This is great. Wish there was a mod to speed up every enemy overall, and then apply this as an override to go a little further for the slowest enemies in the game. Geralt moves fast enough, but enemies are so slow in this game lol
Hi, of late I've been tampering with the settiings of the Myrdo Version, and I noticed that, when uncommenting (or adding) too many voices, I incur in a memory exhausted error during script compilation; is there any way to avoid this? Failing all else, I suppose I coudl try regrouping certain monsters of the same category assigning the same speed multiplier to the whole group. Any suggestion to do this with vampires? I suppose I should find a common tag/ability/category to identify them all (the idea is to include boss versions, too), Am I correct?
In my case it already exists, though I'm not sure if it's from the vanilla game or from the mod Stronger Monsters Status Effects... I think from the game, I'm sure it's in actor.ws, but I'll have to check if it's from the modded or the vanilla one...
Was this an intentional change? (calling different function) Myrdo's version is on the left. Btw, here the result of ModFasterFattiesGetSpeedUpFactor can be saved as a variable, so there will be no need to call it again. EDIT: boost for 'mon_type_huge' 'mon_toad_base' 'WildHunt_Imlerith' 'WildHunt_Eredin' are disabled in the original version, I think for 'mon_type_huge' because of this, not sure about others
1) yes, this is intentional 2) changed this in version 4.03.2 3) i am not sure about these changes (and others), but it's totally safe to comment or change them, no harm will be done the values you find in ModFasterFattiesGetSpeedUpFactor reflect MY personal preferences and can/should be changed accordingly
I used to play with Speed Force mod that increases just some animations and no more than +35%, and I thought the +50% of this mod could be too much, but I have been replaying some boss battles with this Faster Fatties (instead of speed force) + Fatter Fatties + Stronger Monster Status Effects + Enemies Of Rivia (I'm not sure how much this one affects big monsters)... and I'm loving it. I die more often (I was killed once by a wyvern for the first time in my game), and some battles against regen monsters are epic long, but for now 1v1 combats are much more fun and still winnable.
just looked in the local script and saw //|| fatty.HasAbility('mon_type_huge') i could guess what //|| fatty.HasAbility('WildHunt_Imlerith') //|| fatty.HasAbility('mon_toad_base') //|| fatty.HasAbility('WildHunt_Eredin') were but i dont know what monster "mon_type_huge" effects
i am not sure which monsters are affected by mon_type_huge exactly... that's why it is totally safe to NOT use/comment this part, to avoid unwanted effects... one would have to unpack the according bundle files and look for all occurences of mon_type_huge in the *.xml files... and i will not do this...cause i am too lazy -and currently playing KCD and STALKER- :D
these settings are not written in stone, you can change them however you like...it's your game (changed them several times myself, because some enemies spawned by RER became too hard for me)
below are the settings i used last time i was roaming the witcher world...
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yes, you are right, just try to sort out redundant choices or focus on monster types that interest you most...
thought about this as i was biking home from work, will create a new version soon...
just replace all else if with if and the compilation will work...
Btw, here the result of ModFasterFattiesGetSpeedUpFactor can be saved as a variable, so there will be no need to call it again.
EDIT: boost for
'mon_type_huge'
'mon_toad_base'
'WildHunt_Imlerith'
'WildHunt_Eredin'
are disabled in the original version, I think for 'mon_type_huge' because of this, not sure about others
2) changed this in version 4.03.2
3) i am not sure about these changes (and others), but it's totally safe to comment or change them, no harm will be done
the values you find in ModFasterFattiesGetSpeedUpFactor reflect MY personal preferences and can/should be changed accordingly
And how is the combination with the Ghost mod?
Ghost Mode and Faster Fatties should work nicely...
thanks in advise
thanks in advise
much, but I have been replaying some boss battles with this Faster Fatties (instead of speed force) + Fatter Fatties + Stronger Monster Status Effects + Enemies Of Rivia (I'm not sure how much this one affects big monsters)... and I'm loving it. I die more often (I was killed once by a wyvern for the first time in my game), and some battles against regen monsters are epic long, but for now 1v1 combats are much more fun and still winnable.
//|| fatty.HasAbility('mon_type_huge')
i could guess what //|| fatty.HasAbility('WildHunt_Imlerith')
were but i dont know what monster "mon_type_huge" effects//|| fatty.HasAbility('mon_toad_base')
//|| fatty.HasAbility('WildHunt_Eredin')
could you tell me
that's why it is totally safe to NOT use/comment this part, to avoid unwanted effects...
one would have to unpack the according bundle files and look for all occurences of mon_type_huge in the *.xml files...
and i will not do this...cause i am too lazy -and currently playing KCD and STALKER- :D
these settings are not written in stone, you can change them however you like...it's your game
(changed them several times myself, because some enemies spawned by RER became too hard for me)
below are the settings i used last time i was roaming the witcher world...
function ModFasterFattiesGetSpeedUpFactor(fatty : CActor) : float
{
if( fatty.HasAbility('mon_bear_base') ) { return 1.45; }
else if( fatty.HasAbility('mon_golem_base') ) { return 1.45; }
else if( fatty.HasAbility('mon_cyclops') ) { return 1.4; }
else if( fatty.HasAbility('mon_troll_base') ) { return 1.4; }
else if( fatty.HasAbility('mon_wyvern_base') ) { return 1.35; }
else if( fatty.HasAbility('q302_mh104') ) { return 1.35; }
else if( fatty.HasAbility('mon_forktail_young') ) { return 1.35; }
else if( fatty.HasAbility('mon_forktail') ) { return 1.35; }
else if( fatty.HasAbility('mon_forktail_mh') ) { return 1.35; }
else if( fatty.HasAbility('mon_ice_giant') ) { return 1.3; }
else if( fatty.HasAbility('mon_cloud_giant') ) { return 1.3; }
else if( fatty.HasAbility('mon_bies_base') ) { return 1.3; }
else if( fatty.HasAbility('mon_draco_base') ) { return 1.3; }
else if( fatty.HasAbility('mon_werewolf_base') ) { return 1.3; }
else if( fatty.HasAbility('q103_botchling') ) { return 1.3; }
else if( fatty.HasAbility('mon_fugas_base') ) { return 1.3; }
else if( fatty.HasAbility('mon_knight_giant') ) { return 1.3; }
else if( fatty.HasAbility('SkillGregoire') ) { return 1.3; }
else if( fatty.HasAbility('SkillGregoireGhost') ) { return 1.3; }
else if( fatty.HasAbility('WildHunt_Imlerith') ) { return 1.3; }
else if( fatty.HasAbility('mh202_nekker') ) { return 1.3; }
else if( fatty.HasAbility('WildHunt_Eredin') ) { return 1.3; }
else if( fatty.HasAbility('mon_lessog_base') ) { return 1.3; }
else if( fatty.HasAbility('mon_czart') ) { return 1.3; }
else if( fatty.HasAbility('mon_gravehag_base') ) { return 1.3; }
else if( fatty.HasAbility('mon_toad_base') ) { return 1.3; }
else if( fatty.HasAbility('mon_gryphon_base') ) { return 1.25; }
else if( fatty.HasAbility('qmh210_lamia') ) { return 1.25; }
else if( fatty.HasAbility('mon_wild_hunt_default') ) { return 1.25; }
else if( fatty.HasAbility('mon_noonwraith_base') ) { return 1.2; }
else if( fatty.HasAbility('mon_wraith_base') ) { return 1.15; }
else if( fatty.HasAbility('mon_type_huge') ) { return 1.15; }
else if( fatty.HasAbility('mon_sharley_base') ) { return 1.1; }
else if( fatty.HasAbility('dettlaff_vampire') ) { return 1.1; }
else if( fatty.HasAbility('mon_arachas_armored') ) { return 1.05; }
else if( fatty.HasAbility('mon_poison_arachas') ) { return 1.05; }
return 1.0;
}
What ill do is crank it up to 2 and when i see one monster thats instantly killing me ill know which one it effects and comment it here