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Created by
Partoutatix fasswas MyrdoUploaded by
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About this mod
Speeds up solo boss-type monsters that feel particularly slow/gimped as well as slow enemies whose bestiary description says they're supposed to be fast.
- Permissions and credits
- Changelogs
The mod speeds up large/huge enemies such as cyclops, golems, leshens, fugas, wyverns, as well as noon/nightwraith type enemies, grave hag type enemies (described as blazing fast in the bestiary), bears, and the lamia monster hunt boss.
They are made 50% faster, the value is picked from yrden's 50% slowdown.
Why this mod?
So that when the bestiary says you should use yrden to slow some of these monsters down it actually makes sense.
So that their animations look more natural.
So that the biggest, most terrifying to look at enemies in the game aren't actually the easiest to dodge and kill.
List of Sped Up Enemies:
GraveHag-type monsters (including water, bilge, fog etc)
Golem-type monsters (including rock/stone/fire elemental etc)
Troll-type monsters
Werewolf/Nosferatu-type monsters (including ulfhedinn/lycans, katakan, ekima, garkain, fleder)
Wraith-type monsters (including noonwraith/nightwraith/pesta, sword-wieldingwraiths/penitant etc)
Wyvern-type monsters (including basilisk)
Leshen-type monsters (including spriggans)
Bear-type monsters (including werebears)
Sylvan-type monsters (including gargoyles)
Lamia Monster Hunt Boss
Gryphon-type enemies (including cockatrice, dracolyzard etc)
Giant-type enemies (including ice giant, cyclops, cloud giant etc)
Chort-type enemies (including fiend)
Shaelmaar type enemies
Sir Gregoire type enemies
Wild Hunt Bosses & Footsoldiers
Botchling
You can easily edit the list of fatties yourself by editing the file in the \local subfolder, you can also easily edit the speedup factor (where it reads return 1.5; )
Alternate version: Myrdo's diversified speed presets
This version instead gives different types of fatties different speed boosts - mostly slower than the 50% boost of the main version of the mod.
Makes it easier to manually configure the different speed boosts for different monster types.
Tip: read the comments section above function ModFasterFattiesGetSpeedUpFactor in ModFasterFatties.ws for more info.
Install:
Same as installing most other TW3 Mods. Avoid Vortex, TW3 Mod Manager recommended if you need a manager. Place any \modxxx folders directly inside your <TW3 game install>\Mods (or \mods) folder, place any \dlcxxx folders directly inside your <TW3 game install>\dlc (or \DLC) folder. Merge everything with Script Merger.
How to install most simple TW3 Mods for newbies/klutzes:
First you gotta locate your The Witcher 3 game install location. Usually it's somewhere like "C:\GOG Games\The Witcher 3 Wild Hunt GOTY" for Good Old Games versions of the game or "C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3" for Steam versions of the game.
Mandatory:
Script Merger
Download, run/install it, run what it installed to be sure it's working.
Optional but highly recommended:
TW3 Mod Manager
Download, run/install it, run what it installed to be sure it's working. Installing it all to some place like C:\TW3Modding\ should work.
After that you can install most mods by downloading them manually (VORTEX NOT RECOMMENDED WITH TW3 MODS, IT WILL EVENTUALLY CAUSE PROBLEMS). Extract their contents somewhere (rightclick on the downloaded mod file->extract) and then place their files&folders in the right places in your game install yourself OR let TW3 Mod Manager extract and place them correctly for you (Recommended).
If you're not using TW3 Mod Manager you need to make sure all of your mod's \modxxx folders end up directly inside your <TW3 game install>\Mods folder (or <TW3 game install>\mods, wherever your other mods are). If there's no mods folder in your TW3 game install folder (TW3MM would've created one for you) you can create one by rightclicking on some empty space there -> "New" -> "Folder" and write Mods as its name. That means your \modxxx folders ends up as <TW3 game install>\Mods\modxxx. TW3MM would place it there automatically for you so you wouldn't have to.
If your mod has \dlcxxx folders they similarly need to be directly inside your <TW3 game install>\dlc folder (or <TW3 game install>\DLC wherever your other dlcs are). They should end up as <TW3 game install>\dlc\dlcxxx ( never <TW3 game install>\dlc\dlc\dlcxxx !). TW3MM would do this automatically for you.
If you mod has a xxx.xml mod menu file then it would have would have to end up as <TW3 game install>\bin\config\r4game\user_config_matrix\pc\xxx.xml. Again, TW3MM would do this automatically for you.
With the nextgen/4.00 version of the game to get the mod menu to work you additionaly need to edit the dx11filelist.txt and dx12filelist.txt files in The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc by adding your mod's xxx.xml mod menu filename to those lists.
If you happen to have more mod menus tham what can fit on the mod menu list you can easily edit & group mod menus together into subgroups yourself using something like notepad++, example: 1-> 2 (that mod menu was placed in a "combat" subgroup, example from Menu Strings).
If your mod has custom keybinds you probably have to add them to your <My Documents>\The Witcher 3\input.settings file using some editor like notepad++. Once more, TW3MM will usually do this automatically for you.
After your mod's files & folders are in the right places you need to run patched Script Merger and merge any conflicting files that can be merged together (that means both .ws scripts and .xml bundled files).
Sadly, not all mods will automatically merge together, most probably won't (though all LEGO merge automatically with each other, obviously), but some unresolved conflicts can be solved with a little manual help:

The bottom half is the output/result of your merge, the yellow <Merge Conflict> line is the conflicting line that SM can't figure out automatically.
Right click on the merge conflict and you get some simple options:

^There you picked the line from mod 2, but you can also pick the lines from both mods, in any order:

Or you can even write your own code in there. Of course knowing which lines to choose or how to make them work together does require you to somewhat understand what the code does. When in doubt you might try asking the concerned mod's authors & users for help in the comments sections.
However keep in mind that there's no guarantee that any 2 mods can be effectively merged together, nor is there any guarantee that 2 mods are working well together even if they merged automatically and the game seems to be running ok.
That's why to be extra safe you should carefully read each mod's install instructions to make sure there aren't any special instructions or requirements for the mod to work (some mods might require other mods to work such as the unification/community patch or shared imports) or incompatibilities, and then merge & run the game after each new mod install to make sure it's running well.
Uninstall:
Delete \modfasterfatties. Unmerge the files if you merged them before.
Compatibility
E3 Improved Combat Animations: not compatible.
TODO:
Make it so yrden's slowdown uses their faster speed as a base rather than their slower vanilla speed.
Special thanks to Zako1989 for posting a 4.01 update in the comments while I was too busy.
Part of a series of mods for the combat aspect of the game.