Bruxas and alps don't have it because they already have a special attack in vanilla where they jump on geralt and bite his neck to suck on his blood and regain health. And if they do that blood sucking attack while you have black blood active they'll shrivel, slow down, lose their invisibility etc just like in the night to remember trailer.
well, there must be something going on in my game, a bug of sorts, because even without black blood and I let them bite geralt's neck, they dont appear to be regenerating health.
Hi Partoutatix, on your latest 4.04.1 update it says "For game version up to 4.04" Does this mean that this mod version is compatible with classic 1.32 or Next Gen only? Is it the link in the sticky comments posted by Lobuno definite version for old gen? Thanks!
Lobuno's would be the most up to date version for old gen. Only difference with NG would be the couple extra effects I added to Akatoshka's grave hag tongue attack script line (which should be easy to copy over if you wanna try them).
Thanks for clearing up, do you mind if I ask you which scripts of the three needs changing to include the update of grave hag attack effect? I also assume the start is to compare them first through Notepad++ ? Also I appreciate and congratulate you for all the other mods you made, I'm using almost all of them and they are truly awesome!
Ok, since the werewolves are finally getting the deserved attention (and buffs) to make them a proper threat, I'll throw out an idea.... would it be possible to give them back the original E3 demo wolf summoning ability? The Eternal Hunt overhaul did something similar, but it would be nice to have this option without having to install the whole package (which is anyway more than worthy a try). I think it would make the fight much more interesting
Do you know which vanilla werewolves are missing the wolf summon ability? For instance I remember the vanilla velen missing wife contract werewolf summoning wolves to its aid (recorded this when someone said this mod paired with fcr3 and faster fatties made it invincible https://www.twitch.tv/videos/491410905 )
Wolf summons certainly seem part of werewolf and ulfhedinn bestiary descriptions so you'd think they'd have it in order to not contradict the game's writing (with some exceptions, such as the big bad wolf etc). Yet I'm curious if rather than a general omission - where all monsters of a given type are missing a described effect- if it's instead a case where the devs already made a selection of which of the game's werewolves should have the wolf summons. For instance in vanilla all generic werewolves have health regen but the one by the whispering hillock -which is part of the main quest path- is meant to have no health regen (it has a -90 regen debuff with 90 being the max regen they can get in vanilla).
Well, I believe (but obviously I can't be 100% sure) that the "summoning ability" in that fight is actually a scripted event, making the wolves appear when the fight begins; in the whole game, standard werewolves have no such ability, but they were originally supposed to be able to summon wolves ("magical" ones, susceptible to silver swords) in a way very similar to Leshens' Look at this, it's the fight with the werewolf guarding the Whispering Hillock, as shown in the 2014 demo: the werewolf summons wolves when it takes enough damage to make it fly into a rage (it also used to morph into a bulkier, more menacing version). In the current version of the game, nothingsimilar happens
Yeah I looked at videos of the other werewolf contracts, none of them seem to have wolf allies. Making the wolf summons a one-off in the game goes against the bestiary descriptions.
Hopefully to get it to work it's as simple as giving werewolves some already defined summon ability.
Just small recommendation could you make it so the werewolves have health regen or make a compatibility patch for Restored Content - Werewolf Health Regeneration (NEXT GEN)? if not its okay :)
From elementary Lewis said it was never implemented in the game but was being tested before the initial release but the CDPR cut it out but i found werewolves are to easy to kill even on death march i feel this addition is nice and fitting for this mod but the mod i listed above tested it with this & it doesn't work with your mod unfortunately.
It was either working in vanilla oldgen or with fcr3 which got partially added to next gen. Haven't had time to check which bits of fcr3 didn't make it to next gen, i was hoping there might be a new version of it eventually. Did you try merging both the ws scripts and bundled xml files?
Exactly which werewolf are you referring to? I'm running the spawn(werewolf) console command and they certainly have health regen 30 base and 90 when enraged (newgame) in vanilla next gen/no mods.
Oh, then I am stupid. In the description, the installation instructions for the DLC folder are still there, which is why I assumed I should keep the DLC folder and only replace the files in the Mods folder.
I'll try to update the description when possible. I ditched the dlc folder as it didn't seem worth it to have an extra folder and bundle to load when all it does (botchling bleed effect) can just as easily be done with one line added in a vanilla file that was already being modified by this mod anyway. Thanks for keeping an eye out, was very tired when updating the mod so hoping no mistakes.
I don't know, I edited the files instead and removed the multiple debuffs she applies, leaving just poison behind. I find them reasonable to fight now!
There is still a problem. It is impossible to drink a potion when the effect of blinding is applied (for example, when fighting with a ghost of a midday)
Isn't that just how wraith blindness works? I don't see a problem there. Cat potion should counter blindness anyway and you could also try drinking your potions before the fight starts.
No e.t.a., keep in mind there's only one gravehag in the whole game afaik, it's an optional fight and certainly doable even with a bunch of mods that make combat harder: https://www.twitch.tv/videos/2096669611
BUG: During fight With Gael - Katakan Vampire(Contract: The Oxenfurt Drunk) when he makes you bleed , after using alt quen we can experience weird effect like shield gets constant hits and this sometimes make gael stuck for entire bleed duration. Only occurs on Gael others katakans work normal.
Edit: Its Bug with Quen Discharge Perk but still only occurs on gael bleeding effect and philipa ifrit fire
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edit: i cannot read if its the last thing I do, I noticed it said (bruxa/alp EXCLUDED) sry bout that. nvm.
Does this mean that this mod version is compatible with classic 1.32 or Next Gen only? Is it the link in the sticky comments posted by Lobuno definite version for old gen? Thanks!
Also I appreciate and congratulate you for all the other mods you made, I'm using almost all of them and they are truly awesome!
Wolf summons certainly seem part of werewolf and ulfhedinn bestiary descriptions so you'd think they'd have it in order to not contradict the game's writing (with some exceptions, such as the big bad wolf etc). Yet I'm curious if rather than a general omission - where all monsters of a given type are missing a described effect- if it's instead a case where the devs already made a selection of which of the game's werewolves should have the wolf summons. For instance in vanilla all generic werewolves have health regen but the one by the whispering hillock -which is part of the main quest path- is meant to have no health regen (it has a -90 regen debuff with 90 being the max regen they can get in vanilla).
Look at this, it's the fight with the werewolf guarding the Whispering Hillock, as shown in the 2014 demo: the werewolf summons wolves when it takes enough damage to make it fly into a rage (it also used to morph into a bulkier, more menacing version). In the current version of the game, nothingsimilar happens
https://www.youtube.com/watch?v=VKE1Fn1Yrhk&t=293s
Hopefully to get it to work it's as simple as giving werewolves some already defined summon ability.
"This mod is compatible with Stronger Monster Status Effects and Restored Content - Buffed Monster - Next Gen?"
05 June 2023, 12:12PM
"It's not compatible with Stronger Monster Status Effects."
Thank you for the update, and thank you Xanderr0 for pointing out.
Thanks for keeping an eye out, was very tired when updating the mod so hoping no mistakes.
is there gonna be a patch anytime soon?
Isn't that just how wraith blindness works? I don't see a problem there. Cat potion should counter blindness anyway and you could also try drinking your potions before the fight starts.
No e.t.a., keep in mind there's only one gravehag in the whole game afaik, it's an optional fight and certainly doable even with a bunch of mods that make combat harder: https://www.twitch.tv/videos/2096669611
effect like shield gets constant hits and this sometimes make gael stuck
for entire bleed duration. Only occurs on Gael others katakans work
normal.
Edit: Its Bug with Quen Discharge Perk but still only occurs on gael bleeding effect and philipa ifrit fire
Does it work with 4.04?