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Flash_in_the_flesh Akatoshka7 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 wraith blindness effect:
In vanilla this disorientating effect removes the lock-on/aim assist and more and fades almost soon as it's finished triggering (lasts about 0.5 seconds) so you never get to experience it. Increased the effect's duration to about 10 seconds as that's how long it can be between attacks of noonwraiths and nightwraiths.
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:
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 tongue attack poison effect:
Gave it the effect on tongue attack 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. 
Loading screen tip: You can cut off a grave hag's tongue while counterattacking. Then she won't be able to poison you.
The witcher knew this grave hag would put up a fierce fight. He would have to watch out for [...] her long, venomous tongue.

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.

Noonwraith/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.

Werewolf health regen buff (from the excellent FCR3 by Flash_in_the_flesh which all my mods were intended to be used with.
"there rarely is an opponent that can match their [...] fast health regeneration."
A good way of dealing with werewolves is a [...] Silver Bomb that will temporarily block the creature's regenerative power.
When fighting werewolves a witcher should [...] have a large supply of Devil's Puffballs handy



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 wraith blindness effect:
Gave the wraith blindness effect on-hit to all base game noonwraiths and nightwraiths instead of only their boss variants, to better characterize them and make them a consistent threat. Only their boss variants retain the on-touch/on-contact version of this effect.

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 (see Stamina Regen Nerf) 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.

Grave Hag tongue attack knockback & stun effect:
Gave it the effect on tongue attack hit which guarantees that whenever she lands a tongue attack she can follow it up with a guaranteed full-damage melee attack while you're stunned - meaning that simply drinking golden oriole won't completely negate the effectiveness of her unique tongue attack. This is because the grave hag is a one of a kind monster in the game and would otherwise just play like a weaker version of a common Water Hag if you could simply entirely counter its poison tongue attack with golden oriole (it causes no significant melee damage). This now gives you good reason to try to cut off its tongue with a counter/parry as explained in the game's loading screen tips.
Grave hags use their tongues in combat to grab or flog their victims.
The witcher knew this grave hag would put up a fierce fight. He would have to watch out for her [...] long tongue.
Loading screen tip: You can cut off a grave hag's tongue while counterattacking.

No Dodging Status Effects highly recommended for use alongside this so that you can't easily dodge and ignore an enemy's status attacks. Effect durations balanced with how frequently monsters attack with Faster Fatties.

FCR3 highly recommended if you're on oldgen (most of it was integrated into the next gen/PS5/XSX version of the game).



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:  
Show

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.
Mod Limit Fix
Download, run/install it, run what it installed to be sure it's working
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 \modstrongerstatuseffects and \dlcstrongerstatuseffects (if it exists/oldgen). Unmerge the files if you merged them before.

Compatibility:
Brothers in Arms: compatible, just merge everything.


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

Special thanks to Levitatin for posting an 4.0 update of the mod in the comments section.

TODO:
- move the attack effects to a script rather than xml solution.
- verify that the effect magnitudes are correct.
- verify if the actual in-quest version of the botchling is getting a proper bleed effect on its attacks.