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Siniath

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Siniath

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17 comments

  1. ralphonzolio
    ralphonzolio
    • member
    • 12 kudos
    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.
    1. EquinoxAlkemist
      EquinoxAlkemist
      • supporter
      • 4 kudos
      46 mods and its all the same story. at least its nearly fixed!
  2. Fnts
    Fnts
    • member
    • 29 kudos
    Merged for 1.22: http://www.nexusmods.com/witcher3/mods/1740/
    1. Czartchonn
      Czartchonn
      • premium
      • 15 kudos
      Am I right that this doesn't work with humans? I can still instant-kill them when I Aard them off horses.
  3. IKingsI
    IKingsI
    • member
    • 2 kudos
    Your mod doesn't work anymore with the 1.22 update
    1. Marth77
      Marth77
      • member
      • 3 kudos
      Yup, please update mod author !!
    2. datsyuk13
      datsyuk13
      • member
      • 0 kudos
      Yeah. I really like this mod and would like to see an updated version compatible with patch 1.21.
  4. RadMystical
    RadMystical
    • member
    • 0 kudos
    I have zero talent at making my own mods, but is it possible to somehow remove knockdowns from things like Aard? Anyway, thank you for this mod!
    1. Siniath
      Siniath
      • member
      • 2 kudos
      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.
    2. RadMystical
      RadMystical
      • member
      • 0 kudos
      Thanks for responding, I'll try this soon!
  5. mortiscausa
    mortiscausa
    • member
    • 3 kudos
    Good job on the variations, I personally love this mod it removes the ease of killing humans and monsters.
  6. fnexus
    fnexus
    • premium
    • 43 kudos
    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.
    1. RashTheModder
      RashTheModder
      • BANNED
      • 2 kudos
      Yeah! Great idea! +1
    2. shadowfax31
      shadowfax31
      • member
      • 0 kudos
      I would love that also! +1
    3. valas991
      valas991
      • member
      • 12 kudos
      i second that. +1
    4. Siniath
      Siniath
      • member
      • 2 kudos
      I added two versions for the hp % suggestion. The adrenaline variation should be possible too, i may try it when i have more time.
  7. Godmezenger
    Godmezenger
    • supporter
    • 14 kudos
    I looked into this myself but didn't find the code that disabled it.
    Thank you for this.
    Will endorse.