The Witcher 3: Wild Hunt photomode mod, v1.0.8/v1.0.11 (Patreon)
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Camera version: 1.0.8 (Classic), v1.0.11 (Next Gen)
Released on: 12-may-2023 (Classic), 12-may-2023 (Next Gen)
Compatible with: The Witcher 3: Wild Hunt 'Classic' v1.31/1.32 (normal or GOTY), Steam, GoG, or The Witcher 3: Wild Hunt 'Next Gen' v4.0.3+ (DX12)
Documentation: https://opm.fransbouma.com/Cameras/witcher3.htm
NOTE: There are three camera tools attached to this post, one for the 'Classic' version (game version v1.31/1.32, use camera 1.0.8) and two for the 'Next Gen' version (game version v4.x. Use camera 1.0.9 for the d3d11 version of TW3 next gen and use camera version 1.0.11 for the d3d12/raytracing version of TW3 next gen). Be sure to use the right tools with the game version you have.
Features:
- Camera control: (Also in cut scenes)
- FoV control
- Free unlimited camera movement and rotation
- Timestop / game pause control
- NPC pause / animation speed control
- Camera paths support ('dolly cam') for defining moving camera trajectories for movies.
- Flexible camera shake for handshot videos and camera paths
- Black bar removal in cutscenes
- Optionally disable of foliage fading when the camera is close
- Configurable input interpolation for smooth camera movement/rotation/fov zoom in/out
- Game speed control (slow-motion, speed up)
- Frameskip
- HUD toggle
- Time of Day control
- Optional no pause when alt-tabbing.
- Hotsampling (resize the game window to any resolution)
- Ansel everywhere, also in cutscenes
- Higher LODs
Changelog:
v1.0.11:- FIXED: fixed for patch v4.0.4
v1.0.10:- FIXED: fixed for patch v4.0.3
- ADDED camera shake for camera paths and camera movement
- ADDED reshade support for camera paths via the IGCSConnector 2.0
- ADDED 3 camera position save slots (Ctrl-F6/F7/F8 to store, F6/F7/F8 to recall) when the camera is active.
v1.0.9: - (Next gen version) ADDED: Another way to block xbox controllers so it should no longer be the case geralt moves when the camera moves.
v1.0.8 (Classic version): - ADDED camera shake for camera paths and camera movement
- ADDED reshade support for camera paths via the IGCSConnector 2.0
- ADDED 3 camera position save slots (Ctrl-F6/F7/F8 to store, F6/F7/F8 to recall) when the camera is active.
v1.0.8: - (Next gen version) FIXED: Using a PS4/5 controller would still send input to the game when the camera was enabled.
v1.0.7: - (Next gen version) Ported to The Witcher 3 Next Gen.
- CHANGED: Fast movement now no longer affects rotations.
- CHANGED: Marked the client that it's for classic only.
v1.0.5: - ADDED: Camera movement/rotation/fov interpolation factors. These factors can be used to make the camera movement/rotation/fov be interpolated over multiple frames so you can get smooth camera movement, rotation and fov zoom in/out for videos without the need for camera paths.
- ADDED: Support for the IGCS Connector so you can create automated horizontal panoramas and lightfield screenshots.
- CHANGED: the hooking of dxgi for syncing the camera movement with the framerate could take a long time while the game would appear to 'hang'. The tools now implement a direct hook with the call to dxgi's present method so it syncs with the framerate and the hook is set immediately without a hang.
v1.0.4: - FIXED: Better Time of Day interception: it now can be enabled also in areas where the game has it switched off and it's always available and also changes when the game is paused.
- FIXED: Time of Day is now properly recorded and used in camera paths.
- FIXED: Sometimes the initial value for foliage fading disable wasn't properly activated at start
- CHANGED: The camera path window's gamespeed slider is now wider and has a smaller delta so it's easier to set the right value.
v1.0.3: - FIXED: When the tools haven't intercepted the Time of Day location yet, enabling time of day in the client could crash the tools due to a bug in the tools.
v1.0.2: - ADDED: A way to disable foliage fading on camera collision.
v1.0.1: - FIXED: Marked AnselEverywhere as non-essential, so if you have a mod installed which enables Ansel everywhere already, the tools wouldn't find the location and flag the camera feature as not-available. This is now fixed: if you have that mod installed, it'll ignore the error.
- ADDED: Removed black bars in cutscenes when using aspect ratios other than 16:9
- CHANGED: the gamespeed code was broken, I've added a more reliable one. Still won't work in some cutscenes, but that's the engine.
v1.0.0: First release