcher3/mods/5007
Fast And Deadly Combat
https://www.nexusmods.com/witcher3/mods/7441

Humble suggestions, improvements.

Health. How are you doing?
Good job with the mod, but maybe if Eternal Hunt had it's own settings for Geralt Combat Speed(light attack speed, strong attack speed, whirl speed, rend speed, dodge speed, roll speed), creatures enemy overall speed. And also maybe option to disable EH's blood and gore.
And also sometimes Geralt will just stand still and nothing but load save will help.
P.S. What´s the purpose of red grass?
Just a suggestions. Good luck. No offense.

Obscenely Long Load Screens after geralt's dream.

I can do the entirety of the dream without any issues with loading. The load screen when Geralt is supposed to wake up can take over 10 minutes easily. If it does actually load, if I die then the load screen happens again.

red grass

изображение_2023-10-22_134441337
red grass is everywhere, the usual green grass has partially disappeared, it's very unpleasant for the eyes, but I want to use the mod

V1.42 Monsters Spawns Issue

Monster Spawns issue: happened so far with the assassins and now with a Rotfiend Nest, simply cannot damage the enemy or at least in a way that the health bar moves, i was able to damage the assassin and the bar actually moves but with max adrenaline by using the bruxa bite (not able to damage with sword, magic spells mod movements or regular signs)

I get the notification prompts for damage tho, Between 80 to 120 silver for rotfiend steel for assassins but still the bar wont move.

As for the Rotfiend Nest, spawn rate for little ones is out of hand, there are simply too many and without a build designed to lower damage received by them exploding is impossible to beat in a new playtrough, maybe there should be some scaling. I beated a similar enemy ''Xeno Swarm'' but in my New Game + with many skills and right equipment (also spawn rate a little excessive, is not hard with the right equipment, just annoying). Even without the health bar issue i'm guessing Rotfiend Nest is unbeatable without having north of 25 Skill points and some extra damage reduction from armor (like bear set).

Would you recommend to disable some encounters depending on skill tree level each player is currently on? Would it be possible to segment the enemies based on the real possibility of defeating them according to Geralt's level? Again, is not just hardcore playtrough, lower than Level 20-25 and armor that reduces the damage of exploding small rotfiends no one is beating that nest as it is.

Impossible to lock target on the big Rotfiend, targeting keeps jumping out even in manual, but since this makes it more difficult maybe is intentional. Not exactly a fan of this since some of the EH and Magic Spells moves requires the lock but please let me know if this is also intentional.

Will report about another encounters as i find them.

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