The Witcher 2

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Lautreamont

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Lautreamont

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395 comments

  1. ESCachuli
    ESCachuli
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    I think is not working for me, using the .dzip version of Experienced Witcher. I see all paths blocked, and it says they are not.

    I'm using the "better igni" mod, maybe is it in conflict with this mod? I see in unpacked version both edit "geralt_skills" and "geral_basic".

    Can I merge both or something?
    1. Alignn
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      This version doesn't work with EE. Try http://www.nexusmods.com/witcher2/mods/294/? instead
  2. Vinterdimma
    Vinterdimma
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    Found a typo and figured it was easiest to just show it as a screenshot.

    Screenshot of typo
  3. NinjaKidXD09
    NinjaKidXD09
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    I'm missing the Geralt_Skills.xml file and the Abilities_Tokens.csc file, where would i get them?
    1. Kisuke99
      Kisuke99
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      If that means that when you open your abilities menu you only get a black screen, i have the same problem, and i would really want to know how to solve it
  4. Siphonos
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    It would be appreciated if you removed the nerfs to bombs and alchemy +traps aswell as the magical less vitality.

    For one thing Saying magic makes you physically weaker is rediculous as its magic that makes geralt as strong as he is, his mutations that make him even stronger than the strongest of most powerful warriors is magical might, magic will always make people more physically stronger by far than what is possible with normal training.

    Secondly With the New Dark Mode out the game is almost impossible and its actually alot harder than insane and nerfing bombs is just not on we seriously need that stuff and even the current bombs with their 100% bonus from alchemy isnt that great in dark mod where you lose like 70% of your hp if you get hit once in the back.
  5. Razerz
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    Thank you very much!
    It will probably do a lot for the visibility of the mod as well
  6. blackninjato
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    Here u go:

    http://witcher.nexusmods.com/mods/294
  7. Razerz
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    @Blackninjato: Would you see any problem with making a new mod entry for the EE compatible version of Better Combat? I can understand that you don't want to "step on the original author's toes", but it would be easier for regular users to follow any updates on a dedicated page instead of in a comment thread.
  8. blackninjato
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    Presskohle you are just great Thank you, thank you.

    I managed to change tooltips like i wanted. Even "backstab damage multiplier" now reads "backstab damage taken".
    As i wrote on CEO comments i found out that +% on gear doesnt work for traps, bombs and daggers. And also i changed how adrenaline is shown( no more %). All this also requiers changing stats on gear. So i will wait untill Kindo decides what he will do with this. After that i will upload version with fixed tooltips and gear changes.
  9. Presskohle
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    Btw, if there is anyone who can change text Chance of incinirating foe with Igni Sign into Sign burn i would be realy happy. I changed text for aard sign to be short, but with this one i have problems. I would like it to be short so i can move both igni burn and aard stun into critical group on attributes screen.


    http://www.mediafire.com/?m1fgyalbfpkh479
  10. blackninjato
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    http://speedy.sh/67sAN/Better-combat-Darkness-Finished.rar

    Finaly fixed the bombs and traps in a way Lautreamont wanted. Their damage now increses 6x through alchemey tree. Fixed dagger damage increse in sword tree(% increse wasnt working). Fixed all tooltips in trees. Uped damage on daggers, traps and bombs so they are still usefull with incresed enemy Vitality.

    Its finished for now. Any feedback is welcome.



    Btw, if there is anyone who can change text "Chance of incinirating foe with Igni Sign" into "Sign burn" i would be realy happy. I changed text for aard sign to be short, but with this one i have problems. I would like it to be short so i can move both igni burn and aard stun into critical group on attributes screen.