Q: If I'm using just this mod, Friendly HUD and All Quest Objectives Full, do I still need the compatibility files? Or, do I merge them without that file, cause that compatibility file seems to mess everything up. A: Compatibility fixes are there to allow you to play with FCR, FHUD and Quest Objectives without merging, just installing it is enough. If you are using only FCR + FHUD + Quest Objectives + other mods without scripts, then you don't need to merge scripts, because compatibility fix already fixes conflicts. If you are using FCR ( + FHUD ) ( + Quest Objectives ) + other mods with scripts, you'd need to merge scripts and then compatibility fix might help you or not.
Q: When I run the game, a popup window with plenty of errors appears: Error [modfcr3_2]game\(...) (...) A: There are couple of possibilities: 1) A conflict between mods that requires merging scripts. To merge scripts, use "script merger" available here on nexus, 2) Mod file didn't download correctly and installation is incomplete or corrupted. Redownload the mod and try again. 3) Using mod manager or editing config files by hand messed up mod load order and compatibility fixes don't have higher priority than main mod package. If you don't know what is it all about then it's most likely not the cause, as it's rather impossible to change load order unintentionally. 3) Mod was installed to wrong folder due to incorrect settings in mod manager. Make sure that modfcr3_* folders are in the following directory: ...\[game installation folder]\mods\.
Q: Is there a way to turn off Cat effect when going into combat in dark places? A: If you don't like the effect, delete focus.ws, interiorArea.ws scripts and in playerWitcher.ws delete lines with EET_Mutation12Cat words in it.
Q: I want loot reduction and no change in prices, I still think if I collect everything, I will have more than enough money. A: Delete guiShopInventoryComponent.ws and guiTooltipComponent.ws files from all packages to remove price multiplier, though keep in mind that guiTooltipComponent.ws also contains a fix for Dumplings runeword food items tooltip. You can also edit it manually instead of deleting to preserve Dumplings fix, just search for FCR in script. No need for exmplanation, as you'll know immediately which change is price change, it's self-explanatory.
Q: I downloaded the mod, played with it a bit and uninstalled. Now I want to try it again but skills are not reset and still have 5 levels. A: To forcibly reset character development and skill definitions type "ResetCharacterDevelopment" or "rcd" (lazy version) without quotation marks in console to activate it. You'll know that it worked from camera shake effect. After typing it save and reload the game.
Q: One of the latest versions of the mod added gameplay\gui_new\swf\character\panel_character.redswf file. This conflicts with the XYZ mod. Is there a way to disable it for this mod or a version without it? A: Just delete modFCR3_3_Padlock folder. Cannot get easier than that.
Q: Will have no problems running along with X, Y and Z mod? A: Only mutually exclusive features can't work together, ie. two mods changing the same skill. You need to merge the scripts though.
If I am also using the "Brothers in Arms" mod for the classic version of the game, is it better to install the regular "FCR3" or the "FCR3 Nitpickers Compatibility," since "Nitpickers" seems to be integrated into "Brothers in Arms"?
Talked with a few experienced modders of this community (Elementary Lewis and others) what you should do is use the "Main File" version of FCR3 if you want to pair it with BiA since BiA doesn't just repackage the nitpicker mod instead it recreates those from the ground up. To make FCR3 work with BiA flawlessly do this:
1. Delete "knockdownTypeApplicator.ws" from this folder (Mods\modBrothersInArms\content\scripts\game\gameplay\effects\effects\applicator\) in your Witcher 3 directory 2. Merge the scripts and bundled text of FCR3 + BiA + additional mods (check individual mod instructions for the bundled texts)
Hey, it's been a while. Regarding next-gen version of the mod, I did work on it in April 2024 and had it mostly done. It's difficult for me to motivate myself to extensively play the game though. Being a game developer might sound be cool but it's also a love/hate relationship with the game you spent thousands of hours making. I will do another full playthrough of The Witcher 3 eventually but it might take a while before I'm ready. I have all the source files, updated readme document, notes on what changes are in what files to make it easier for players and modders to make their own edits and merges, etc. There are things I still wanted to add but felt burned out at the time, mainly with full W3 editor released for modders I wanted to go through all the NPC entities in the game and make sure they have proper armor ability definitions added to them so the armour vs armor piercing fantasy would start working. It's one of the problems that remain in the game - you see a knight in full plate armor and it doesn't have any damage reduction because quest NPC entity is missing abilities.
I will release it eventually, OR if someone feels up to the task, you can take over and release it - in that case, please let me know. What's left is testing the mod and adding the missing armor definitions to entities, like I mentioned above. I'd use entities from latest Brother's in Arms patch whenever possible and the rest from game files. This change might go in an separate optional download, since it would decrease FCR's compatibility with other mods.
Here's the excerpt from changelog:
v0.4 NEW (separate download, choose only one main file option) • All Blood and Wine mutations that are further up the chain grant the effects of their previous mutations. Obvious exceptions are Deadly Counter, Toxic Blood and Magic Sensibilities, because they are the first in the chain and have no previous mutations on the tree. This means, for example, that Piercing Cold includes in itself the effect of Magic Sensibilities, Bloodbath includes Deadly Counter, Mutant Skin includes both Euphoria and Toxic Blood and Metamorphosis includes Cat Eyes, Euphoria, Toxic Blood, Bloodbath and Deadly Counter.
Problem: While mutations were all meant to be equally interesting, they are not, unfortunately, equally powerful. Players tend to gravitate towards damage increase instead of utility or survivability. This made 3-4 (Euphoria, Magic Sensibilities, Piercing Cold and sometimes Bloodbath) out of 12 mutations significantly more popular choices by a large margin, with other mutations hardly ever being used. After unlocking additional skill slots and equipping favorite mutation there was no point in buying additional mutation further up the tree. This also meant that some players didn't have the chance to experience some of the more unique effects in the game.
(A) Solution: While making further mutations contain previous ones obviously makes Geralt more powerful, majority of mutations are highly situational and affect a single damage source. For example, only Euphoria and Bloodbath both increase sword damage. In other cases, mutations improve a singular, separated aspect of Geralt's build and power fantasy. This chance doesn't necessarily aim at making more choices viable (player will end up choosing one of the 4 furthest edges of mutation tree), but it makes investing into more mutations much more viable and allows to experience more builds and effects.
INCLUDED IN FCR v.034a • Increased stat debuff on damaged items. Value depends on game difficulty level with 50% debuff on highest difficulty. Repairing items matter now. • Added fall damage on ground contact for monsters that were shot from the sky. Damage depends on the height from which they fall. Boss enemies take up to 23% (added with patch) of their max health, regular enemies up to full health. • Sped up animations of flying monsters falling down after being shot from the sky. • Buffed sorceress and witcher followers damage. These are the most powerful characters in the setting, you should feel that now. • Sorceresses now dismember enemies on kill. (% chance in nextgen patch) • Added reaction to stealing for commoners. There are two severities of reactions and two results for each of them depending on npc AI. Commoners will react depending on the priority of tasks they are undergoing at the moment. The effect is that some of the npcs will ignore you stealing stuff, others will call you out on it, some will just stare. There will be also rare cases when someone will be become intimidated, cover in fear or possibly run away. The effect is especially visible in Novigrad, less in Skellige and least in Toussaint, where even guards ignore player stealing. • Adrenaline Rush mutation: Adrenaline Points drop after 4s delay. Introduced new potential skill combos and play styles instead of another percentage damage buff. • Deadly Counter mutation: A counterattack immediately triggers a finisher with a chance based on the number of Adrenaline Points. Opponents immune to counterattacks are not affected. Used to work only on opponents below 25% health. • Equalized out of combat and combat toxicity drop rate (used to be twice as fast). (it was reduced from twice as fast to 10% faster) • Possession glyphword, new effect: When effect of Axii ends, opponent receives damage dependent on effect duration and Sign intensity. Spent long time balancing the damage potential. It’s a nice bonus when you don’t invest in Sign intensity and a killer when you do. It’s very effective at the cost of waiting - you could finish off enemies faster by other means. As a bonus eye candy, enemies that die to Possession effect explode. • Metamorphosis mutation effect "Witcher Senses now increase visibility in dark places without the use of potions works" works without the mutation. In combat it works automatically, while outside of combat it can be activated in focus mode. Witchers see in the dark. All of them, no potions needed. It’s in lore. • Fixed vanilla game bug with Flood of Anger skill not buffing Signs skills that are learned but not slotted and not upgrading slotted skills that are below max level. • Fixed vanilla game bug in "The Night of Long Fangs" Blood and Wine quest, where Regis doesn't help Geralt while he's being attacked by some enemies. (there's a chance that it was properly fixed in NEXT-GEN in quest files, not in scripts)
THESE CHANGES ARE PRESENT IN PATCH 4.04 WITHOUT THE MOD BUT ARE EITHER BUGGED OR USE DIFFERENT VALUES FOR BALANCE • Reduced healing from damage on alternate Quen from 100% of received damage to 0.1 * damage * Spell Power. This mechanic was clearly overpowered and made player nearly immortal. (fixed spell power not being included in calculation and reduced value from 0.2 to 0.1 * damage * Spell Power, like it was in CLASSIC FCR3) • Reduced level bonus of guards from player level plus random 11-13 to player level plus random 0-5. A random guard shouldn't pose a threat to legendary witcher. (was bugged in NEXT-GEN with inverted min/max values for level randomization) • Supercharged Glyphs skill damage is now scaling with enemy max health in addition to vanilla damage value. Vanilla damage of Supercharged Glyphs was extremely low, so investing in this skill was a waste. (fixed Flood of Anger interaction in NEXT-GEN that didn't increase damage)
NOT INCLUDED IN THE MOD, NOR IN VANILLA NEXT-GEN GAME there are many mods that are already handling the topics below, removing these changes allows for better compatibility
• Crossbow bolt's damage scales with player level. Damage is dependent on bolt quality. • Loot item level is now upscaled to highest enemy level in the area if enemy level is higher than player level. Fighting higher level enemies guarantees high level drops now. • Increased random range of item levels rolled for quest rewards. You might end up with an item you cannot use yet, but at least you'll get a guaranteed upgrade on level up. • Added an optional download package with reduced loot. All containers with generic low quality, junk loot tables will be empty unless they are connected with quest or Point of Interest. Drops from killed enemies are not affected. Shop prices are halved to compensate for the loss in items to sell and items that you'll now need to buy.
Pretty much everything else is included in base NEXT-GEN game.
I'm not an expert, but I talk with some modder friends. They say you can find armour abilities on each NPC entities using Community Patch - Shared Imports with this import class: import class CEntityTemplate extends CResource { import var includes: array<CEntityTemplate>; import var overrides: array<SEntityTemplateOverride>; import var properOverrides: Bool; import var backgroundOffset: Vector; import var dataCompilationTime: CDateTime; import var entityClass: CName; //import var entityObject: ptr:CEntity; import var bodyParts: array<CEntityBodyPart>; import var appearances: array<CEntityAppearance>; import var usedAppearances: array<CName>; import var voicetagAppearances: array<VoicetagAppearancePair>; //import var effects: array<ptr:CFXDefinition>; import var slots: array<EntitySlot>; //import var templateParams: array<ptr:CEntityTemplateParam>; import var coloringEntries: array<SEntityTemplateColoringEntry>; import var instancePropEntries: array<SComponentInstancePropertyEntry>; import var flatCompiledData: array<Uint8>; import var streamedAttachments: array<SStreamedAttachment>; import var cookedEffects: array<CEntityTemplateCookedEffect>; import var cookedEffectsVersion: Uint32; }
There are some entity however where you have to assign armour ability in order to use the mechanism you want.
This is not something that can be done in scripts. While I can check whether an NPC has armor ability or not, if it doesn't, and most human opponents don't, I want to add an ability that fits the appearance and there's no reasonable way to check how an NPC looks like in scripts.
I notice that NPC companions like Triss and Vesemir for example, seem to move faster than Geralt while walking, jogging, sprinting, horse-riding. They have to slow down themselves every now and then depending on the distance between them and Geralt. Are these intentional? Is there anything I can do to edit their movement speed so that they are more aligned with Geralt's?
Witcher 3 player characters and NPCs are animation driven. Movement speed depends on the animations, unlike for example in Cyberpunk where you have logic/code driven movement and proper speed-matching between player and NPCs.
Hey Andrzej, 'sup buddy? Wish all is going great for you, man!
At long last! Thank you so much for this new piece of info on the matter👍
I will release it eventually ...
I'll wait an eternity, if that's what it takes, but I want you to be the author of the NextGen "FCR - Immersion and Gameplay Tweaks" mod.
If you have no other choice but to let someone else carry on your legacy, please make sure that your legacy is in safe hands.
This change might go in an separate optional download, since it would decrease FCR's compatibility with other mods.
Awesome!
If you ask me, I'd say the 10th anniversary of the Witcher 3, which is on May 19th 2025, would be the perfect release date for the NextGen [F]ull [C]ombat [R]ebalance mod🤞
FlashInTheFlesh thanks bunches for the news! Thank you for your time and consideration!
I've read what you wrote. You can release the next-gen update in its current state now, honestly, then add "armor ability definitions" as another update to your next-gen edition FCR sometime later when the armor definitions aspect is ready. Just a thought.
You don't have to wait for that armor feature to be ready. After the launch of the FCR next-gen, hopefully sooner rather than later, you'll have plenty of time to test and improve the armor ability definitions feature to perfection.
Thanks. For everything.
Spoiler:
Show
This is the real Enhanced Edition of the third Witcher title, period.
This means, for example, that Piercing Cold includes in itself the effect of Magic Sensibilities, Bloodbath includes Deadly Counter, Mutant Skin includes both Euphoria and Toxic Blood and Metamorphosis includes Cat Eyes, Euphoria, Toxic Blood, Bloodbath and Deadly Counter.
Hello Flash. I want to talk about your idea of cumulative mutation skill you plan to add. While the idea is good, and you're aware about balance with that, my concern is about how much active mutation we got in total. The problem is that two mutation ends with fewer previous mutation. For example, we took Conductor of Magic, which equip Magic Sensibilities -> Piercing Cold, 3 mutations in total. But then we took Second Life, which equip Magic Sensibilities -> Piercing Cold -> Deadly Counter -> Bloodbath -> Adrenaline Rush, 6 mutation in total.
So no one will take Conductor of Magic nor Mutated Skin because we get less active mutation. My suggestion is that each "yellow" mutation only activate those two "colourised" mutation, nothing more. To be exact:
Mutated Skin / Metamorphosis -> Toxic Blood and Euphoria
Conductor of Magic / Second Life -> Magic Sensibilities and Piercing Cold
Cat Eyes / Adrenaline Rush -> Deadly Counter and Bloodbath
That way, we only have 3 mutations active for a specific build, and you can balance them in that circumstance.
I wish you good luck and I hope you'll take my idea.
Yes, it did, most of it. The 4.0 patch description also adds: "We took a curated approach to this mod, with some elements further tweaked from what you'll find in the mod by default, while other elements were omitted."
I'm getting multiple unmergeable conflicts between modFCR3_1_FriendlyHud_MapQuests and modFCR3_2 as well as modFCR3_1_FriendlyHud_MapQuests and modFriendlyHUD. I'm using Friendly Hud and All Quest Markers Full and am trying to install FCR3.
You ONLY need this one titled "FCR3 main file", then use the Script Merger (original app) to detect and solve conflicts in your mod list.
Instead of "FCR3 Reduced Loot package", you can install No Decorative Container Looting which is much better at what it does.
Note that if you're playing next gen 4.04 version of the game, you do NOT need to install the FCR3 mod since it is already there (inside the 4.04 installation package).
Read this helpful piece and the other one, please.
Note that All Quest Objectives On Map Full needs to have the higher priority to function properly.
Thank you!
Just out of curiosity, are the compatibility patches on the FRC3 download page just outdated and at one point were necessary but are no longer and just weren't taken down?
Just out of curiosity, are the compatibility patches on the FRC3 download page just outdated and at one point were necessary but are no longer and just weren't taken down?
They are intended for those who do not know about (or use) the Script Merger app.
It's not an easy app to learn for first-timers (especially, manually merging conflicts) but once you get the hang of it, you begin to appreciate the wonders it brings to the world of Geralt of Rivia.
I completely overlooked the fact that those patches aren't supposed to be used by those using Script Merger, that makes a lot of sense now. Thanks again for all the help!
@Andrzej Kwiatkowski. Hello friend! You said something about tweaking the FCR3 for next gen so I wanted to ask if you got any news regarding the matter.
I'd like to nerf the follower damage you've introduced with this mod. I really enjoy the idea, but gameplay-wise, I think it's not that well balanced. It may very well be lore-friendly, but I think considering how true to vanilla the rest of the mod is, that change throws the whole mod a bit off.
I'd really like to make it so all the followers can do damage, but not too much. Maybe 1/3 of a regular fast sword swing of Geralt at most (maybe 1/2). Not more, or they will reck enemies alone. Letho is a beast. Vesemir is a beast. The sorceresses (all of them) are ridiculously overpowered in my opinion. I don't know about less notable characters (just random followers, like the Baron and his men during "Return to Crookback Bog"), or stuff like the Ice Giant fight where you have three companions during the fight, if I'm not mistaken. And then there's the Battle of Kaer Morhen, where all the damage that's introduced by this mod suddenly accumulates if I had to guess.
If you could nudge me in the right direction, it'd be greatly appreciated. I'm not sure if I should do xml edits, or if the damageManagerProcessor.ws script is the answer. Probably a combination of the two. I just want less damage for all of them, especially witchers and sorceresses. I also want to make sure that all the other followers aren't overpowered.
Did you ever discover what is needed to do this? I'm also interested in nerfing follower damage. You often have these followers during boss fights that are supposed to feel challenging and these guys can solo them without you. It might be appropriate lore wise, but it isn't fun.
I like FCR3 as well but didn't like followers doing all the work. I am only early in the game so this comment may need adjustment but to address follower damage I have changed
\The Witcher 3\Mods\modFCR3_2_Nitpicker\content\scripts\game\gameplay\damage\damageManagerProcessor.ws going to line 1859 (end of "private function CalculateDamage" method add before "return finalDamage;" with if( !playerAttacker && actorVictim && !action.IsDoTDamage() && !thePlayer.IsFistFightMinigameEnabled() && GetAttitudeBetween( thePlayer, actorAttacker ) == AIA_Friendly && !actorAttacker.HasAbility( 'ForceInstantKill' ) && !thePlayer.IsCiri() ) { finalDamage = finalDamage / 8 ; }
where the number i.e. 8 here reduces follower damage but that factor.
It seems Next Gen has fixed it in a very similar way: the max damage of followers is capped to 1/6 of Geralt's damage. If someone wants to backport it to Classic, edit this file:
This way, in my tests, the damage of followers, specially witchers/sorcerers, is more reasonable, and it is possible to enjoy these battles. It is still greater than vanilla 1.32 (and more immersive too), but not as much as FCR3 where you can just sit and watch how your companions kill everything.
There's another way for balancing the combat. You can make your enemies stronger. I've been enjoying the Enemy Scaling Overhaul mod since its launch and things have got a lot more interesting with FCR3 + ESO combined (basic script merging knowledge is vital for a proper playthrough). Now when I Aard at higher levels, they don't stay down for an eon anymore!
The ESO mod is one of many mods on nexus which enhances the enemies in combat. Hope you find what you need! Cheers
1607 comments
Q: If I'm using just this mod, Friendly HUD and All Quest Objectives Full, do I still need the compatibility files? Or, do I merge them without that file, cause that compatibility file seems to mess everything up.
A: Compatibility fixes are there to allow you to play with FCR, FHUD and Quest Objectives without merging, just installing it is enough. If you are using only FCR + FHUD + Quest Objectives + other mods without scripts, then you don't need to merge scripts, because compatibility fix already fixes conflicts. If you are using FCR ( + FHUD ) ( + Quest Objectives ) + other mods with scripts, you'd need to merge scripts and then compatibility fix might help you or not.
Q: When I run the game, a popup window with plenty of errors appears:
Error [modfcr3_2]game\(...)
(...)
A: There are couple of possibilities:
1) A conflict between mods that requires merging scripts. To merge scripts, use "script merger" available here on nexus,
2) Mod file didn't download correctly and installation is incomplete or corrupted. Redownload the mod and try again.
3) Using mod manager or editing config files by hand messed up mod load order and compatibility fixes don't have higher priority than main mod package. If you don't know what is it all about then it's most likely not the cause, as it's rather impossible to change load order unintentionally.
3) Mod was installed to wrong folder due to incorrect settings in mod manager. Make sure that modfcr3_* folders are in the following directory: ...\[game installation folder]\mods\.
Q: Is there a way to turn off Cat effect when going into combat in dark places?
A: If you don't like the effect, delete focus.ws, interiorArea.ws scripts and in playerWitcher.ws delete lines with EET_Mutation12Cat words in it.
Q: I want loot reduction and no change in prices, I still think if I collect everything, I will have more than enough money.
A: Delete guiShopInventoryComponent.ws and guiTooltipComponent.ws files from all packages to remove price multiplier, though keep in mind that guiTooltipComponent.ws also contains a fix for Dumplings runeword food items tooltip. You can also edit it manually instead of deleting to preserve Dumplings fix, just search for FCR in script. No need for exmplanation, as you'll know immediately which change is price change, it's self-explanatory.
Q: I downloaded the mod, played with it a bit and uninstalled. Now I want to try it again but skills are not reset and still have 5 levels.
A: To forcibly reset character development and skill definitions type "ResetCharacterDevelopment" or "rcd" (lazy version) without quotation marks in console to activate it. You'll know that it worked from camera shake effect. After typing it save and reload the game.
Q: One of the latest versions of the mod added gameplay\gui_new\swf\character\panel_character.redswf file. This conflicts with the XYZ mod. Is there a way to disable it for this mod or a version without it?
A: Just delete modFCR3_3_Padlock folder. Cannot get easier than that.
Q: Will have no problems running along with X, Y and Z mod?
A: Only mutually exclusive features can't work together, ie. two mods changing the same skill. You need to merge the scripts though.
1. Delete "knockdownTypeApplicator.ws" from this folder (Mods\modBrothersInArms\content\scripts\game\gameplay\effects\effects\applicator\) in your Witcher 3 directory
2. Merge the scripts and bundled text of FCR3 + BiA + additional mods (check individual mod instructions for the bundled texts)
You ONLY need this one titled "FCR3 main file", then use the Script Merger (original app) to detect and solve conflicts in your mod list.
I will release it eventually, OR if someone feels up to the task, you can take over and release it - in that case, please let me know. What's left is testing the mod and adding the missing armor definitions to entities, like I mentioned above. I'd use entities from latest Brother's in Arms patch whenever possible and the rest from game files. This change might go in an separate optional download, since it would decrease FCR's compatibility with other mods.
Here's the excerpt from changelog:
They say you can find armour abilities on each NPC entities using Community Patch - Shared Imports with this import class:
import class CEntityTemplate extends CResource {
import var includes: array<CEntityTemplate>;
import var overrides: array<SEntityTemplateOverride>;
import var properOverrides: Bool;
import var backgroundOffset: Vector;
import var dataCompilationTime: CDateTime;
import var entityClass: CName;
//import var entityObject: ptr:CEntity;
import var bodyParts: array<CEntityBodyPart>;
import var appearances: array<CEntityAppearance>;
import var usedAppearances: array<CName>;
import var voicetagAppearances: array<VoicetagAppearancePair>;
//import var effects: array<ptr:CFXDefinition>;
import var slots: array<EntitySlot>;
//import var templateParams: array<ptr:CEntityTemplateParam>;
import var coloringEntries: array<SEntityTemplateColoringEntry>;
import var instancePropEntries: array<SComponentInstancePropertyEntry>;
import var flatCompiledData: array<Uint8>;
import var streamedAttachments: array<SStreamedAttachment>;
import var cookedEffects: array<CEntityTemplateCookedEffect>;
import var cookedEffectsVersion: Uint32;
}
There are some entity however where you have to assign armour ability in order to use the mechanism you want.
I notice that NPC companions like Triss and Vesemir for example, seem to move faster than Geralt while walking, jogging, sprinting, horse-riding. They have to slow down themselves every now and then depending on the distance between them and Geralt. Are these intentional? Is there anything I can do to edit their movement speed so that they are more aligned with Geralt's?
At long last! Thank you so much for this new piece of info on the matter👍
If you have no other choice but to let someone else carry on your legacy, please make sure that your legacy is in safe hands.
If you ask me, I'd say the 10th anniversary of the Witcher 3, which is on May 19th 2025, would be the perfect release date for the NextGen [F]ull [C]ombat [R]ebalance mod🤞
Super excited, TBH!
All the best, mate <3
I've read what you wrote. You can release the next-gen update in its current state now, honestly, then add "armor ability definitions" as another update to your next-gen edition FCR sometime later when the armor definitions aspect is ready. Just a thought.
You don't have to wait for that armor feature to be ready. After the launch of the FCR next-gen, hopefully sooner rather than later, you'll have plenty of time to test and improve the armor ability definitions feature to perfection.
Thanks. For everything.
I want to talk about your idea of cumulative mutation skill you plan to add.
While the idea is good, and you're aware about balance with that, my concern is about how much active mutation we got in total. The problem is that two mutation ends with fewer previous mutation.
For example, we took Conductor of Magic, which equip Magic Sensibilities -> Piercing Cold, 3 mutations in total.
But then we took Second Life, which equip Magic Sensibilities -> Piercing Cold -> Deadly Counter -> Bloodbath -> Adrenaline Rush, 6 mutation in total.
So no one will take Conductor of Magic nor Mutated Skin because we get less active mutation.
My suggestion is that each "yellow" mutation only activate those two "colourised" mutation, nothing more. To be exact:
- Mutated Skin / Metamorphosis -> Toxic Blood and Euphoria
- Conductor of Magic / Second Life -> Magic Sensibilities and Piercing Cold
- Cat Eyes / Adrenaline Rush -> Deadly Counter and Bloodbath
That way, we only have 3 mutations active for a specific build, and you can balance them in that circumstance.I wish you good luck and I hope you'll take my idea.
Should this be happening?
You ONLY need this one titled "FCR3 main file", then use the Script Merger (original app) to detect and solve conflicts in your mod list.
Instead of "FCR3 Reduced Loot package", you can install No Decorative Container Looting which is much better at what it does.
Note that if you're playing next gen 4.04 version of the game, you do NOT need to install the FCR3 mod since it is already there (inside the 4.04 installation package).
Read this helpful piece and the other one, please.
There is also Script Merger - Fresh and Automated Edition, read its description page for more info on the matter.
Instead of the Nitpicker's Patch mod, Install ONLY one of these mods:
Brothers In Arms - TW3 Ultimate Bug Fix and Restored Content Collection (game version 1.32 aka classic)
or
Brothers in Arms - TW3 Bug Fix and Restored Content Collection - Next-Gen (game version 4.04 aka next gen)
The author of the FCR3 mod, Andrzej Kwiatkowski, has said that there will be an update to the FCR3 mod for the next gen edition of the game.
I'm looking to use
- Friendly HUD
- All Quest Objectives On Map Full
- FCR3
I do not need any compatibility patch, I just need to install the mods themselves?Install those three mods and then run Script Merger, that's it.
Note that All Quest Objectives On Map Full needs to have the higher priority to function properly.
Just out of curiosity, are the compatibility patches on the FRC3 download page just outdated and at one point were necessary but are no longer and just weren't taken down?
It's not an easy app to learn for first-timers (especially, manually merging conflicts) but once you get the hang of it, you begin to appreciate the wonders it brings to the world of Geralt of Rivia.
Thank you
Let us be patience.
In all seriousness though, he doesn't owe us anything.
If there was any news, he would have told us so we'll just have to keep being patient.
The author said there will be an update when it's ready.
I'd really like to make it so all the followers can do damage, but not too much. Maybe 1/3 of a regular fast sword swing of Geralt at most (maybe 1/2). Not more, or they will reck enemies alone. Letho is a beast. Vesemir is a beast. The sorceresses (all of them) are ridiculously overpowered in my opinion. I don't know about less notable characters (just random followers, like the Baron and his men during "Return to Crookback Bog"), or stuff like the Ice Giant fight where you have three companions during the fight, if I'm not mistaken. And then there's the Battle of Kaer Morhen, where all the damage that's introduced by this mod suddenly accumulates if I had to guess.
If you could nudge me in the right direction, it'd be greatly appreciated. I'm not sure if I should do xml edits, or if the damageManagerProcessor.ws script is the answer. Probably a combination of the two. I just want less damage for all of them, especially witchers and sorceresses. I also want to make sure that all the other followers aren't overpowered.
\The Witcher 3\Mods\modFCR3_2_Nitpicker\content\scripts\game\gameplay\damage\damageManagerProcessor.ws
going to line 1859 (end of "private function CalculateDamage" method add before "return finalDamage;" with
if( !playerAttacker && actorVictim && !action.IsDoTDamage() && !thePlayer.IsFistFightMinigameEnabled() && GetAttitudeBetween( thePlayer, actorAttacker ) == AIA_Friendly
&& !actorAttacker.HasAbility( 'ForceInstantKill' ) && !thePlayer.IsCiri() )
{
finalDamage = finalDamage / 8 ;
}
where the number i.e. 8 here reduces follower damage but that factor.
\content\scripts\game\gameplay\damage\damageManagerProcessor.ws
Search for:
// follower damage cannot be higher or lower than Geralt's attacks
curStats = GetWitcherPlayer().GetOffenseStatsList();
playerStlDmg = MaxF(0, curStats.steelStrongDmg - resistPoints);
playerStlDmg *= 1 - resistPercents;
playerFastSlvDmg = MaxF(0, curStats.silverFastDmg - resistPoints);
playerFastSlvDmg *= 1 - resistPercents;
playerSlvDmg = MaxF(0, curStats.silverStrongDmg - resistPoints);
playerSlvDmg *= 1 - resistPercents;
playerSlvCritDmg = MaxF(0, curStats.silverStrongCritDmg - resistPoints);
playerSlvCritDmg *= 1 - resistPercents;
And replace it by:
// follower damage cannot be higher or lower than Geralt's attacks
curStats = GetWitcherPlayer().GetOffenseStatsList();
playerStlDmg = MaxF(0, curStats.steelStrongDmg - resistPoints);
playerStlDmg *= 1 - resistPercents;
playerStlDmg /= 6;
playerFastSlvDmg = MaxF(0, curStats.silverFastDmg - resistPoints);
playerFastSlvDmg *= 1 - resistPercents;
playerFastSlvDmg /= 6;
playerSlvDmg = MaxF(0, curStats.silverStrongDmg - resistPoints);
playerSlvDmg *= 1 - resistPercents;
playerSlvDmg /= 6;
playerSlvCritDmg = MaxF(0, curStats.silverStrongCritDmg - resistPoints);
playerSlvCritDmg *= 1 - resistPercents;
playerSlvCritDmg /= 6;
This way, in my tests, the damage of followers, specially witchers/sorcerers, is more reasonable, and it is possible to enjoy these battles. It is still greater than vanilla 1.32 (and more immersive too), but not as much as FCR3 where you can just sit and watch how your companions kill everything.
The ESO mod is one of many mods on nexus which enhances the enemies in combat. Hope you find what you need! Cheers