Hi, I really love this mod and currently using it with XL health.
Is it possible to nerf ghoul's regen? Their regen is way too fast !! I only found lines about other monsters' regenerations but no ghouls. Which lines should I edit?
This mod does not affect the regeneration of ghouls. They restore 2% health per second, just like in vanilla. Have you tried stopping their regeneration with Axii?
Well, that's right. Occasionally, ghouls fly into a rage. You can calm them down with an Axii for a while, but it's not permanent. This is vanilla behavior. Regenerating 2 percent of their health means that they can fully heal in about 50 seconds, even if you almost killed them. Again, vanilla behavior.
Hi, so this is about my question with regard to Ghost Mode conflict. The only one conflict which isn't automatically solved is in advancedprojectile.ws, the function is: protected function DealDamageToVictim( victim : CGameplayEntity ).
Do you know if there is some mod that can fix a problem where some big monsters like Golems can't attack back if I use Yrden and spam Fast Attacks? Seems like they interrupt their attacks if they receive a certain number of fast attacks during their animation. I use the mod "Faster Fatties", that makes them 50% faster. Without that mod they would probably be unable to attack even without Yrden, like in a video I saw.
It isn't a problem with this mod but since you put a lot of effort in balancing things I figured you might be able to help.
To begin with, I can offer you the Fatter Fatties mod, but this is a bit radical - large opponents completely reflect fast attacks.
However, yes, I understand what the problem is. It is quite possible to completely disable the reaction to quick attacks for certain monsters. It remains only to understand what kind of monsters this is necessary for, in addition to elementals and golems. What do you think?
I like the idea of disabling the reaction to fast attacks for certain monsters, however I can't say exactly which enemies needs it yet. I started to play only a few days ago. I guess it would make sense for any big heavy enemy, even if some might not need it.
"However, in material form, the duration of blinding depends on the current health of the enemy (at least 3 seconds)"
The 15 sec of paralysis with the immaterial form is always player death when I tried this mod ..... why not just have it kill the player
In material form it would be nice to know what the upper limit is ..... 3 sec is balanced but again 15 sec is guaranteed death unless you player is overpowered or is a tank build.
Nevermind .... super easy to edit your script to change these values to whatever desired .... I chose 8 sec
Thank you. I try to do it so that I don't get confused in my own code later.
In material form it would be nice to know what the upper limit is .....
Well, it seemed obvious to me that it was the same 15 seconds.
The 15 sec of paralysis with the immaterial form is always player death when I tried this mod
I don't quite understand why you think that. I mean, blinding is definitely NOT paralysis. You can still move and even attack your opponent with your sword and Signs. In addition, there is a certain decoction that protects against this effect.
Ahhhh ..... this is the result of interaction with Path of the Tough mod and your mod ..... with both of these mods Geralt just stands there and gets chopped to bits for 15 sec. .....
to clarify for other readers mentioned issue is related to older POTT version current POTT version is lighter and can be used with this mod without issues ✎
I'm doing the quest "Redania's Most Wanted", where we have to fight an Ifrit. The mechanics of the fight are really interesting, but seems like CDPR gave it very low Health so I can kill it in 3-4 sword strikes without having to evade anything. Do you know how to make Ifrit have more Health or how to give it some resistance to direct damage?
Well, first you need to enable the vanilla option to raise low enemy levels (I don't know what it's called correctly in English, but it's right next to the difficulty levels), if it's not enabled, because what you described is similar to the situation when you complete a quest with a level much lower than your current level.
The vanilla upscaling option is not enabled but I’m using “Geralt Level Scales”, so my stats and equipment (swords and armor) are downscaled to Ifrit’s level, which is 8. I have not encountered any other boss that dies so easily so far, so I was considering raising only Ifrit’s Health or its damage resistances, but I didn’t find a way to do that. I think that boss has been given very low Health compared to others. Even a normal Golem of the same level for example has a lot more Health.
Hmm ... well, logically, a normal golem should have more health than an Ifrit - since the second one is much more dangerous due to the various fire attacks, but at the same time less so... stone. But yes, 3-4 strikes is extremely small. Can you edit and package xml?
I tried to edit and package xml not long ago, but I kind of got “burned out” and gave up. I downloaded a program that I read could be used to unpack xml, but I didn’t understand how to use it. I can give it another try, if that’s what you suggest. I'll look for a guide. What would I need to edit in the xml?
Edit: I made some progress. I used a program called "ModKitchen" to unpack the files in "Witcher 3/content" and now I can see and edit the xml files.
Good. Now find gameplay\abilities\monster_base_abl.xml, and in it - mon_elemental_fire and mon_elemental_fire_q211. Under this there are <essence type="base" always_random="false" min="350" max="350" />. Change 350 to whatever you think is appropriate. Now I remember that I increased this to 4350. Then create a new mod with this modified file.
Hello again, Akatoshka7. I'd like to ask you a few things.
What does this instruction mean?
Spoiler:
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{ regen += target.GetStatMax(BCS_Essence) * 0.01; ret = true; }
If I wanted the regen of monsters to scale with their level to somewhat keep up with the increased damage of higher level base stats and equipment, how should I proceed? Would something like this work?
I use mods that upscale my base stats and equipment to the level of the opponents, so I'd prefer the regen to be based on their level rather than Geralt's.
Ghouls aren't affected by the mod because they have a good regen already. Right? How can I add them if I wanted their regen too to scale with their level?
This is regeneration for alp / bruxas when they bite you (without Black Blood), or for Detlaff when he activates enhanced regeneration in the first battle. Recovers 1 percent of maximum health per second.
regen += 90 + 10 * actorVictim.GetLevel();
Yes, it looks right. Only instead of 'actorVictim' it should be 'target'.
Ghouls' regeneration is already indirectly affected by their level. They regenerate 2 percent of the maximum health per second, and the maximum health depends, among other things, on the level of the enemy. Do you really think they need stronger regeneration? They can be completely cured in less than a minute anyway, if you don't stop them.
No, I don't really think Ghouls need stronger regeneration, but I was thinking that if I changed everyone's regeneration to scale with their Level or maximum Health, then it would make sense to give Ghouls the same treatment. However since you confirmed that their regeneration already scales with their maximum Health, I think they are alrerady fine.
To be honest, you can change the regeneration to one that depends on the maximum health to all opponents that you consider necessary. For example, regen += target.GetStatMax(BCS_Essence) * 0.001; or regen += target.GetStatMax(BCS_Essence) * 0.005;
In fact, the presence of toxic creatures in nature doesn’t necessarily mean they are immune to toxins. For example, there are cases of cobras biting their own tongues and dying from poisoning. Making all venomous creatures immune to toxins would result in half the monsters in a game being immune to poison. In my opinion, this would make it seem overly weak compared to bleeding.
Yes, I know, but we're talking about a game, and there are certain conventions and expectations. In addition, most venomous monsters are immune to poisons by DEFAULT. After all, I listed the types of monsters that I made immune to poisons due to their poison - Garkain/Archgryphon/Echidna, that is, only three types. This is just the completion of the concept.
Hi, I'm trying to customize some of the values of the latest versioin of the mods, but I have some doubts on the way regen works: the "Regen +" values are additive or substitutive? For example, for a werewolf: regen += 30, with "FullMoon" regen += 40. Does it mean a total regen per sec of 70 or 40 during full moon? Same question for BloodBuff and DettlaffEssenceRegen, are those values in addition to normal regen or they replace it?
Also, which script or section of a script defines regen value for an enraged werewolf?
'+=' means that the value is added to an existing value, otherwise it would just be '='. Therefore, the extra regeneration of vampiresses and Detlaff is added to the base one. 'FullMoon' and there is a furious regeneration for werewolves, which is activated if they have low health. It doesn't really have anything to do with the full moon.
Thanks for the reply, I'm currently using modPOTT_AttackRange modPOTT_FinisherContractTarget modPOTT_InventoryConsumeEquipped modPOTT_LessDodgeInvul modPOTT_LessHealCaretaker modPOTT_PopComment
I don't think this mod will have any technical problems with the dodge mods. But can that make some fights too difficult? It is possible, although all this is subjective.
Oh, I get it, you were referring to the mod as a whole, not anything specific. It's just that I've been working on this update for a long time, and I thought 'this' was something that was added in this update. I don't know why I thought that.
246 comments
Is it possible to nerf ghoul's regen? Their regen is way too fast !!
I only found lines about other monsters' regenerations but no ghouls. Which lines should I edit?
Thanks in advance!
GM:
action.AddDamage(theGame.params.DAMAGE_NAME_POISON, projDMG );
action.AddEffectInfo(projEfect, 3.0); //modSigns
action.SetCanPlayHitParticle(false);
This mod:
action.AddDamage(theGame.params.DAMAGE_NAME_POISON, projDMG );
action.SetProcessBuffsIfNoDamage(true); //modStrongerStatusEffects
action.AddEffectInfo(EET_Poison, 10); //modStrongerStatusEffects
action.SetCanPlayHitParticle(false);
If I choose your code, it's compiles fine but I'm just not sure if that upsets something with GM mechanics. I suppose the only way is to test and see?
It isn't a problem with this mod but since you put a lot of effort in balancing things I figured you might be able to help.
However, yes, I understand what the problem is. It is quite possible to completely disable the reaction to quick attacks for certain monsters. It remains only to understand what kind of monsters this is necessary for, in addition to elementals and golems. What do you think?
The 15 sec of paralysis with the immaterial form is always player death when I tried this mod ..... why not just have it kill the player
In material form it would be nice to know what the upper limit is ..... 3 sec is balanced but again 15 sec is guaranteed death unless you player is overpowered or is a tank build.
Nevermind .... super easy to edit your script to change these values to whatever desired .... I chose 8 sec
PS you are a very elegant coder
mentioned issue is related to older POTT version
current POTT version is lighter and can be used with this mod without issues
✎
Edit: I made some progress. I used a program called "ModKitchen" to unpack the files in "Witcher 3/content" and now I can see and edit the xml files.
Under this there are <essence type="base" always_random="false" min="350" max="350" />. Change 350 to whatever you think is appropriate. Now I remember that I increased this to 4350.
Then create a new mod with this modified file.
What does this instruction mean?
regen += target.GetStatMax(BCS_Essence) * 0.01;
ret = true;
}
If I wanted the regen of monsters to scale with their level to somewhat keep up with the increased damage of higher level base stats and equipment, how should I proceed? Would something like this work?
regen += 90 + 10 * actorVictim.GetLevel();
ret = true;
}
I use mods that upscale my base stats and equipment to the level of the opponents, so I'd prefer the regen to be based on their level rather than Geralt's.
Ghouls aren't affected by the mod because they have a good regen already. Right? How can I add them if I wanted their regen too to scale with their level?
Ghouls' regeneration is already indirectly affected by their level. They regenerate 2 percent of the maximum health per second, and the maximum health depends, among other things, on the level of the enemy. Do you really think they need stronger regeneration? They can be completely cured in less than a minute anyway, if you don't stop them.
Thank you very much for the info.
For example, regen += target.GetStatMax(BCS_Essence) * 0.001; or regen += target.GetStatMax(BCS_Essence) * 0.005;
Also, which script or section of a script defines regen value for an enraged werewolf?
Thanks in advance
modPOTT_RealCriticalState is problematicOtherwise, no issues
modPOTT_AttackRange
modPOTT_FinisherContractTarget
modPOTT_InventoryConsumeEquipped
modPOTT_LessDodgeInvul
modPOTT_LessHealCaretaker
modPOTT_PopComment
Much love <3
All the best, mate <3