Re-works the Adrenaline and Stamina mechanics. Signs now cost Adrenaline (re-named to "Focus"), and all combat actions now cost Stamina. Combat is a delicate and skillful balance of Focus and Stamina. The more focus you have, the stronger your signs are. The more Stamina you have, the stronger your melee attacks are. Tweaked some skills/abilities.
Основной мод, для которого создана русская локализация
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Fist fighting actions now consume less stamina, even while outside of fist fight compentitions/quests. There are a few times where Geralt fist fights in the open world, and stamina drain just felt too overbearing in those cases
The damage reduction penalty of melee attacks has been reduced by 25% if Geralt is fighting with fists rather than a weapon
Version 1.41
Fist-fight minigames no longer drain stamina on every action, because stamina is already drained for some actions during fist fights. Fight fighting previously resulted in being drained of stamina most of the time, but now should no longer happen.
Version 1.5.7
Special Heavy attack "Rend" is no longer effected by Stamina penalties introduced by this mod. Its damage is strictly vanilla - this mod doesn't touch it anymore.
Resolved a conflict with Preparations Mod, is fairly popular mod that a lot of people use. Vigor is now compatible with Preparations Mod out-of-the-box, no patches required!
Version 1.5.6
Skills which manipulate Focus Point regeneration are now only active DURING combat. Users will not notice a difference since out-of-combat regen is quite high anyways. The reason for this change is for the sake of performance/efficiency - there is no need for the game to run skill conditional checks literally every second of gameplay.
Version 1.5.5
Quen's duration now scales with Focus points.
In the event that Geralt still takes damage while Quen is active, stamina loss is reduced by 50% while Quen is active
Alternate Quen no longer scales it's shield based on Stamina, but instead is based entirely on Focus Points.
Igni's base burn chance has been changed to 12%, multiplied by your Spell Power percentage (which also scales from Focus Points). This is an overall nerf, since Igni can be cast up-to 3 times. This change should help to prevent animation-locking enemies into the "burning" animation.
Version 1.5
Fixed an issue where Focus Points get set to zero after some quest checkpoints (example: right after the tutorial at the beginning of the game, after Geralt's dialogue with Vesimir)
Re-worked a skill in the Melee Skill tree "Flood of Anger", this skill now drains Stamina instead of Focus Points to further boost your sign damage.
Version 1.3
Fixed a critical bug where checking for the players EXP points and level during Adrenaline "OnUpdate" script resulted in bugging-out player EXP points, specifically after a cutscene, resulting on a level of 0 and exp progress of 0. I had no idea that simply CHECKING for these values could effect anything, but apparently it can cause issues. Mod no longer checks for these values when Geralt is in the beginning Tutorial mode with Vesimir, but instead checks for an ability "TutorialStaminaRegenHack" which is applied to Geralt when in the tutorial state. (I did not add this ability to the game, it already exists)
^The above mentioned fix is very crucial, and I sincerely apologize to anyone effected by the "level 0" bug. This update should no longer cause this to happen. That being said, if your save is already effected by this bug, this version WILL NOT restore your level. You must roll back to a previous save from before the bug occured.
Version 1.2.1
Fixed a bug where Alternate Quen was draining ALL STAMINA once Focus Reached 0.
When getting struck in Alt Quen mode, less Focus is consumed regardless of rank. Original value was too high.
Version 1.2
Increased the rate at which Focus regen scales with the secondary stat "Focus Regen" on gear and from abilities by roughly 5%
Increased the baseline regen rate for Focus by 3%
Version 1.1.5
Fixed an undesired effect where in the game's beginning combat tutorial, Focus regen does not regen fast enough to follow Vesimir's sign commands. Originally, you had to either wait for Focus to regen or attack him to regen faster - it just seemed really clunky and might put-off new players. I simply added a +100% regen multiplier when Geralt is in the tutorial.
Version 1.1.2
Now compatible with FriendlyHUD (use ScriptMerger!!!), previously these 2 mods were conflicting. Since FriendlyHUD is pretty popular, it seemed like a necessary fix.
Version 1.1
Fixed a bug where console command "cleardevelop" causes Focus Points to be zero and would not regenerate until combat is initiated.
Melee and Sign magintude penalties have been reduced to 50%, up from 25%. (This means Geralt is stronger when focus/stamina is low, compared to version 1.0)
Melee/Sign penalty math has been tweaked. Previously, the maximum penalty was triggered at 25% stamina/focus. Now in v1.1, the maximum penalty is not triggered until stamina/focus is at 0%. This change compounded with the above change means Geralt is significantly stronger when low on stamina/focus.
TL;DR low stamina/focus penalties were too severe and have been reduced significantly.
Version 1.0
Added Spanish strings (credit for Spanish translation 100% goes to Nexus User Deepk!)
Lynx final set bonus now costs 1 Focus Point, down from 2.
Rend's damage calculation based on Focus Points has been tweaked
All combat actions which consume and delay Stamina have been reduced. Original values were too high.
Vigor is part of a modular overhaul series. You can use each module separately, but using them together is my personal preference. Each module can be merged without conflicts using Script merger. Module 1....... Master Training Module 2............. Static World Module 3......................... Vigor Module 4.. Alchemy Enhanced
"I think I found a bug, should I submit a bug report?" With the huge success of the Netflix show "The Witcher", a lot of new and/or returning players are deciding to mod their games. This means there are a lot of people who don't know what they're doing, how to troubleshoot their mod issues, or even know better than to install multiple incompatible mods. This also means that mod authors are getting a lot of false-positive bug reports!
When it comes to Witcher 3 modding, you have to have at least some understanding of what each mod does; if 2 mods edit the same line of code or same XML file, you really should pick one or the other. This game is NOT Skyrim, you can't just chuck a bunch of mods together and have it work.
Before submitting a bug report: 1. Read the mod description page of THIS MOD in it's entirety. Pay close attention to the install instructions, and compatibility notes. 2. Double-check the mod description page of your installed mods, and see if you've installed any mods which are know to be incompatible. 3. Once you have eliminated incompatible mods, you need to deleted your "Merged Scripts" mod folder and re-run Script Merger. 4. If the issue persists after these steps, you then need isolate the issue by uninstalling all other mods. If you have done all 4 steps, please submit a bug report!
Casting signs now use Focus points instead of stamina, allowing the players to cast up to 3 signs in a row.
Focus now regenerates over time, much like Stamina. However, passive regeneration is slow. Attacking enemies will replenish Focus points
faster, much like the original mechanic.
The power of signs will decrease as you spend Focus points. Your first spent Focus points will result in 100% sign power, the second will result in 75% sign power, and the 3 (last) will result in 50% sign power.
Stamina Points:
All melee/combat actions now cost Stamina, since signs don't use it anymore.
The cost of each action scales with your "Stamina regen" stat. The more regen you have, the less actions will cost.
The "delay" before stamina starts regenerating is also effected minimally by your Regen stat.
Melee attacks scale with Stamina. The lower your stamina, the less damage fists/swords will do. The thresh-hold for damage deduction beings once you reach 50% of your stamina. Any value below 50% will decrease your melee attack power by 1%. (So, if you have zero stamina, you deal half melee damage).
Abilities:
Several abilities have been adjusted to accommodate Focus being the main source of Witcher Signs
Bonus stamina regen from Sign skills and Focus bonus from Combat skills have been flip-flopped. Combat skills now give a Stamina Regen Bonus, and Sign Skills now give a Focus Regen bonus.
Various potions/mutagens have also been tweaked, along with Runewords/Glyphwords that involve the Focus stat.
Please note, only effects which involve the Focus/Stamina stats have been changed, nothing more.
Strings/Descriptions:
Mod currently supports English and Spanish strings. Playing the game in other languages may result in confusing tooltips/descriptions. Spanish strings courtesy of Nexus user Deepk!
INSTALL INSTRUCTIONS:
Place folder "modD003_Vigor" into your "/mods" directly
Place folder "dlcvigormod" into your "/dlc" directory
Run script merger
Done!
UNINSTALL INSTRUCTIONS:
Remove folder "modD003_Vigor" from your "/mods" directly
Remove folder "dlcvigormod" from your "/dlc" directory
Run script merger
Done!
FAQ:
Q) Does this mod have any in-game options? A) No. This mod is a "set it and forget it" mod, zero options.
Q) Can this mod be installed onto a pre-existing save? A) Yes!
Q) I think I found a bug, but I'm also using mods X Y and Z. Should I submit a bug report? A) When it comes to Witcher 3 modding, you have to have at least someunderstanding of what each mod does; if 2 mods edit the same line of code or same XML file, you really should pick one or the other. This game is NOT Skyrim, you can't just chuck a bunch of mods together and have it work. Before submitting a bug report, you first need to isolate the issue by uninstalling other mods which may be conflicting. If the issue persists, then yes, by all means please submit a bug report.
COMPATIBILITY
NOT compatible with sweeping gameplay overhauls (Ghost Mode, W3EE, or any other "complete overhaul") Generally speaking, those types of mods specifically state that they're not compatible with much.
NOT compatible with other mods which manipulate how player Stamina/Adrenaline works
Compatible with all of my other modules, listed above. Give 'em a try!
Compatible with texture/mesh and audio mods
Compatible with Friendly HUD!
Compatible with Immersive Cam!
Should be compatible with just about any mod which doesn't edit the same scripts or XML files. Just use Script Merger, and if everything auto-merges, you should be fine. Mileage may vary.
Mod currently supports English and Spanish strings. Playing the game in other languages may result in confusing tooltips/descriptions. Spanish strings courtesy of Nexus user Deepk!