0 of 0

File information

Last updated

Original upload

Created by

BlickJustice

Uploaded by

BlickJustice

Virus scan

Safe to use

12 comments

  1. kuczaja
    kuczaja
    • premium
    • 71 kudos
    Hi! Have you checked how disarm_mod is calculated? In my own research, 3 years ago i have concluded that it's actually half of the flat value from LUA. So Mod = 45 became 23%. But the problem is, i have no idea how on earth did i deduced it, with it being 3 years ago and such. 

    I might've been wrong tho, hence why i'm curious if you have tested it and got a different result 
    1. BlickJustice
      BlickJustice
      • premium
      • 49 kudos
      Hello there. I've seen developers' comments that would indicate something like that in the Djinni's files, but I'm not sure if they are reliable. There are clues that the weapons were meant to have different stat values, which can be seen if you open a weapons' .uti, there are unused descriptions that show it. I also don't remember to have ever triggered an opponents' disarming without using Aard - a similar thing is with the Blinding effect on opponents, I've never seen it applied with the sword attacks. So, generally there's an issue with the effects, at least Bleeding, Pain and Precise Hit work. 

      I'll take a look once more into this, but I wish the values were as reliable as in TW3, not to mention one doesn't have to edit each description in a separate language there to show changed stats.
  2. ObsidiusPrime
    ObsidiusPrime
    • supporter
    • 0 kudos
    Question, I looked in the file, and I was looking at the three red meteorite sword stats. I'm just wondering why in the description it
    shows 1.05/1.15 + 1.2 = 2.5 as being wrong, yet it looks as though the stats here are the exact same and haven't changed. I guess I'm mostly just asking how these calculations are made. Because calculating 1.05 divided by 1.15 plus 1.2 doesn't come out to 2.4. So I just was hoping you could explain how the game uses these numbers. If you're not able to because you don't have time, don't feel like it, or any other reason, that's totally fine. Just wanted to ask more so out of curiosity than anything. Thank you for your time.
    1. BlickJustice
      BlickJustice
      • premium
      • 49 kudos
      Everyone is welcome to ask their questions, i'll gladly answer. The problem is not with the numbers in itself, but with how they are added by the game - there are the mult and mod values - in the vanilla file, in the line that describes the stats for the third red meteorite piece, there's mod = 1.2, instead of mult as in the previous lines. Because you have mult=1.05, mult =1.15 and then mod=1.2. From what I know, the game sees it as 2.4. 

      The similar issue was with the three Earth runes silver sword. It's very easy to miss, that's why I didn't see the red meteorite issue outright, because I was aware only that the Earth sword had this error. The values should be mult in every case, so mult=1.05, mult=1.15, mult= 1.2.

      For example, Flash, the creator of an overhaul mod for the first Witcher, FCR 1.6, had decided to remove almost all the bonuses from the swords, because he was also aware that the values and the way they're added by the game are unreliable. I think a bit differently - the bonuses and effects give the weapons a flavour, in FCR1.6 they almost don't provide any additional effects, which I find disappointing.

      And the forged swords generally should've been done better - the descriptions don't match the stats in MOST cases, to be honest, the 3x Red Meteorite Sword is the only one I could clearly see the developers' intent for it, the other meteorites/runes combinations are unbalanced and in my opinion needed an overhaul. That's why I made another mod, Sword Stats Rebalance, where I made each of the forged swords worth of trying out.

      Even though I regard TW1 very highly, I have to admit, the way The WItcher 3's weapons stats are calculated is very much better, and it's much easier to edit them and see the effect in-game. In TW1 after you change the stats, you have to manually edit the items' descriptions, so that they show up, and you have to do it separately for each language. Maybe that explains some of the weapons' description errors in TW1.
  3. SNIPD
    SNIPD
    • member
    • 18 kudos
    As a first time Witcher 1 player I'm using fixes and texture updates only, thank you very much @BlickJustice! Kudos!
    1. BlickJustice
      BlickJustice
      • premium
      • 49 kudos
      Thank you @SNIPD, good luck in the game, it's very good and immersive, with the atmosphere the closest to the books out of all three games. 
  4. Iartie
    Iartie
    • member
    • 0 kudos
    thanks for another fix :)
    1. BlickJustice
      BlickJustice
      • premium
      • 49 kudos
      Thank you, honestly, I'm surprised there turned out to be so many things to fix  
  5. AbsoluteNova
    AbsoluteNova
    • premium
    • 0 kudos
    It's incredible to see you continuing to find and locate bugs in this game. Just want to say that your work is not going unappreciated. My only gripe is that I keep having to update the mod pack I'm working on due to your work, keep doing what you're doing.
    1. BlickJustice
      BlickJustice
      • premium
      • 49 kudos
      Thank you very much. Honestly, after the cutscenes, I really thought it's all done, but then I checked the weapon's stats. I just feel it was a long time overdue, the error with the silver sword made of three Earth runes was bizarre. I admit I was also disappointed when I checked the bonuses for Aerondight weren't correct. 

      Be ready to make more room soon - this mod here, is a pure bug-fixing one, but it doesn't mean I like the vanilla stats or I'm content with them. That's why I'm going to release a sword stats' rebalance, the meteorite and runic swords really need an overhaul, because they're so unbalanced, I wonder who even uses the silver sword from three Moon runes - and supposedly, any sword made out of three identical pieces should reward us - now they're going to do that, and to make every combination worth of trying out. 

      And an important thing - if you encountered any error, that is reasonably possible to correct - it can be done. If you, for example, saw a cutscene with a wrong sword placement, that I've missed to correct by now - I won't forget to mention who helped me with discovering such bug. 
  6. TheSkyNinja
    TheSkyNinja
    • member
    • 0 kudos
    Wouldn't removing some stats from swords make some enemies weaker?
    1. BlickJustice
      BlickJustice
      • premium
      • 49 kudos
      If you mean e.g. the Poisoning bonus from the Illegal Sword - had it worked as intended, so that the bonus actually applies only when an opponent uses the weapon - I'd have left it as it is. But everything shows that the weapon in our hands also had the bonus - it's not stated in the description and the sword has good affects anyway. Which, as you can read, I've also fixed, because they were actually lower than in the description. Everything must be consistent and transparent for the player - it was not so.

      And the opponents' stats rely mainly on a different file anyway - removing one bonus from a sword won't make much of a difference to them, but makes a great difference for the player - now, one has bonuses from the descriptions, as it should be.