The Witcher 3

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byblo

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byblomod

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About this mod

Major fixes for TOXICITY behaviour and effects: Fixed CRITICAL bug in toxicity damage behaviour where decoctions were ignored, fixed the toxicity face effects, now triggering the toxicity screen effect on threshold only.

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mod: Toxicity Decotion Critical Fix + Faces, Screen, Skull On Threshold
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(modToxicityDecotionCritFix_FacesScreenSkullOnThreshold)





Major fixes for TOXICITY behaviour and effects: Fixed CRITICAL bug in toxicity damage behaviour where decoctions were ignored, fixed the toxicity face effects, now triggering the toxicity screen effect on threshold only.


Detail in following changelog:



Changelog: (from vanilla)
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- hudModuleWolfHead.ws: Decoctions/mutagens are now taken in account, to calculate correctly the toxicity threshold for the skull green icon (in vanilla, decoctions were ignored...)


- playerWitcher.ws: CRITICAL bug fix! Now decoctions/mutagen are taken in account to calculate the real toxicity level, thus correctly triggering the toxicity damage (in vanilla, decoctions were ignored until using a potion...)
                    Note: You may need to merge your mod scripts since this file is often modded.


- toxicity.ws: Toxicity screen effect (green smokes) is now triggered when player is above the threshold, to warn him he is losing HP! (in vanilla, screen effect was arbitrary simply shown when reaching 50% of toxicity...)

- toxicity.ws: Fixed (restore) intoxicated face effect missing after a worldmap change (from Skellige to Velen for e.g.)

- toxicity.ws: Fixed (restore) intoxicated face effect missing after gerald is hit by enemy while using the Quen shield ('quen_lasting_shield_hit' effect from quenEntity.ws was overlapping the face effect)

- toxicity.ws: Fixed the face effects level with seamless transitions (in vanilla, it just looked random s*** as far as i noticed...)

- toxicity.ws: Added the 4 unused face effects when going downward, for seamless transitions between toxicity face effects (toxic_025_000, toxic_050_025, toxic_075_050, toxic_100_075. It seems devs did not had time or were lazy to use them?)
               Note: now face toxic effect will be visible starting at 10% of toxicity (required for downward effect to show properly. Maybe will change this later)


Changelog: (from v1.0)
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- toxicity.ws: Added progressive toxicity face effect (now toxic liquid will take few seconds to slowly affect geralt's veins, instead of instant effect as in vanilla)

- toxicity.ws: Added discrete pulse on toxicity face effect, as a new feature but also as a workaround to force the effect to update every +-2 seconds (this allow to fix all the problems related to the face effect being removed by external effects, regardless the source, like world travels or hitting quen shield, ect... Note that it still does not fix the cutscenes being loaded without calling the toxicity functions, but will be restored ASAP. Also, White Honey still removing instantly the face effect)

- toxicity.ws: Cleared code to be less complex to merge manually to other mods. (now has only 2 blocks to copy/pastes in toxicity.ws file)


Changelog: (from v1.1)
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- toxicity.ws: Screen smoke green effect will show only when reached threshold while losing HP


Possible 'to do' list:
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- in inventory, the skull icon still beating in red as before even if player did not reach his toxicity threshold. Need to fix it too.



Bug reporting:
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In case of problem with this mod, ensure you merged properly your mods. Or test this mod ALONE, before sending your feedback/report.



Believe it or not, when i noticed that toxicity was not triggering properly after using 3 decoctions and reaching my 85% threshold, i simply could not play anymore until fixing it...
Hence this mod :p


Enjoy!


byblo - 2019