The Witcher 3
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Partoutatix

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You're gonna catch something. Adds status effects from monster bestiary descriptions that were missing from the actual monsters. Boosts the duration or power of existing ones that were negligible, and more.

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Adds status effects from monster bestiary descriptions that were missing from the actual monsters. Boosts the duration or power of existing ones that were negligible. Tries to make as few arbitrary changes as possible.


Noonwraith/Nightwraith Blindness&Wraith Blindness Effects:
In-game the effect fades as soon as it's finished triggering(about 0.5 seconds). Changed the duration to about 10 seconds as it's how long it can be between attacks of these types of wraiths.
Bestiary description:
Noonwraiths are also able to manipulate the physical world to a limited degree, kicking up clouds of dust which temporarily blind and disorient their opponents.

Werebear Essence Regen effect:
In-game they regen their health/essence at the rate of 5 per second, which is negligible, increased it to the minimum essence regen value of werewolves: 30.
Bestiary description:
Descriptions of their fighting prowess paint them as invulnerable to pain and able to heal any wound received almost at once.

Katakan/Ekimma Essence Regen: 
Katakans have the essence/health regen effect defined in their abilities, as well as in their descriptions and have devil's puffball recommended against them, but the effect doesn't trigger in-game. Ekimas don't have the effect in their abilities but it exists in their description. Made sure they all have a working base regen of 50 which is what's defined in Katakan abilities(but wasn't triggering day or night, no matter the fight stage).
Bestiary description:
They should be fought with a silver sword, remembering that they can regenerate back health over time. One should thus never attempt to tire them out or, gods forbid, wait for it to bleed to death. Instead, cut then down as quickly as possible and, if possible, burn the body to ash and scatter it to the four winds.

Fiend Essence Regen:
In-game they regen their health/essence at the rate of 5 per second, which is negligible, since these are supposed to be powerful, dangerous monsters, increased it to the max monster regen value found/countered in the base game: 90.
Bestiary description:
Furthermore, any wounds they receive heal at lightning speed. [...][i]A fiend's only weakness is its fear of loud noises – bombs such as Samum or Devil's Puffball are thus quite effective when fighting this monster.

Chort Essence Regen:
In-game they regen their health/essence at the rate of 5 per second, which is negligible, since these are supposed to be powerful, dangerous monsters, increased it to the max monster regen value found/countered in the base game: 90.
Bestiary description:
the regenerative powers of their body allow any wounds they receive to heal at a rapid pace.

Vampire (Katakan, Ekima, Fleder, Garkain) Bleed Effect:
Gave it the effect on-hit as it was in a description:
Bestiary description:
The witcher knew [...] that its blows would cause heavy bleeding
The vampire had [...] the ability to regenerate lost life quickly, cause heavy bleeding with its claws

Wyvern Poison Effect:
Gave it the effect on-hit as the description recommends golden oriole against it.

Grave Hag Poison Effect:
Gave it the effect on-hit as one of the loading screens mentions her tongue attack being poisonous (and how you can cut it off) and the tongue attack caused no damage nor effect in-game. (not ideal as I'd rather only her tongue trigger the effect)
Loading screen tip:
You can cut off a grave hag's tongue while counterattacking. Then she won't be able to poison you.


Dracolizard Poison Effect:
Gave it the effect on-hit as it was in the description and was missing in-game.
Bestiary description:
Like wyverns, slyzards also attack with venom-spiked tails.

Endrega Worker Poison Effect:
Gave it the effect on-hit as it was in the description and golden oriole is listed in their vulnerabilities:
Bestiary description:
Like all of their kind, endrega workers are highly venomous. Their bite is toxic, as are any wounds dealt by the bony growths on the ends of their limbs. They can also spew acid to great effect from a distance of several paces.

"Volcanic"/Archgriffin Fire Immunity:
Gave it the effect as it was in the Opinicus description:
Once again it fell to the witcher to clean up after amateurs. He knew neither Igni nor bombs dealing fire damage would have any effect against this fire-loving creature.

Noon/Nightwraith Igni Vulnerability:
Removed their immunity to the Igni fire sign as their boss/contract versions variants are said to be vulnerable to Igni in their bestiary descriptions:
The best way to force her out of this state is to set a trap with the Yrden sign, then quickly follow up with Igni while she is caught.
Once thus forced into materiality. she should be attacked with strong blows or the lgni Sign.



Relatively arbitrary decisions:

Garkain/Fleder Essence regen:
They have no health/essence regen despite being more powerful B&W versions of lesser vampires that should regenerate.
Gave the monster hunt Garkain the highest base essence regen in the base game: 90. Regular garkain get 50 essence regen (katakan). The weaker fleders get 30 essence regen (werewolf base).

Volcanic Gryphon Poison Effect:
Gave it the effect on-hit as it's already a poisonous creature that can spit it, makes the effect a bigger factor.

Noonwraith/nightwraith blindess/wraith blindness effect:
Gave the wraith blindness effect on-hit to all base game noonnightraith varieties instead of only a few, to better characterize them and make them a consistent threat. Only the boss versions retain the ontouch/oncontact version.

Bruxa/Alp Bleed Effect:
Gave them the effect on-hit as they already can trigger the effect with one of their special attacks, in the night to remember trailer you see that once the bruxa breaks through geralt's blocks her attack leaves him bleeding, and since in-game their attacks can be blocked and aren't that strong this makes the times when they do wear down your stamina and get a hit in more interesting.
Bestiary description:
Bruxae use their sharp claws to attack and can easily break through an opponent's guard by buffeting him with a hail of blows from all directions. They will try to bite their prey and drink its blood once it is weakened,

Botchling Bleed Effect:
Gave it the effect on-hit to make for a less anticlimatic/no pressure fight against what is otherwise a bloated alghoul.

Bear Bleed Effect:
Gave it the effect on-hit to make up for what would otherwise be some very anticlimatic pit fights against a slow, easy to dodge opponent.

Vampire Vampiric Effect (bruxa/alp excluded):
Gave them the ability to heal for 10% of the damage they cause. This is to create a more meaningful interaction between vampires and the black blood potion (they feed off the blood from the wounds they cause) as in the vanilla game black blood works no differently on most vampires than it does on necrophages. By reflecting 15% or more of the damage received black blood effectively counters the vampire's ability to heal each time it bleeds the player. So bruxas/alps aren't the only vampires who do some vampiring.
Bestiary description:
They also do not suck blood from the necks of virgins with a delicate, kiss-like bite – they tear them to shreds using long, sharp claws and then slurp the splattered blood off the ground.




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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Uninstall:
Delete \modstrongerstatuseffects and \dlcstrongerstatuseffects. Unmerge the files if you merged them before.


Part of a series of mods for the combat aspect of the game.