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5th Tower Mods

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  1. Zowbaid
    Zowbaid
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    I hope the author can get around to making a NG version of this.

    But in the meantime, I think I got a Next Gen version of this for anyone interested. I'm not sure if there aren't any bugs, but it seems to be working as intended for me. This is version 4, with 50% reduced damage, Vitality Regen ON with Alternate Quen, and I changed the values for the Max Damage - Min Damage shield absorption from 35% - 20% to 100% - 25%. This means that basic Quen with no sign intensity will only take 1 hit (100% Max), and investing into Sign Intensity and boosting Quen Strength will take up to 4 hits before breaking (25% Min). Gives you more of a reason to invest in sign intensity basically if you want your Quen shield to take more hits before breaking.

    https://mega.nz/file/21c3EarS#FZgfoUu7XvtfH3oeQUk2a-5mZVNM8iVF9uT77W5PZI4
    1. AnnaTheCreator
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      Thank you so much!
      It supports 4.02 right?
    2. Zowbaid
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      Yes.
    3. AnnaTheCreator
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      Sorry, could you please update to version 4.03?
      Or does it still work? Sorry I'd check it myself, but can't do it this week
    4. Zowbaid
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      Yes, works with 4.03 as the quen file didn't get touched.
    5. M1k3Ezz
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      appreciate it for the update mate
    6. Cainese
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      Do u mind clarifying, since im still confused. It will only take one hit, does it mean that there will be 0 damage spill even if the attack deals more dmg than quen itself?
    7. Zowbaid
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      The % you see under the health bar means the durability of Quen and how long it lasts. it doesn't have anything to do with how much damage it mitigates. It will always mitigate 50% damage from any attack. However, if you don't invest any points into sign intensity, it means that 1 attack will expend 100% of its charge to 0%. But if you invest a lot of points into sign intensity, then its durability will be stronger and allow you to tank up to 4 hits, if each hit reduces the charge by 25%, which totals up to 4 hits. 

      So, in short, no investment in Sign intensity, Quen will be weak and only take 1 to 2 hits maximum. If you invest a lot into Sign intensity, it will tank up to 4 hits maximum. Each hit you receive will be 50% weaker than normal as long as Quen is up. 

      Hope this makes sense.
    8. Cainese
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      i see i see, got it, thanks for the clarification man
    9. jjjexorcist8
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      Does  it work in NG 4.04?
    10. Zowbaid
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      Yes. Quen file didn't get touched.
    11. jjjexorcist8
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      thank you
    12. jjjexorcist8
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      Excuse me.I don't know how to change value in .ws file to turn off Vitality regen or nerf Vitality regen
    13. Zowbaid
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      @jjjexorcist8 If you want to completely turn off the alternate healing find this line :

      caster.GetActor().Heal(reducedDamage * HEALING_FACTOR);

      and change it to 

      //caster.GetActor().Heal(reducedDamage * HEALING_FACTOR);

      OR

      If you want to reduce the healing factor instead of removing it completely, find this line:

      default HEALING_FACTOR = 1.0f;

      and change the vaule from 1.0 (100% health of damage returned) to something lower. Try 0.5 (50%) to lower values, whatever you like.
    14. jjjexorcist8
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      @zowbaid Thank you for your answer.
      I don't understand mechanic of Quen.
      When I use Quen (max intensity) ,I can take 4 hit to break sometimes 4 hit to break.
      But when I use Alternative Quen(max intensity) ,I can take more than 8 hit break that I can easy to heal.
    15. Zowbaid
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      Alternate Quen requires you to hold it down, so this means you can't attack. The defense is also stronger and has effects like knocking, stunning, damaging enemies that hit you. And it heals you a portion of the damage you receive. Normal Quen shield cannot do that. So if you want to heal yourself, activating Alternate Quen is the best. The shield strength to take 4 hits only affects normal Quen, not Alternate Quen. When you activate normal Quen, you will see a 100% up top. Each hit will take away a chunk of that percentage. But Alternate Quen can sometimes take more or less hits depending on the strength of the enemy.
    16. jjjexorcist8
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      Thank you for your answer.
    17. easecon
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      Thank you for sharing your NG 4.04 Version !
      I'm just a bit confused since your version would logically mean that:
      0% Sign-Intensity = 100%DMG, so 1 Hit down
      1% Sign-Intensity = 99,9 % DMG, so it should already tank 2 Hits.
      However i have currently 71%SI (startet new) and it's still going down in 1 Hit.
      Does it go down in bigger steps? Like 100% is a minimum? 
      Honestly i think it's a bit underpowered like that, but still better then vanilla.
    18. Zowbaid
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      Based on how much you invest into Sign Intensity, it will tank anywhere from 1 to 4 hits maximum. To make it be able to tank 2 hits, you still need at least 100% sign intensity. And of course upgrading Quen specifically will help with mitigation as well. Basically tanking 4 hits means you gotta have a Sign build of some sort, equipping weapons/armor that boost your sign/quen intensity, using the Places of Power, etc. Reason why I set the numbers kind of low is because I still want it to be an active spell you gotta recast every now and again, not a one cast and forget spell. So you still gotta remember to use it, so 4 hits max seemed fair.
    19. easecon
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      Ah okay, so it's done in bigger steps and not in a smooth transition as i concluded from your OP's explanatio where 0%SI and 1%SI would make huge difference. Glad to hear it, this is perfect then! In that case every spell i have is perfectly balanced for me now. :) Thanks again for updating and sharing!
    20. AmonRaThe3rd
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      It worked! Even with "Extended Yrden and Quen" installed. Thank you so much for the upload! 
    21. flapik887
      flapik887
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      Thank you very much! this is exactly what I was looking for. so many mods digging through and they either did not fit the version or still remained quite casual. helped. 
  2. Ka1am33t
    Ka1am33t
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    I managed to get some interesting results by tweaking these values:
    "maxCharge" and "minCharge" variables:
    min 0.01
    max 0.99


    absorbed damage/hit :
    reducedDamage = incomingDamage * 1.0
    (as it is in vanilla)

    This doesn't solve the problem of "unpenetrable" quen shield and it will break without damage done to Geralt that exceeded shield health, but now shield doesn't break right away at first hit ( same for stamina depletion during active shield absorbing hits), but deplete in percentages equal to damage absorbed and quen intensity, as DoT still working as before, and your quen intensity also prolong it's duration. Now investing in quen intensity finally means something, thank you!
    P.S. English is not my native language, sorry. XD

    If you want to tweak these, details are in filosophem's post below, to whom i give my thanks for providing this awesome instructions for tweaking and 5towermods for making a great mod!
  3. filosophem
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    You can tweak this mod the exact way you want :

    - If you want to modify the Quen duration,
    edit the quenEntity.ws file. On line 85, add a multiplier as you see fit
    Ex : my Quen duration was too long (50 sec), I changed it to 35 seconds (50 * 0.7) :
    Spoiler:  
    Show

    shieldDuration = ( CalculateAttributeValue(owner.GetSkillAttributeValue(skillEnum, 'shield_duration', true, true)) ) * quenPower.valueMultiplicative * 0.7 ;


    - If you want to change absorbed damage/hit :
    Edit line 563 and change the (already existing) damage reduction multiplier (so 0 is Quen absorbs no damage, and 1 it absorbs all (just like the vanilla Quen)).
    Ex : I wanted to reduce damage taken - using V6 (35% reduction) so I changed the default 0.35 value to 0.6 :
    Spoiler:  
    Show

    reducedDamage = incomingDamage * 0.6;

    Damage test :
    Spoiler:  
    Show

    Damage taken by a Drowner hit :
    - No Quen : 919 (1 * base dmg)
    - default V6 Quen : 592 (about 1-0.35 = 0.65 * base dmg) # Test OK
    - Edited V6 Quen (60% reduction) : 405 (about 1-0.6 = 0.4 * base dmg) # Test OK


    - If you want to modify number of charges :
    Edit the existing multipliers at the end of lines 89 - 90 ("maxCharge" and "minCharge" variables)
    Ex: changing the V6 default 20% - 20% to 25% - 50% :
    Spoiler:  
    Show

    maxCharge = initialShieldHealth * 0.50;
    minCharge = initialShieldHealth * 0.25;

    Test :
    Spoiler:  
    Show

    Vanilla Quen : 1 - 1 (1-hit : 100% -> 0%)
    V6 default : 0.2 - 0.2 (5-hits : 100% -> 80% -> 60% -> 40% -> 20% -> 0%)
    Edited V6 : 0.25 - 0.5 (2, 3 or 4-hits : 100% -> 54% -> 5% -> 0%)

    After some tests you'll eventually have the Quen you want
    1. ahlaalu
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      Thanks a lot!
    2. deleted54624677
      deleted54624677
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      I want to have an OP Quen that does not break easily or does not break at all , which modifications I need to do ?
    3. deleted112569083
      deleted112569083
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      do you know how to get this ? :
      shield resists DoT for longer . in my game it gets depleted almost instantly (without reducing normal hits depletion rate)
      edit: nvm figured it out
    4. Lobuno
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      Thank you very much for the tutorial!!!!
  4. ArtyCroissant
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    Could you please update this mod for next gen updates. It's really awesome mod.
  5. GMMyron
    GMMyron
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    my god this makes quen something I actually want to use. It's just ways better and more thought out. HUGE THANKS
  6. Needbeef
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    Thanks for the mod! I just wanted to absolutely explicitly confirm - as sign intensity increases, does the percentage of damage absorbed by the standard Quen shield increase? For example, if I pump my sign intensity as high as possible, can I get down to a minimal amount of damage taken per hit, and roughly what is that minimal value?

    Cheers!
  7. deleted34106890
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    I can not see myself playing without this mod anymore. Vanilla Quen is too OP, this mod actually forces you to rely less on Quen and more on other signs and dodging instead of tanking hits.
  8. vegaswanderer
    vegaswanderer
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    Thank you for this. Quen is OP in this game. This put some tension back into the fights.
  9. byblomod
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    Thank you for the nice mod. Enjoying it a lot.

    Here is a french translation in case someone needs it: https://www72.zippyshare.com/v/UwPRFmlL/file.html

    BTW, I have a suggestion about the alternative quen sign healing: Enabled, it is too much OP (on vanilla or this mod).
    And totally disabled, it makes the alternative sign almost useless (gerald can block with his sword...)

    So, I suggest a compromise, where there will still little healing, the kind of small healing that can bring some extra little HP, able to do a difference between life and death :)

    To modify on the quenEntity.ws file, the following line:

    caster.GetActor().Heal(reducedDamage * HEALING_FACTOR);

    into--->

    //caster.GetActor().Heal(reducedDamage * HEALING_FACTOR);
    caster.GetActor().Heal(reducedDamage * 0.25f); //[modMBBQ] byblo's patch - alternative shield will give little HP: 25% from vanilla (1.0f)


    Let me know about it :)
  10. mmmcock
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    Great mod! works with GOTY 1.32 and I LOVE the options you have! chose Version 4 and works great!
    do you think or have the know how to change any other abilities for instance; undying and resolve ALWAYS felt very over powered for
    what i would prefer is there anything you could do?