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DenVildeHest

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  1. DenVildeHest
    DenVildeHest
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    Working on a big update with animations for drinking potions, but faster combat and movement animations overall to even it out. Let me know if your interested.
    Edit:
    I've finished work on adding animations and other features. It turned out to be a bigger mod than first anticipated so made it separate from this
    Check it out here
    Remember to delete this mod if you decide on using it.
  2. Skylog
    Skylog
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    Great Idea. Can You make the Blizzard potion to work immediately after drink?
    1. AndreyAleksandrov
      AndreyAleksandrov
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      https://www.nexusmods.com/witcher3/mods/2205?tab=files
  3. Genasi246
    Genasi246
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    I know it's been a long time since you last were active here, but could it be possible for you to create an updated version, compatible with Ghost Mode 4.0 that adds a new potion. Been trying to make it myself for hours now and the previous day or two, but to no avail
  4. churchofdeviance
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    One thing I would suggest is also increase how long food restores health but great reduce the effect of healing. Maybe even modify the gourmet perk which vanilla is 20 minutes but is five minutes in Ghost Mode. What do you think?
  5. churchofdeviance
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    Looks good. I have been using Potion Duration and Oil Charges Multiplier by lasyan3 with potion duration cranked to ten. It's a good simple workaround but not balance since it doesn't modify any other stat.
  6. GenericDomain
    GenericDomain
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    Great mod - potion duration has been my only gripe with Ghost Mode so far.
  7. Feregorn
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    Count me in for the version that includes drinking animations! I am a bit apprehensive for speed increases though, unless they can be managed through a mod menu. Could I suggest also the inclusion of improvements for oils just like your potions and maybe their applying animations?

    Not to pressure you or anything, but since I am between Ghost and W3EE, your mod update could push me to one direction sooner
    1. DenVildeHest
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      I'm pretty burnt out on modding right now. This took way longer than anticipated. Just want to play the game now. The new mod includes animations for oiling your sword if that's what you mean though.
      I finished the mod there is a link in the sticky.
    2. Feregorn
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      Thanks a lot! A menu option is just for easier management, but not absolutely necessary. Enjoy the game, I am also about to get into it for the first time after replaying W1+W2. But because I have heard it is easier than the W2 which I've finished recently, I am trying to add some mods to spice up the gameplay on harder difficulties without resorting to silly options like leveling up all rats to Geralt's levels...
    3. DenVildeHest
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      Don't go for Blood and broken bones with Ghost Mode imo. Its way too hard, at least the first 8 levels. That's my experience anyway. Sadly the combat just isn't like Dark Souls in this game so you can't really "outplay" the ai. They just have stupid amounts of damage and stupid amounts of health.
    4. Feregorn
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      Thanks for the advice. Would you suggest then another overhaul mod, like the W3EE? From what I've read Orbison as easy to combine with friendly bud and immersive can and some other small mods I want to use. Plus it brings many changes to vanilla elements. On the Witcher 2 I had played on hard with the mod Better Combat with Darkness, so I'm kinda prepared for the challenge, right?
    5. DenVildeHest
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      I haven't tried W3EE, so can't speak to that. You can always just try ghostmode with hardest (or normal) difficulty and then adjust damage/hp values to your preference. Personally I've just accepted that combat in this game isn't the main focus, the story is. The combat is never going to be as fun or good as in Dark Souls, for instance. Which makes me so sad because they actually came close to making it so.
  8. selfnamed
    selfnamed
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    I wouldn't mind if you changed the duration to Witcher 1 standards.
    At least there it felt like your potions were actually worth something.
    1. IrregularJohn85
      IrregularJohn85
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      Agreed.
    2. DenVildeHest
      DenVildeHest
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      I tried to look up the data on what those standards are as I don't own the game anymore and it's been Years since I played it. It seems it was measured in ingame hours which is no use to me. So If you can provide me with some data I'll be happy to implement it!
    3. PeasantHenry
      PeasantHenry
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      For real-time hours, r4Game.ws -----> SetHoursPerMinute(0.01667);

      Potions which lasts 8 hours

      Petris Philter = Toxicity Very High (26–30 )
      Black Blood = High (21–25)
      Full Moon = High (21–25)
      Thunderbolt = High (21–25)
      Maribor Forest = Medium (15–20)
      Golden Oriole =Medium (15–20)
      Tawny Owl = Medium (15–20)
      Cat = Low (10–14)

      Swallow = 2h = Medium (15–20)
      Blizzard = 20min = Medium (15–20)
      White Raffard's Dec = High (21–25)

      Happy tweaking

      edit.
      Oh, I think I misunderstood which kind of data you guys are after, silly me. If I remember correctly, in Witcher; 2 minutes (game-time) ---> ~5 seconds in real-time (I would take this with a grain of salt though)
    4. DenVildeHest
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      Yep I was looking for how many seconds the witcher 1 potions were running. They mostly run for 8 hours of ingame witcher 1 game time. No idea how long that is in human time....If your 2 min to 5 sec is correct the potions would be running around 20 min. This is already in the area of what the mod does, if one factor in the extra bonus durations from perks etc.
  9. User_3197683
    User_3197683
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    Adding animations sounds great, though I personally would rather not have faster combat/movement animations. Could that be optional?

    Edit: I love the newer version, 0.6!
    1. DenVildeHest
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      Yes it could, I'm realising the code is hard for Scriptmerger to merge on its own without a lot of hard manual merging though. Gonna give a lot of people problems...
  10. srw0015
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    Hey, thanks for your mod. I'm having a bit of trouble getting it working. I installed it, and am using preparations and GhostMode, but the GhostMode durations are overriding the ones of this mod. I have even hyphenated this mod to give it top priority. When I created a Mod.settings file in my witcher 3 documents folder and manually set the priority, the game refused to compile. Any idea why it won't take? Any help is appreciated.
    1. DenVildeHest
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      That sounds extremely odd. I suggest downloading scriptmerger and checking for conflicts in the Bundled Text section in the left window. Find GhostMode and BetterGhostPotions and if the conflict is red that means no priority is defined but BetterGhostPotions should have precedence because it starts with a B. If it's purple it means whatever mod is highlighted is top priority. If its not BetterGhostPotions, right click it and set it to a lower number than GhostMode. If you don't see the mods there you either didn't point scriptmerger to your witcher directory or you didn't install the mods correctly.
      Doing it this way you can't mess it up cause scriptmerger creates the mods.settings file for you.
    2. srw0015
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      Okay, I'll try that. I was confused because I wasn't able to merge the bundled files. Missing a bundle1.blob.... that isn't there to begin with. I appreciate the heads up on that, I wasn't fully aware that you could individually delineate priority through script merger itself. As I had said before, I created a mods.settings file using notepadd++ and the game refused to compile. I'll check back and let you know if it worked or not. Thanks!
    3. DenVildeHest
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      Generally you should only merge scripts. If you attempt to merge xml you need to know what you are doing, and textures can't be merged; its either one or the other. My mod is 2 xml files that overwrites 2 ghostmode xml files and no merging is necessary.
    4. srw0015
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      Awesome, That worked. Thanks. I've done some xml merging before, mostly for Ghost Mode along with nitpicker, and Gwent ++. I usually leave it alone unless I notice an inconsistency. Regardless. I appreciate it!
    5. DenVildeHest
      DenVildeHest
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      Great to hear you got it working!
  11. vpagliarini
    vpagliarini
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    Nice, i use Preparations with the option for using all ingredients in alchemy, i usually edited the xml files myself for increased potions and duration, but this shall save me some time, thanks.
    1. DenVildeHest
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      If you have played with modified potions before let me know if you have some balance suggestions regarding potion length and potion amounts. I haven't got a feel for it yet.