Looove your mods overall, really great work. I'm wondering though would it be possible in a future update to maybe make it so that fatties take reduced (75% less?) damage from light attacks rather than just nothing at all? most bosses tend to be fatties so it seems skewed in favor of just speccing into strong attack and leaving light attacks at base, this can make combat repetitive with most big fights consisting of strong attack, dodge away and strong attack again, even though there's room for a quick fast attack if you're quick enough it's not possible with this mod which can make fights feel too... safe? Would be a great improvement imo, but honestly, this is like a minor criticism of these amazing mods you're released
You may want to look into something like Ghost Mode then. The way I see if if you can use fast attacks against big slow enemies you'll always be able to dodge their slow attacks, so 25%, 50%, 75% less damage makes little difference compared to the benefit of being practically invulnerable.
Could you please make a change so that bears (and any other normal animals?) are not affected by this mod? It doesn't make sense that light attacks doesn't work on enemies like a bear xD
Thanks for your awesome mod, Partoutatix! If you want to add this as an optional file be my guest, I made this change for myself but figured some other people would like this as well
The change is to "ModFatterFatties.ws" I added these 2 functions
function GetHeldSword() : SItemUniqueId { var i : int; var weapons : array< SItemUniqueId >;
EDIT: There's an unintended side effect where sword clash sound effects randomly happen around the game. AND even worse, fist fights don't work. I just completely bounce off my targets, especially during quests where my weapons are unequipped and I'm forced to fist fight someone.
Well now...that title is misleading. Here I was excitedly expecting a mod that would make plump characters and/or monsters, well...plumpER(visually speaking; like new plumper poly-models)! Upon reading the description...*sad face*.
However, very cool/intriguing concept! Makes sense! This sounds really good; gonna give this a try! Thanks for this!
>Should gryphon-like monsters not be considered fatties? > Non-heavy Human-types in full plate armor?
In The Witcher 1 you needed the strong style to take down wyverns, right? Maybe small wyverns shouldn't be fatty?
And since I think TW1 is a good reference for this type of mod, maybe humans in full plate armor should indeed be consider "fatty" and immune to light attack.
"In The Witcher 1 you needed the strong style to take down wyverns, right?" Not that I recall, they were slightly larger than dogs and you could use fast style on them.
"Maybe small wyverns shouldn't be fatty?" They aren't, they're not what's considered gryphon-like.
"And since I think TW1 is a good reference for this type of mod, maybe humans in full plate armor should indeed be consider "fatty" and immune to light attack." Already done for the mountainous B&W full plate knights that are capable of pounding the ground with their attacks.
62 comments
Also Wyverns
thank you for this mod. It brings a better balancing to my game, like a lot of your other mods.
Maybe it is here the wrong place, but I like to ask you something:
Is it maybe possible to make all wraiths only vulnarable when they trapped with the sign Yrden?
I mean the noonwraith/nightwraith materilize only in Yrden, is it possible to make this effect on other wraiths (the ones with sword and Lantern)?
|| fatty.HasAbility('Armored')
is commented out. How many enemies have this "Armored" ability, if you remember? Does it mean also "armored soldiers?
https://www.dropbox.com/s/mfqani80ep3itx9/modFatterFatties.zip?dl=0
Thanks for your awesome mod, Partoutatix! If you want to add this as an optional file be my guest, I made this change for myself but figured some other people would like this as well
The change is to "ModFatterFatties.ws" I added these 2 functions
function GetHeldSword() : SItemUniqueId
{
var i : int;
var weapons : array< SItemUniqueId >;
weapons = GetWitcherPlayer().inv.GetHeldWeapons();
for( i=0; i<weapons.Size(); i+=1 )
{
if( GetWitcherPlayer().inv.IsItemSilverSwordUsableByPlayer( weapons[i] ) || GetWitcherPlayer().inv.IsItemSteelSwordUsableByPlayer( weapons[i] ) )
{
return weapons[i];
}
}
return GetInvalidUniqueId();
}
function CheckBroken() : bool
{
var id : SItemUniqueId;
var ratio : float;
id = GetHeldSword();
ratio = GetWitcherPlayer().inv.GetItemDurabilityRatio(id);
if( ratio <= 0 )
{
return true;
}
return false;
}
and then put
if ( CheckBroken() == true )
{
return true;
}
near the beginning of the ModFatterFattiesBounceOffFatty function after the vars
EDIT: There's an unintended side effect where sword clash sound effects randomly happen around the game. AND even worse, fist fights don't work. I just completely bounce off my targets, especially during quests where my weapons are unequipped and I'm forced to fist fight someone.
However, very cool/intriguing concept! Makes sense! This sounds really good; gonna give this a try! Thanks for this!
Update: This is HELLA AWESOME! Endorsed!
> Non-heavy Human-types in full plate armor?
In The Witcher 1 you needed the strong style to take down wyverns, right? Maybe small wyverns shouldn't be fatty?
And since I think TW1 is a good reference for this type of mod, maybe humans in full plate armor should indeed be consider "fatty" and immune to light attack.
Not that I recall, they were slightly larger than dogs and you could use fast style on them.
"Maybe small wyverns shouldn't be fatty?"
They aren't, they're not what's considered gryphon-like.
"And since I think TW1 is a good reference for this type of mod, maybe humans in full plate armor should indeed be consider "fatty" and immune to light attack."
Already done for the mountainous B&W full plate knights that are capable of pounding the ground with their attacks.