Thank you, I've always liked that connection between the potions and the Signs, also that possibility of losing the ability to cast if a witcher was cut from drinking them for a long period of time. If you mean the one added by the 4.0 - it shouldn't be a problem, the mod is very lightweight and there is a file for each version of the game. For now i'm working on projects for another game, but I'll certainly add something more to this mod once I have an opportunity.
lmao at first glance it thought it is just a nerf type of sh=t but in reality this mode forces you to drink potions to regain that power, so overall you dont lose that much but lets say you dont have any pots or decoctions- then you are f**d up with signs.
Which makes us only to trust our sword not some fancy magic. Ty and will endorse asap
As according to the description - it's in line with how the Signs were shown in the books, they were mostly a last resort tool for the witcher, and they were far weaker than the magic of sorceresses and sorcerers.
Exactly so, just like in the original source material, a trusty sword to rely on. Thank you.
is sign intesity reset after potion/decoction expires? i mean is it dependent elixir duration AND count or just only count? ALSO, can you make a version.. a bit more book friendly? 1 decoction cannot possibly be 5x stronger in terms of sign intensity regain.
or tell me which lines to edit to get the same result?
The intensity resets after the duration of elixirs expires. But the intensity itself relies on their count.
A few things to consider - there's no mention of decoctions in the books, only potions. Decoctions are an addition of the third game, and here they are much more toxic and last longer than the potions. The player has to be rewarded with a good bonus if they drink a highly toxic and powerful decoction. We don't have any comparison between potions and decoctions based on the books' lore.
Go ahead and tweak it so - you'll be able to deduce the result in-game. Personally, I'm planning to boost the potions' bonus, but I've been busy with other mods and haven't got to test in-game.
i think there was a decoction in books , at leas in russian version there was "Декокты". Tho i cant say if they mentioned elixirs or indeed it was decoction.. anyway i edited value from 4 to 2 i hope it wont break anything in the script.
also the reason i decided to nerf it a bit more, because (if we are talking about next gen) decoctions have 50 toxicity and potions 25 in average. so it would be illogical for decocts to have 5X the effect of regular ones.. plus if you have alchemy build this mod loses its function, partially..
if you have a metamorphosis build it takes 5 seconds to get ur intesity back. and i wanted to not use potions only for the sake of returning SI,
A decoction can be a synonym for a potion in the books, the third game definitely made them a seperate, more powerful type - no mention of it in the books, I don't count the potions the author mentions in the latest book.
It won't break it, it's such a lightweight mod, that there's no chance, you can always go back and tweak the value again. You know, I think the mod works best if one plays a swordsman with some alchemy, but mainly sword skills should be used. just like a book build. Potions should give half the intensity the decoctions give, that's what I'll have to test, I think it's fair.
ill tell you smth, thanks to https://www.nexusmods.com/witcher3/mods/10337?tab=files i have 48 perks overall : i have 15 from red and 11 from each of the remaining skill trees. i have 222 toxicity max and it seems my edits were sufficient enough to have a good balance. base-% intensity . a potion gives 5% intensity back and decocts give 15%/
wtf? i just had 5 decoction from mutation with 121intensity. but after i drank thunderbolt it decreased , drank again it became 70 % ish. dunno if "extend potion duration " has smth to do with that..
i see, alright, it's good you found good values for your game. If you have more mods that change the potions/Signs, there can be unexpected things, I imagine. Likewise and thanks, I appreciate the insight.
Very good idea for a mod but I would suggest to tune better the Sign Intensity gain from potions and decoctions from a progression and theorycrafting aspect of the game. You basically tell that you have to drink 10 potions or 2 decoctions or mix them to gain 100% of your Sign Intensity. I'd like to know how this would be possible before mid game without proper items and when you have the chance to actually increase your toxicity capacity over 100 by skills or Manticore set. You basically disable any player's wish to play around with some early/mid Sing build cause of the way you scripted the values. In addition, decoctions are not something that you can take right from the start and most of them are actually useless and the better ones you obtain about in mid game and later cause you get them in certain point of the game by obtaining mutagens which are mostly related to completing specific quests. In addition, you say that decoctions are very toxic but they don't cause you to lose hp when toxicity treshold is being reached where potions do :). You just make the use of potions irrelevant because on the start you have 100 toxicity and even if you drink 2 early decoctions to restore your full Sing Intensity, you would have 0 capacity left for potions.
Shortly - very good idea for a mod but not well tuned.
PS: Also I come with another question. Let say that I have 100% Sing Intensity and I drink my first potion which provides me with 20% Sign Intensity. Does it mean that I will gain just 2% Sign Intensity from it? So at the cost of 1 potions that will take me 1/4th of my toxicity capacity I will gain just 2% Sing Intensity from the potion alone and 10% more Sign Intensity from my gear. Basically 12% Sing Intensity at the cost of 25 toxicity. Something doesn't feel right here :).
If you are willing to take advice and make your mod more interesting you can type me on private cause I have some ideas. :)
If you use the Signs a lot and build your character around the Signs, this mod is certainly not for you - I state clearly it's more suited for hardcore books' fans, who want to have the Signs VERY nerfed, with potions or not and kinda roleplay the book character. From my testing it works as intended, the Signs are weak, and one shouldn't expect fireworks with them, they should be left for people who graduated from Ban Ard.
In the books, the Signs are very rarely used and aren't powerful - it's different in the games, that's why there's an option to just play it the vanilla way. Even when I don't specialise in the Signs, I end up with high Intensity just by levelling - that's why I wanted a radical nerf.
I appreciate the insight, a constructive insight can be taken into consideration, although I'm certainly not going to buff the Signs, because it'd be on the contrary to the mod's concept. But some changes certainly can be made.
PS: Also I come with another question. Let say that I have 100% Sing Intensity and I drink my first potion which provides me with 20% Sign Intensity. Does it mean that I will gain just 2% Sign Intensity from it?
You clearly don't understand how this works. If in a game without a mod you have 100%, then with a mod, with one potion drunk it will be 10%, with two - 20%, etc.
I perfectly understand how it works and my question was valid. My question was related to the potion or decoction alone that gives Sing Intensity. So if I have 100% SI I would have 0% before to drink any potion of decoction. But let say I drink a potion that gives me 20% SI this means my max SI would be 120% and having the fact that I drank just 1 potion this would give me 10% of 120% or 10% of 100% + 20%. Honestly I don't know what you didn't understand. If it's the first case I would have just 2% from the first potion and so on.
Now you've made your point clearer, but it would've helped if you had just written you meant e.g. the Petri's Philter. And I've been thinking of something myself - if someone wanted to buff the Signs, even while playing the book-friendly way, and drinks a Signs-strengthening potion or decoction - the bonus could be applied without a penalty then. But only then, the Signs stay the way they are, unless a specific Signs-related elixir is active.
I have been thinking can you make this on food rather than potion (or as extra?) , maybe if you dont have food effect for some time the sign intensity would decrease over time?
would make eating in game more of an mechanic you need :) (rather than just health boost)
I understand what you mean, although I do not recall finding a mention of a relation between the Signs and food . But of course, generally, a starving and dehydrated witcher should be weaker at anything, sword combat or the Signs. I don't know if you've heard of that mod, there's Primal Needs - I think it does that, consider taking a look at it.
Your idea is interesting - although it would have to affect sword fighting and Signs in an even way. I don't want to make Primal Needs 2, but well, I can consider adding something like "the well-fed witcher gets a bonus to sword damage and Signs' Intensity". Although it would mean a more complex mod, because we'd have to assume how quality and quantity of food affects the Signs and sword damage, which values to take.
So, summing up, take a look at Primal Needs, I'll, for now, focus on improving and refining my original concept, and I'll keep your idea in mind.
As someone that is IN LOVE with the books, and tries to make the games as close to them as possible - this mod is a godsend! My entire builds revolved around the fact that Geralt used minimum signs, and said signs are dependant on the presence of his medallion and how often he drank potions. I have not downloaded it yet, but in whichever case - thank you kindly!
I'm very glad to see I'm not the only one who thinks alike! I've noticed that even when focusing on the melee skills, my Sign Intensity was still quite high in the game anyway and their effects weren't worse than those of professional mages.
You mention a very important thing - the medallion, given to every witcher at the end of their training, indeed, not only it warns against an incoming danger, but is also a source of a witcher's connection to magic. I like the fact that the author never tells us everything about the medallion or the Signs - untold things only increase the curiosity.
By the way, a trivia about the Somne Sign from the Season of Storms, it was kinda invented in the Polish TV series ten years before the book. In one episode, Geralt uses it to put Jaskier/Dandelion to sleep (for his own good). In the Season of Storms we see such Sign in action.
Thank you for the comment, this mod is for such books' fans such as yourself.
Woah I was not aware of Somne's origin! That's a very interesting point of trivia. I like that Mr. Sapkowski doesn't shy away from incorporating stuff he thinks is cool/likes from other mediums of his adaptations. Just how in Season of Storms,
Spoiler:
Show
we see Geralt wear both his swords like in the games, where they're parallel to each other, for a scene near the end of the book (I think in one more scene as well?)
Yeah, when I read it, I was like "I've already seen it somewhere". Ouch, put the last sentence in a spoiler, will you? He won't admit it publicly, but yes, I've seen a few things he incorporated, it can be seen the most in the latest book.
To mention, that appearance in SoS is very intriguing, you did read it, so you know what I mean. And that sword placement is only in one scene, if I remember. I'll admit, that scene is kind of touching for a books' fan, at least it was for me.
vielleicht könnte man die Stufen des Zeichen-Malus an den Schwierigkeitsgrad des Spiels koppeln. und an dieguter Boni, epiische Ausrüstung weniger Boni, meisterliche Ausrüstung kein Boni.
und vielleicht besteht die Möglichkeit die Funktion des Mod ingame über ein Mod-Menue zu steuern, bzw abzuschalten
Thank you. I'd prefer to read in English, but I get what you mean.
I'll certainly take these into consideration - although the point of the mod is that on any difficulty level, the Signs should be relatively weak as in the books. Mod menu - why not, although this modification is pretty lightweight and you can simply comment out the changes in the playerWitcher.ws. There's no risk, it'll simply revert to the vanilla values.
Another user suggested some changes as well - every insight deserves to be considered, it's the first version of the mod, after all.
I also think that signs are overdone in the W3. So, your mod only affects the damage done by the signs? Do you think the visual effects can be toned down as well?
My interpretation from the books and lore was that a Witcher (some more, some less) can cast a sign only by drawing magic/energy from the environment and himself. So that by casting a small amount of energy he weakens himself. It would be interesting if instead of potions casting signs reduce vitality in the game. In combat, it's used more to confuse or surprise an enemy than to cause damage.
Thanks for a very quick comment, I've just posted it.
The mod affects their power in everything - damage, strength of the Quen Sign, everything. For the visuals - I'm okay with them, I've always imagined the scenes in the books, when the witcher casts a Sign as something rare, but spectacular. But there are mods available that change their visuals - I suggest checking them .
It's an interesting theory, although I do not recall if the author mentioned such negative effect on Geralt after having cast a Sign. I think the games presented it well by the Stamina bar. So, casting a Sign doesn't necessarily weakens the body, but surely it affects the magical energy, that's why it's impossible for a witcher to cast too many spells in a quick period of time. And indeed, in the books their use is not to damage, because they're a very simple magic, but confusion/surprising - most certainly, that''s what I wanted to bring with this mod.
35 comments
Which makes us only to trust our sword not some fancy magic.
Ty and will endorse asap
Exactly so, just like in the original source material, a trusty sword to rely on.
Thank you.
is sign intesity reset after potion/decoction expires?
i mean is it dependent elixir duration AND count or just only count?
ALSO, can you make a version.. a bit more book friendly? 1 decoction cannot possibly be 5x stronger in terms of sign intensity regain.
or tell me which lines to edit to get the same result?
//modBook-Friendly Signs
potionBuffsCount = 0; buffs = GetBuffs();
for(i=0; i<buffs.Size(); i+=1)
{
if( buffs[i].IsPotionEffect() ) potionBuffsCount += 1;
if( ((W3Mutagen_Effect)(buffs[i])) ) potionBuffsCount += 4;
if i change 4 to 2 will i get only 30% bonus from decoctions?
A few things to consider - there's no mention of decoctions in the books, only potions. Decoctions are an addition of the third game, and here they are much more toxic and last longer than the potions. The player has to be rewarded with a good bonus if they drink a highly toxic and powerful decoction. We don't have any comparison between potions and decoctions based on the books' lore.
Go ahead and tweak it so - you'll be able to deduce the result in-game. Personally, I'm planning to boost the potions' bonus, but I've been busy with other mods and haven't got to test in-game.
anyway i edited value from 4 to 2 i hope it wont break anything in the script.
also the reason i decided to nerf it a bit more, because (if we are talking about next gen) decoctions have 50 toxicity and potions 25 in average.
so it would be illogical for decocts to have 5X the effect of regular ones..
plus if you have alchemy build this mod loses its function, partially..
if you have a metamorphosis build it takes 5 seconds to get ur intesity back. and i wanted to not use potions only for the sake of returning SI,
It won't break it, it's such a lightweight mod, that there's no chance, you can always go back and tweak the value again.
You know, I think the mod works best if one plays a swordsman with some alchemy, but mainly sword skills should be used. just like a book build. Potions should give half the intensity the decoctions give, that's what I'll have to test, I think it's fair.
i have 222 toxicity max and it seems my edits were sufficient enough to have a good balance.
base-% intensity . a potion gives 5% intensity back and decocts give 15%/
wtf? i just had 5 decoction from mutation with 121intensity. but after i drank thunderbolt it decreased , drank again it became 70 % ish. dunno if "extend potion duration " has smth to do with that..
okay ty again have good day/night
If you have more mods that change the potions/Signs, there can be unexpected things, I imagine.
Likewise and thanks, I appreciate the insight.
Shortly - very good idea for a mod but not well tuned.
PS: Also I come with another question. Let say that I have 100% Sing Intensity and I drink my first potion which provides me with 20% Sign Intensity. Does it mean that I will gain just 2% Sign Intensity from it? So at the cost of 1 potions that will take me 1/4th of my toxicity capacity I will gain just 2% Sing Intensity from the potion alone and 10% more Sign Intensity from my gear. Basically 12% Sing Intensity at the cost of 25 toxicity. Something doesn't feel right here :).
If you are willing to take advice and make your mod more interesting you can type me on private cause I have some ideas. :)
In the books, the Signs are very rarely used and aren't powerful - it's different in the games, that's why there's an option to just play it the vanilla way. Even when I don't specialise in the Signs, I end up with high Intensity just by levelling - that's why I wanted a radical nerf.
I appreciate the insight, a constructive insight can be taken into consideration, although I'm certainly not going to buff the Signs, because it'd be on the contrary to the mod's concept. But some changes certainly can be made.
I'll keep that in mind
would make eating in game more of an mechanic you need :) (rather than just health boost)
Your idea is interesting - although it would have to affect sword fighting and Signs in an even way. I don't want to make Primal Needs 2, but well, I can consider adding something like "the well-fed witcher gets a bonus to sword damage and Signs' Intensity". Although it would mean a more complex mod, because we'd have to assume how quality and quantity of food affects the Signs and sword damage, which values to take.
So, summing up, take a look at Primal Needs, I'll, for now, focus on improving and refining my original concept, and I'll keep your idea in mind.
You mention a very important thing - the medallion, given to every witcher at the end of their training, indeed, not only it warns against an incoming danger, but is also a source of a witcher's connection to magic. I like the fact that the author never tells us everything about the medallion or the Signs - untold things only increase the curiosity.
By the way, a trivia about the Somne Sign from the Season of Storms, it was kinda invented in the Polish TV series ten years before the book. In one episode, Geralt uses it to put Jaskier/Dandelion to sleep (for his own good). In the Season of Storms we see such Sign in action.
Thank you for the comment, this mod is for such books' fans such as yourself.
To mention, that appearance in SoS is very intriguing, you did read it, so you know what I mean. And that sword placement is only in one scene, if I remember. I'll admit, that scene is kind of touching for a books' fan, at least it was for me.
eine sehr schöne Idee
vielleicht könnte man die Stufen des Zeichen-Malus an den Schwierigkeitsgrad des Spiels koppeln.
und an dieguter Boni, epiische Ausrüstung weniger Boni, meisterliche Ausrüstung kein Boni.
und vielleicht besteht die Möglichkeit die Funktion des Mod ingame über ein Mod-Menue zu steuern, bzw abzuschalten
I'll certainly take these into consideration - although the point of the mod is that on any difficulty level, the Signs should be relatively weak as in the books. Mod menu - why not, although this modification is pretty lightweight and you can simply comment out the changes in the playerWitcher.ws. There's no risk, it'll simply revert to the vanilla values.
Another user suggested some changes as well - every insight deserves to be considered, it's the first version of the mod, after all.
So, your mod only affects the damage done by the signs?
Do you think the visual effects can be toned down as well?
My interpretation from the books and lore was that a Witcher (some more, some less) can cast a sign only by drawing magic/energy from the environment and himself. So that by casting a small amount of energy he weakens himself. It would be interesting if instead of potions casting signs reduce vitality in the game.
In combat, it's used more to confuse or surprise an enemy than to cause damage.
Thanks for the mod.
The mod affects their power in everything - damage, strength of the Quen Sign, everything. For the visuals - I'm okay with them, I've always imagined the scenes in the books, when the witcher casts a Sign as something rare, but spectacular. But there are mods available that change their visuals - I suggest checking them
It's an interesting theory, although I do not recall if the author mentioned such negative effect on Geralt after having cast a Sign. I think the games presented it well by the Stamina bar. So, casting a Sign doesn't necessarily weakens the body, but surely it affects the magical energy, that's why it's impossible for a witcher to cast too many spells in a quick period of time. And indeed, in the books their use is not to damage, because they're a very simple magic, but confusion/surprising - most certainly, that''s what I wanted to bring with this mod.
Good luck on the Trail.