The Witcher 3
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Partoutatix

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About this mod

Nerfs Griffin School Technique Skill. Adds stamina regen delays to most combat actions. Adds a stamina cost when you block an attack. Makes stamina regen out of combat equal to stamina regen in combat. Stamina regen slows down while quen is active.

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Changelogs
The main goals of the mod are to prevent you from thoughtlessly chain-casting signs (particularly being able to freely cast quen as soon as the previous one breaks) nor being able to just endlessly block against a pack of lightweight enemies, but without affecting your mobility.  Does not add any stamina costs for attacking or dodging, you remain as nimble as before.

Griffin School Technique skill nerf:
The skill's description claims it gives you up to 20% extra stamina regen rate, yet it seems it uses the faster stamina regen rate from outside of combat (about 1s) as the base for that calculation rather than the slower one you have during combat (10s), meaning that your stamina meter during combat was filling up in 3 seconds or so. This enabled you to pretty much cast signs whenever you wanted and also made all the stamina regen-improving alchemy items, gear & other skills redundant.
The skill's stamina regen rate bonus has been changed so that with medium armor & the skill equiped you get about the same faster stamina regen rate that you'd get with light armor.


Stamina regen delays for combat actions:
Rolls already had a 1s stamina regen delay in vanilla, this is now further extended to a 0.5s regen delay for dodges (which are like a "light roll"), a 1s delay for heavy attacks and a 0.5 delay for light attacks. This means that after you've cast a sign you might have to breathe a little during your following sword spam before you can cast again (it becomes harder to cast->spam sword->cast again), and thus harder to always have a sign cast ready whenever the previous one fades, at least without alchemy.

Blocking now costs some stamina:
This mechanic already existed in fistfights (and tw2) and the change makes it so Geralt can't just eternally hold block against a pack of nekkers/lightweights and remain unharmed. The stamina cost values are set so that a bruxa's successive fast attacks can quickly wear down a witcher's stamina and get a hit in, as in the bestiary description.

Quen stamina regen nerf:
While quen is active your stamina regen rate is slowed down the same as if you were actively blocking with your sword. Quen is the most easily abused sign in the game, and being able to easily cast a new quen as soon as the old one broke made you virtually immortal.

Stamina regen out of combat the same as in combat:
Makes stamina regen rate outside of combat the same as the slower rate during combat, allows you to more easily compare how different armor weight categories, equiped skills and alchemy can affect your stamina regen rate during a fight, as combat isn't the best place or time to be looking at the details of that little yellow stamina gauge.

Whirlwind, Rend and Finishing a knocked down foe cost all of your stamina:
This means you can no longer consecutively chain short-duration/low stamina cost whirldwinds and rends which could quickly kill anything. Nor be able to mindlessly take out large groups of small enemies just by knocking them all down with an aard and finishing them off one by one with a ground finisher.

Quen no longer heals damage over time effects.



Install:

Same as installing most other TW3 Mods. Avoid Vortex, TW3 Mod Manager recommended  if you need a manager. Place any \modxxx folders directly inside your <TW3 game install>\Mods (or \mods) folder, place any \dlcxxx folders directly inside your <TW3 game install>\dlc (or \DLC) folder. Merge everything with Script Merger.

How to install most simple TW3 Mods for newbies/klutzes:
Spoiler:  
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First you gotta locate your The Witcher 3 game install location. Usually it's somewhere like "C:\GOG Games\The Witcher 3 Wild Hunt GOTY" for Good Old Games versions of the game or "C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3" for Steam versions of the game.

Mandatory:
Script Merger
Download, run/install it, run what it installed to be sure it's working.

Optional but highly recommended:
TW3 Mod Manager
Download, run/install it, run what it installed to be sure it's working. Installing it all to some place like C:\TW3Modding\ should work.
Enable the Debug Console: https://www.nexusmods.com/witcher3/mods/3375. Press the keys on your keyboard until you figure out which one activates the console.



After that you can install most mods by downloading them manually (VORTEX NOT RECOMMENDED WITH TW3 MODS, IT WILL EVENTUALLY CAUSE PROBLEMS). Extract their contents somewhere (rightclick on the downloaded mod file->extract) and then place their files&folders in the right places in your game install yourself OR let TW3 Mod Manager extract and place them correctly for you (Recommended).

If you're not using TW3 Mod Manager you need to make sure all of your mod's \modxxx folders end up directly inside your <TW3 game install>\Mods folder (or <TW3 game install>\mods, wherever your other mods are). If there's no mods folder in your TW3 game install folder (TW3MM would've created one for you) you can create one by rightclicking on some empty space there -> "New" -> "Folder" and write Mods as its name. That means your \modxxx folders ends up as <TW3 game install>\Mods\modxxx. TW3MM would place it there automatically for you so you wouldn't have to.

If your mod has \dlcxxx folders they similarly need to be directly inside your <TW3 game install>\dlc folder (or <TW3 game install>\DLC wherever your other dlcs are). They should end up as <TW3 game install>\dlc\dlcxxx ( never <TW3 game install>\dlc\dlc\dlcxxx !). TW3MM would do this automatically for you.

Your mod's mod menu file xxx.xml would have to end up as <TW3 game install>\bin\config\r4game\user_config_matrix\pc\xxx.xml. Again, TW3MM would do this automatically for you. If you happen to have more mod menus tham what can fit on the mod menu list you can easily edit & group mod menus together into subgroups yourself using something like notepad++, example: 1-> 2 (that mod menu was placed in a "combat" subgroup, example from Menu Strings).

If your mod has custom keybinds you probably have to add them to your <My Documents>\The Witcher 3\input.settings file using some editor like notepad++. Once more, TW3MM will usually do this automatically for you.

After your mod's files & folders are in the right places you need to run patched Script Merger and merge any conflicting files that can be merged together (that means both .ws scripts and .xml bundled files).

Sadly, not all mods will automatically merge together, most probably won't (though all LEGO merge automatically with each other, obviously), but some unresolved conflicts can be solved with a little manual help:



The bottom half is the output/result of your merge, the yellow <Merge Conflict> line is the conflicting line that SM can't figure out automatically. 
Right click on the merge conflict and you get some simple options:


^There you picked the line from mod 2, but you can also pick the lines from both mods, in any order:


Or you can even write your own code in there. Of course knowing which lines to choose or how to make them work together does require you to somewhat understand what the code does. When in doubt you might try asking the concerned mod's authors & users for help in the comments sections.

However keep in mind that there's no guarantee that any 2 mods can be effectively merged together, nor is there any guarantee that 2 mods are working well together even if they merged automatically and the game seems to be running ok.

That's why to be extra safe you should carefully read each mod's install instructions to make sure there aren't any special instructions or requirements for the mod to work (some mods might require other mods to work such as the unification/community patch or shared imports) or incompatibilities, and then merge & run the game after each new mod install to make sure it's running well.


Uninstall:
Delete \modstaminaregennerf. Unmerge the files if you merged them before.


Part of a series of mods for the passive aspect of combat. Dodge spam is solved differently.