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Sequential sword animation
About This Mod
The game has a set of available animations that Geralt can use in certain situations when you press the attack button. This happens completely by accident and is not controlled by the player.
The problem occurs when you are not close to the enemy (one full roll away) and press the attack button. Geralt can perform one of various attack animations to close the gap, and some of them behave in a completely different way than others, depriving the player of the ability to predict how the character will behave, turning the game into a dice roll (luck) rather than a skill-based Action RPG.
This is especially bad because some of them can really leave you open to bumps during their long animations, and some don't even have as much range as others. The number of advantages or disadvantages that you simply leave to luck is too large for a game that tries to be more role-playing than its predecessors.
To fix this, I just made sure that all space closing animations were the same.
Now you can predict Geralt's reaction when you press the attack button to close the gap!
The new versions also remove unnecessary spins and Geralt jumps when attacking from close range, making the gameplay even more responsive! In addition, other significant improvements have been made to the mod, see Changelog!
Q: How is this mod different from other combat animation mods?
This mod does not add any new animations to the game. It simply blocks the animation that is used for Geralt's attacks, closing the gaps. It also removes some annoying jumps and spins from its short-range attacks and makes attack animations more consistent overall, and thus more predictable, as it should be in Action RPG. The reason I did this myself is that I couldn't find any mods that would fix just these problems without adding extra things that I might not like to see in the game.
Q: Why just the space closing animation?
Randomness of the animations is not a big problem at close range, since any of the possible animations are fast enough and have roughly the same range, so it doesn't matter which one Geralt uses. However, I also made some changes to them, removing some unsuccessful ones. This mod also changes certain conditions to make attack animations more consistent and predictable.
Q: Does this mode completely correct the feeling of unresponsiveness of the game?
No. Sometimes Geralt uses melee animations when he is out of range. Sometimes, if you're too far away from the enemy, Geralt won't make a gap-closing attack, just make a standard attack. It's the problem of the game itself, not the fashion, it's always been like that. I don't know how to fix it. This game will never be a great Action RPG. But this mod makes it significantly less disappointing, correcting one important aspect.
Q: The mod doesn't work. Geralt still does other animations!
The focus of this fashion is on closing the gap animation. And, as mentioned, sometimes Geralt won't do a space closure animation if you're too far away or too close to the enemy. Instead, he will choose to attack from close range. Fixing such game logic is beyond the scope of this mode, which is a simple toggle animation. But don't worry! Just by playing a game with this mod, you will quickly understand the range limits of Geralt's animations when the aisle closes. This is one of the advantages of a consistent and predictable fight.
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