Hello! Spotted a bug, while character on 100 level quest npc become killable. Checked on beast of white orchid, griffin one shot vesemir which breaks immersiveness and logic of further quests.
Can you describe the problem again, but in more detail and consistently? Because I literally didn't understand anything. Who has level 100, the gryphon or the player? Does Vesemir kill the gryphon with one shot, or does the gryphon kill Vesemir?
Ok, sorry. I started a NG+ with 100 level Geralt. I set default preset on your mod, and then there was a bug with fight between griffin and vesemir. In vanilla i assume, all friendly quest npcs have maximum resistance to damage, if they don't have healthbar (Like defend someone for short period of time). With your mod on default preset mobs just break through that npcs resistances and kill them which is not as should be. With all that the next problem is that killed friendly quest npc breaks quest logic, and you can't pass forward without turning your mod off.
Are you really sure that the reason is my mod? And if so, what specific option does this trigger if, as you say, when disabling the mod (I assume in the menu, not by removing the mod) this doesn't happen?
Ok, I checked 1. Damage Bonus: at maximum stamina, the enemy gets a damage boost equal to the one you set up in the menu, and fully depleted stamina will give normal damage. Anything in between will depend on your current stamina. For example, if the menu bonus is 20 percent and the opponent's stamina is depleted by half, the damage bonus will be 10 percent. That option gives ton of damage on full stamina for mobs, which cause one shot on friendly npc. But I think it supposed to be turned on in your vision of how it works. I'll test it on only your mod installed game and I'll give update updt: Yes, with only your mod installed, griffin just one shot vesemir, but only if damage boost turned on.
I can confirm this. Friendly companion NPCs take damage with this mod enabled and die in combat, even though they're supposed to be invincible. Happens on any character level, doesn't matter if it's NG or NG+. I had Ciri die as my companion when we were fighting that Sylvan on Bald Mountain. Just to be clear, I'm talking about npc companions that have no health bar at all when they're with you, meaning they're supposed to be invincible. Not like other NPCs which do have health bars and can die. Also, friendly companion NPCs take damage from Geralt's Exploding Quen ability too, meaning he can accidentally hurt and kill them, lol. I assume because this is reflected damage, meaning it's counted as a percentage of the enemy's actual dmg, so it's technically enemy dmg being inflicted on Ciri. I killed Ciri multiple times this way because she got caught in my quen explosion haha XD. And yes, I believe it's related to the "Damage Bonus" option for Enemy Stamina in the mod. So this seems to overwrite regular enemy damage and negate NPC immoratlity.
So, I think this should be fixed in the new version. Zowbaid tested this and said the fix works. I couldn't reproduce this error for myself. I have OG, so maybe it's some bad interaction with the NG code, I really don't know. But I've made it so that damage modifiers don't apply to Geralt-friendly NPCs.
I have a question. Is it hard to create a mod that would increase the duration of bleeding (in my opinion, it disappears too quickly in 10 seconds, while not removing that much damage), but at the same time reduce its damage, so there would be a balance? And make almost all enemies have a chance to inflict bleeding, because it is somehow strange that out of all the existing enemies, bleeding is inflicted on Geralt by vampires and relic monsters like the griffin or cockatrice.
Exactly as you describe? Techies aren't difficult, but it's all about the details. Just adding bleed to all enemies will make it, let's just say, too non-unique and end up being more annoying than interesting. For this to really work, it would be necessary to approach the bleeding from each type of enemy individually, with different chances, duration, etc. I'm not going to do it - I'm not particularly inspired by the whole idea.
I can only tell you where to change the damage duration of bleeding - in effects.xml, in BleedingEffect. How to unpack, edit and package xml, ask someone else - for sure there are some guidelines for something so elementary, but I don't have links at hand, and I don't want to write a manual here.
If, according to you, the development of such a mod is not difficult, then there is such a possibility that you create it, obviously for a certain cost. I saw people who accept orders for the creation of a mod, but since you understand what I need, I decided to contact you, if you do not mind.
To be honest, I don't really want to work to order - it kind of kills all the fun, because it turns into a duty.
However, I had a very simple idea. The chance of adding bleeding flow will depend on the percentage of health that the attack has taken away. For example, if an attack takes 50 % health off you, it has a 50% chance of causing you to bleed. So, the stronger the opponent, the higher the chance, but you can reduce it by increasing your health and using better equipment. If you want, the duration can also be made dependent on this. If you like it, you can make a list of opponents that should NOT cause bleeding so that I can eliminate them.
Okay, I get it. I won't try to persuade you, thanks for the answer. In general, the reason for this request was due to the lack of ability to work with scripts and mods in principle. My maximum was working in Wolven Kit and editing mods for animations (deleting unnecessary lines in scripts and leaving what was needed)
The only enemies that wouldn't cause bleeding would be people with clubs (although if their damage is low, then the chance to cause bleeding is also low, so they could be left) and people who fight with fists
Well, again, nothing prevents from setting the minimum chance, for example, at 20%. In addition, you don't take into account that opponents like drowner deal a lot of quick strikes in a row - for example, if you miss three strikes in a row of 10%, then the chance of getting bleeding for this combo will be 30%.
✨ Oh wow, this is amazing! ✨ I’ve just reached the high levels with my Geralt, and your mod couldn’t have come at a better time! 🎯 It perfectly hits the sweet spot to keep the game challenging and exciting for me! 💪⚔️ Thank you so much for your work! 🙌😊Endorsed!
Hello, I knew about this idea of yours - congratulations on its implementation. I'm still firmly on GM, I'm unlikely to be able to try it in the near future, but in any case I wish you success in your work. П.С. Благодарю за отдельные описания для модов на русском.
Я так сказал, тк только закрыл сюжет c GМ и там этот вопрос как-то решён. Для ванили мастхев - выносить 90% врагов с камнем Марена на +2 это стрём. У меня нет сил и желания лезть вязать скрипты и смотреть, кто и что сделал. Оставляю это более опытным и искушённым в модах и моддинге.
Не, ну в GM конечно убрана завимомость урона и длительности критэффектов от силы атаки/Знака... но, учитывая, что они всё ещё процентные, я сомневаюсь, что этого достаточно. Хотя, возможно, вы в итоге получите слишком большое снижение урона. Тут ещё от вкуса зависит. В любом случае, я, разумеется, не наставиваю.
These abilities were too OP and easily broke the game. That's why I never used stat effects on my builds cuz it just trivialized content. Glad to see it's been worked on. Thanks good sir!
Also, quick question. How does this mod work with your Akatosha's Skills mod? Go well together I assume?
I think the way I implemented it should be compatible with almost everything... I can't vouch only for overhaul repairs to the gameplay. And, of course, this is compatible with my Skills. Any of my mods may not conflict with each other. What would it say about me as a modder if they were conflicting?
Hahah right? Although I've actually created mods just for the people here that I don't actually use myself. So yeah I just wanted to make sure about that ;)
Well, all my mods are part of my game. Of course, this is all compatible with each other. I've made thousands of changes over the years, and I still do. Well, I publish what makes sense in itself, and not just in the context of my build.
This mod is a must have. But I have a problem with freezing or burns enemies. I don't know why when I freeze and burn enemies they stay like that permanently... Even with my other mod firearms where there are freezing bullets and fire. They also cause the opponent to freeze and burn permanently..., don't know how to fix it... I play on 1.32 NG+
Oh, I see. It's just that in my head NG is primarily Next Gen, not New Game. There was confusion. So... I do not know how to help you. First of all, this is almost certainly a problem of some kind of mod... but I can't say for sure, because I've never played or modified New Game + specifically. The only advice is to remove the mods one at a time until the problem disappears, then you will understand what the problem is.
43 comments
1. Damage Bonus: at maximum stamina, the enemy gets a damage boost equal to the one you set up in the menu, and fully depleted stamina will give normal damage. Anything in between will depend on your current stamina. For example, if the menu bonus is 20 percent and the opponent's stamina is depleted by half, the damage bonus will be 10 percent.
That option gives ton of damage on full stamina for mobs, which cause one shot on friendly npc. But I think it supposed to be turned on in your vision of how it works. I'll test it on only your mod installed game and I'll give update
updt: Yes, with only your mod installed, griffin just one shot vesemir, but only if damage boost turned on.
I can only tell you where to change the damage duration of bleeding - in effects.xml, in BleedingEffect. How to unpack, edit and package xml, ask someone else - for sure there are some guidelines for something so elementary, but I don't have links at hand, and I don't want to write a manual here.
However, I had a very simple idea. The chance of adding bleeding flow will depend on the percentage of health that the attack has taken away. For example, if an attack takes 50 % health off you, it has a 50% chance of causing you to bleed. So, the stronger the opponent, the higher the chance, but you can reduce it by increasing your health and using better equipment. If you want, the duration can also be made dependent on this. If you like it, you can make a list of opponents that should NOT cause bleeding so that I can eliminate them.
П.С. Благодарю за отдельные описания для модов на русском.
Для ванили мастхев - выносить 90% врагов с камнем Марена на +2 это стрём.
У меня нет сил и желания лезть вязать скрипты и смотреть, кто и что сделал.
Оставляю это более опытным и искушённым в модах и моддинге.
Also, quick question. How does this mod work with your Akatosha's Skills mod? Go well together I assume?