It's amazing how much better this game can be made just by disabling stupid sh*t that shouldn't be in the game to begin with. Almost all of the 40 mods I use simply comment out lines in various scripts. Why did the developers think something like insta-kill strikes were needed to make an easy game even easier? Why did they think EVERYTHING needed a sound effect? Why did they think disabling jumping in shallow water was prudent? Why did they think auto-sheathe or automatic changing of swords based on closest enemy type was a good idea when it totally ruins a number of battles?
I hope they've learned to DO LESS in future games.
Ye that should be possible. Here are some solutions that could work.
Easysolution: Uncook the gamefiles and look for geralt_skills.xml. Search for the aard spell and remove the <KnockdownTypeApplicator is_ability="true" /> and add <LongStaggerEffect is_ability="true" /> or <StaggerEffect is_ability="true" />.
Downside is, there wont be any logic that determines if LongStagger or Stagger should be applied.
"Harder" Scriptsolution: I would say the best starting-point is knockDownTypeApplicator.ws . This script determines how powerful the knockback were and which effect should be applied. The strength is calculated with the variable aardPower. If you're lucky the variable aardPower is only greater 0 when aard is actually used. Then you can swap EET_HeavyKnockdown/EET_Knockdown with EET_LongStagger/EET_Stagger. But i know for sure that the applicator also gets used for explosion. So maybe aardPower is just a bad chosen name and some other abilities lose their knockdown too. If this is the case you either have to find a better place or a possibility to get the Information if aard was actualy used into the knockDownTypeApplicator.ws script.
Since their is no way to use a proper debugger for the script ("at least i dont know one"), finding the correct place can be tedious. You probably better ask someone who made more than just one little mod.
This has bothered me as well. Though, instead of completely disabling instant kill. How about making a version where instant kill can only trigger if they have say less than 50% health. Or perhaps tie it to adrenaline points. Make it so that instant kills consume say 1 adrenaline point. So you must have them to trigger it.
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I hope they've learned to DO LESS in future games.
Easysolution:
Uncook the gamefiles and look for geralt_skills.xml. Search for the aard spell and remove the <KnockdownTypeApplicator is_ability="true" />
and add <LongStaggerEffect is_ability="true" /> or <StaggerEffect is_ability="true" />.
Downside is, there wont be any logic that determines if LongStagger or Stagger should be applied.
"Harder" Scriptsolution:
I would say the best starting-point is knockDownTypeApplicator.ws . This script determines how powerful the knockback were and which effect should be applied. The strength is calculated with the variable aardPower. If you're lucky the variable aardPower is only greater 0 when aard is actually used. Then you can swap EET_HeavyKnockdown/EET_Knockdown with EET_LongStagger/EET_Stagger. But i know for sure that
the applicator also gets used for explosion. So maybe aardPower is just a bad chosen name and some other abilities lose their knockdown too. If this is the case you either have to find a better place or a possibility to get the Information if aard was actualy used into the knockDownTypeApplicator.ws script.
Since their is no way to use a proper debugger for the script ("at least i dont know one"), finding the correct place can be tedious. You probably better ask someone who made more than just one little mod.
Thank you for this.
Will endorse.