About this mod
Fix broken signs at higher player levels
- Requirements
- Permissions and credits
- Changelogs
- Remove sign resistances from monsters' and humans' levelling bonus
- Apply sign intensity on Aard
- Apply sign intensity on Yrden Supercharged Glyphs
- Change Piercing Cold from force damage to frost damage (less resistance from strong enemies)
- Fix description in character details regarding Conductors of Magic
The sign resistances in levelling bonus added to NPCs was the biggest killer of signs, because it's a fixed number per each level, e.g. 0.9% shock resistance * level 100 = 90%! That makes no sense at all!
Without the levelling bonus, most sign damages and knockdown already have sign intensity applied and work reasonably well, except Aard which was forced to have 100% intensity for unknown reason. It might make signs more useful than intended.
Note that the power of Conductors of Magic is always multiplied by sign intensity - a sword of base damage 900 with sign intensity 400% = 900 * 0.5 * 4.0 = +1800 to every sign damages.
Quen shield is NOT fixed (another mod here), because it'd effectively make Quen useless at level 100 and death march difficulty, no matter the sign intensity.
Merge with other mods
content\blob0.bundle contains monster_base_abl_new.xml and opp_base_abl.xml. You'd have to manually merge them if other mods touch the two files
Credit
character info fix comes from mchotdog