About this mod
Some little bug fixes : cutscene fixes, a few fixed monster vulnerabilities, compatibility patches or gameplay tweaks, also fixed a few spelling errors in the English version of the game. The mod is always open for more fixes.
- Requirements
- Permissions and credits
- Changelogs
2) I've found the same issue in the very next cutscene during this battle. Fortunately, the one after has the correct placement.
3) Steel for Dagon: the cutscene with Dagon. First of all, the steel sword is misplaced on the back. Second, more important thing: the silver sword shouldn't be used in the cutscene, because Vodyanoi are susceptible to steel, which the game itself reminds us of after the cutscene ends and our character correctly draws the steel. I've fixed both things: now the steel sword is being used in the cutscene, and the silver is on its right place.
4) An issue I was informed of by kuczaja, a really good job with it. In the 3rd Chapter, when we sneak up on Salamandra trying to talk to King Radovid through a megascope, the mage responsible for the transmission had a wrong template, that of a Salamandra assassin. Now the mage looks like he should.
Compatibility:
2) "DIary of a Dice Collector" - Mersey fixed some typo in the English version of the book. But every language except for EN has completely incorrect dates - (1340, 1341, 1342), as if the book's author were a time-traveller. The Mersey typo remains fixed and I've applied the correct dates to every available language.
- You can safely remove the it_scroll_224.uti from ProjectMersey/Items
3) Mersey also restored a missing journal entry - The Hermit from the Fields. But I've discovered it can be improved, basing on the restored, but a bit unpolished entry from the Polish version (maybe that's why the entry was unavailable). The effect is nice - for the English and Polish versions there's a very interesting, expanded entry, that provides more insight into the Hermit's role and gives more lore about the knights of the Lady of the Lake.
- It contains the other Mersey's fixes in the character.dlg file - safe to remove from Project Mersey/Dialogues
4) Another Mersey fix that wasn't translated to other languages - in the Epilogue, a nightwraith that can help us, was incorrectly named as a noonwraith - I've added the fix to German and Polish versions.
- q6002_iceplains.qst is safe to remove from Project Mersey/Quests
Fixed items:
2) Correct number of potion slots on the Excellent Jacket - the armour model shows three potions on the belt, and yet we have access to two slots only. On one hand, I understand it, because it's consistent with the armour progression, the common jacket has one potion slot, the excellent two, and the Raven armour three. But it's more immersive if you see three potions on the armour and you can use those three potions. A truly misc thing.
3) The Excellent Leather Jacket available in Chapter 4 - for players who couldn't afford/forgot/didn't want to buy the armour in the previous chapters. I don't see a reason the jacket isn't available in the blacksmith's son's stock. It is now, you can buy it from him in Murky Waters village. Just remember - due to the way .utm files work, you need to install it before you begin the fourth chapter. On an old save, the new equipment isn't going to be available.
4) The Excellent Leather Jacket is less expensive - the price can be explained from a balancing point of view, so that the player cannot buy it too early, but it isn't very immersive - changed from 5000 to 3000 orens. It's still a lot, for balancing reasons, but not that overpriced as in the vanilla.
Fixed vulnerabilities:
2) Voref: it's understandable that Voref isn't a 'common' wolf, perhaps there were unimplemented ideas about this trophy monster. But as the game stands, Voref is considered a wolf, a mean one, but still an animal. It was very vulnerable to silver - fixed, now use steel against it, it's a wolf.
3) Armoured Hounds: they aren't common dogs, that's for certain, they're a product of Salamandra experiments. But its armour and description in the bestiary, show that they're susceptible to steel. In-game though, they are very vulnerable to silver - fixed.
Gameplay (it's not a clear bug, but rather a problem with balance):
In the vanilla files it looks like this: EffectIntensity = (PreciseHit_Mod = 3) on the 1st level GS Style, then the value goes to 6, and 9, respectively. That's why using the Group Style at later levels is overpowered - these values mean immense Precise Hit (critical) damage. With my values it should be still increasing, but overall halved.
Values: (3) now 1.5, (6) now 3, (9) now 4.5. Plus Flash's inspired Precise Hit chance nerfed - the effect chance should be halved for the second and third level Group attacks.
2) Temporary runestones - there are three of them, Vodon, Swarog and Perun. There was a progression intended for them, which mostly works.
- Vodon gives +20% attack and +20% dmg - it's correct.
- Swarog - 40% dmg, +40% attack, +5% critical hit (it means Precise Hit from the Group Style). The +5% PH bonus was actually +15% in the files, which, considering the next tune's supposed Precise Hit bonus, makes more sense than the description. Changed the description for every available language.
- And the most powerful one, Perun - we can see a clear intent - each consequent rune gives extra +20% to dmg and attack, plus the Precise Hit bonus. Perun follows that only in the attack bonus (60%), because it actually gives +100% dmg and +45% Precise Hit. It should be +60% dmg, +60% attacks and +30% Precise Hit.
There's a problem with different translations wording the description differently - to make it weirder, the English translation is correct from the start... Just know that from now on the Perun's effect isn't weirdly overpowered and is consistent with the runes' progression. Now it's actually good to use a real weapon oil that gives +100% against an opponent type.
3) Abigail and Vesna buff - both the ladies can quickly fall in combat, and in Vesna's case permanently. @chilloucik brought up Vesna, and I thought it'd be good to buff Abigail as well, I remember that she's quite vulnerable during the fight against The Beast.
Abigail - hp increased from 80 to 160 (100%). Vesna - hp increased from 150 to 200 (33%), dodge chance increased from 30 to 45(50%). Now it should be easier to keep Vesna alive during her quest, and for Abigail to fight longer against the barghests.
Spelling errors:
2) Ice Plains (EN) - in one of the conversations there, the witcher calls Grand Master a "theif" - it's now corrected. (added Project Mersey compatible file)
3) Kaer Morhen Prologue (PL) - when we find wounded Triss on our way to the laboratory, the journal in the Polish versions says: "Spotkałem ciężko ranną Triss... (I met heavily wounded Triss...). The English version uses a more appropriate phrasing, that is "I found heavily wounded Triss". In Polish, it's also more suitable, it's corrected now to "Znalazłem ciężko ranną Triss", similar to the English translation.
Translations:
I encourage to pay attention to potential errors/bugs during playing - if you notice something wrong, that hasn't been fixed by any other mods - let me know.
Installation:
Put the folder/folders you need into Data/Override.
If you use Project Mersey and are bothered by 'theif' misspelling - you can safely delete cn_gmaster02.dlg from Project Mersey/Dialogues - I added the spelling fix to the Mersey file, so it's compatible.
RoTWW x Mersey compatibility - put the file into z_rotww/Jaskier, press yes to replace, delete cn_jaskier07.dlg from Mersey/Dialogues
Uninstallation:
Remove the said folder/folders from Data/Override
Thanks to:
@kuczaja for informing me of the Salamandra-related cutscene error, and for offering me his already fixed file - something I declined, but nevertheless I appreciate greatly
@flixster for reminding me of a few errors.
@Flash_in_the_Flesh for inspiration and noticing many of such bugs all those years ago.