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?
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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;
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.
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.
Does anyone have a problem with noonwraith and nightwraith doing no damage ?They just blind me for 10 seconds as intended by this mode but no damage. Did I fail a bundle merge ? which whould be the xml dealing with wraith attacks ?
I already tried to mess with a bunch of 0s I found in monster_base_abl.xml with no success. If you have any idea, I'll be very grateful
PS: Regular wraith work just fine. It is just noonwraith and nightwraith that keep blinding me, spamming the same move while keeping their ethereal form and dealing nothing
If you think it's related to this mod try renaming your mods folder to modsbackup and then create a new mods folder with just this mod in it, see if the issue persists.
To be fair, I don't think it's your mod, I think it's my merging (Probably between your mod and no level). I wondered if one of the XML files I merged handles wraith attacks and which line of code that would be. I could remerge everything but It's a pain using witcher script merger. I like doing things manually so I learn a bit doing it.
I didn't succeed in trying your test, I got a bunch of content files that rely on my mods. Not sure how they are created and if I can just delete them or If I gotta back them up.
I fixed my issue by doing a whole new mod for noon and night Wraithes.
But for some reason I couldn't add the damage directly to wraith weapon. I had to add it to wraith blindness effect. Which mean I can't fine tune the damage depending on the wraith.
Hello. If it's not too much trouble for you, could you please explain how you could assign the bleeding effect to enemies, like you did for the bear. I'd just like to try assigning this effect to almost all enemies in the game, except for people with clubs and people who fight with fists (for immersion) - using the swallow will become an even more useful tool in battles. And is it possible to make it so that the chance to apply bleeding to an enemy is not 100%, but, for example, 40%
IIRC I added effects to the abilities/stats of the weapons used by the enemies. So in the bear's case there likely was a bear claw weapon defined in an .xml file somewhere with just damage stats and i would've added the bleed effect to it.
Akatoshka is working on an update of this mod where I believe he does it through script and also adjusts bleed resistance of some enemies. I've also got one mod that nerfs the crippling strikes/bleed skill.
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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;
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?
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
I already tried to mess with a bunch of 0s I found in monster_base_abl.xml with no success. If you have any idea, I'll be very grateful
PS: Regular wraith work just fine. It is just noonwraith and nightwraith that keep blinding me, spamming the same move while keeping their ethereal form and dealing nothing
I didn't succeed in trying your test, I got a bunch of content files that rely on my mods. Not sure how they are created and if I can just delete them or If I gotta back them up.
But for some reason I couldn't add the damage directly to wraith weapon. I had to add it to wraith blindness effect. Which mean I can't fine tune the damage depending on the wraith.
<ability name="mon_nightwraith_weapon _Stats">
Those lines don't seem to work in "def_item_weapons_mon.xml"<tags/>
<ElementalDamage min="150" max="150"/>
<WraithBlindnessEffect is_ability="true"/>
<!-- modstrongerstatuseffects -->
</ability>
<ability name="mon_nightwraith_weapon_mh _Stats">
<tags/>
<ElementalDamage min="550" max="550"/>
<WraithBlindnessEffect is_ability="true"/>
<!-- modstrongerstatuseffects -->
</ability>
<ability name="mon_noonwraith_weapon _Stats">
<tags/>
<ElementalDamage min="230" max="230"/>
<WraithBlindnessEffect is_ability="true"/>
<!-- modstrongerstatuseffects -->
Had to change effect.xml and add damage to the blindess effect.
Akatoshka is working on an update of this mod where I believe he does it through script and also adjusts bleed resistance of some enemies. I've also got one mod that nerfs the crippling strikes/bleed skill.
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