it works just fine, thanks a lot! edit: crap, not working well with the new grandmaster wolven gear, the 6/6 effect still use adrenaline term instead of the new focus points
i got a load of script compilation errors, removed any other mods including scripts, only visual changes left on but still got stuff about autoapplyoils, which is a mod i havent had since vanilla, any tips?
Hey guys, this is Kiro. I have a new account with a name that matches all my other game handles such as PSN, Steam, GOG, Epic Games… etc.
Anyways, I have good news and bad news. Bad news: I’m sorry to say I don’t plan on updating this mod.
Good news: That’s because I’m working on something that, in my opinion, is better, less “niche” and overall improves the game without straying too far from the original concepts and mechanics.
Basically, it’s a skill tree overhaul with respective balances. Skills will be split into 3 categories: 1. Passive - upon spending a skill point, it is always active. 2. Dynamic - rank 1 of the skill is passive, but further ranks are inactive unless equipped. 3. Active - vanilla behavior.
passive skills increase in strength based on the number of OTHER skills you have equipped. For example, “Muscle Memory” increases light attacks by 1/2/3% multiplied by the number of other melee skills equipped. This passive skill may still be equipped to count towards the multiplier.
Skills like whirl, rend, and alternate signs will be “Dynamic” skills, so you can at least use rank 1 of those passively once they’re unlocked.
of course, certain abilities will need to be adjusted for balancing purposes. The idea is to greatly increase build diversity without breaking anything, and due to the many passive effects, mods like “slots slots SLOTS” will not be needed to achieve a good result.
Anyways, that’s what’s going on right now guys. No ETA yet, still a rough draft WIP.
Will you be keeping the focus and stamina concepts that are in this mod in the new one? I really liked how they were implemented and they made combat much better over the vanilla game.
Hey there, discovered your vigor mod last week and saw that you probably won't update it anymore, so I updated the files to 4.04. I want to ask for your permission to use Vigor in a small overhaul mod pack I'm currently working on and to upload the updated mod to nexus (can also send you the files if you want to; sent you a PM with more details). Let me know what you think :)
I wouldn't mind at all updating this module as well as the rest of your other overhaul modules to Next-Gen. I've used them for many playthroughs and consider them essential for my experience.
This is one of my favorites, and i truly enjoy playing now again. There is one thing however, i find COUNTERATTACK skill just too OP at stage 2 and 3 when at single perfect counter you make humans flying and exposed for kill. Practically this one it is useful against fighting a group of opponents, but most of the time it's just super power kick. XD Is it possible to nerf it, reduce chance for knockdown based on stamina enemy has or something like that?
Ok Guys before everyone relax. Kirokobra is on it just be patience. Kobra got your back your mods are great do what you do we'll wait and reap the benefits, Thanks for the past and future the work you have will put forth. No Rush do what you do.
This is really nice. Do you have plans to alter bonus sets? for example the first tier bonus of the griffin set is now useless. It also seems that the Upgraded constant quen doesn't restore vitality on hit.
The griffin set has been changed, it’s new effect is that it ignores the “Fading focus” effect, regardless of your Focus levels your signs will always be 100% effective.
(Rest assured, all effects which would be “made useless” by the new Focus mechanic have been re-worked!)
As for Quen, it should restore health if the attack doesn’t pierce the shield. However, the amount healed is relative to your Focus level. So holding the shield with 1 focus won’t be as effective as with 3 Focus.
the enemies you’re fighting just might be too strong and pierce the shield. Is it healing you versus drowners or other weak enemies?
Edit: I updated the mod description and include every effect change
Yeah took some time to read through the skill descriptions. Didn't realize how thorough you were with this. Nice job! Really starting to enjoy the reworked mechanics, Thank you for the mod!
35 comments
This should work. If not, we'll probably have to wait for Kiro to fix it.
edit: crap, not working well with the new grandmaster wolven gear, the 6/6 effect still use adrenaline term instead of the new focus points
Anyways, I have good news and bad news.
Bad news: I’m sorry to say I don’t plan on updating this mod.
Good news: That’s because I’m working on something that, in my opinion, is better, less “niche” and overall improves the game without straying too far from the original concepts and mechanics.
Basically, it’s a skill tree overhaul with respective balances.
Skills will be split into 3 categories:
1. Passive - upon spending a skill point, it is always active.
2. Dynamic - rank 1 of the skill is passive, but further ranks are inactive unless equipped.
3. Active - vanilla behavior.
passive skills increase in strength based on the number of OTHER skills you have equipped.
For example, “Muscle Memory” increases light attacks by 1/2/3% multiplied by the number of other melee skills equipped. This passive skill may still be equipped to count towards the multiplier.
Skills like whirl, rend, and alternate signs will be “Dynamic” skills, so you can at least use rank 1 of those passively once they’re unlocked.
of course, certain abilities will need to be adjusted for balancing purposes. The idea is to greatly increase build diversity without breaking anything, and due to the many passive effects, mods like “slots slots SLOTS” will not be needed to achieve a good result.
Anyways, that’s what’s going on right now guys. No ETA yet, still a rough draft WIP.
Will you be keeping the focus and stamina concepts that are in this mod in the new one? I really liked how they were implemented and they made combat much better over the vanilla game.
discovered your vigor mod last week and saw that you probably won't update it anymore, so I updated the files to 4.04.
I want to ask for your permission to use Vigor in a small overhaul mod pack I'm currently working on and to upload the updated mod to nexus (can also send you the files if you want to; sent you a PM with more details).
Let me know what you think :)
There is one thing however, i find COUNTERATTACK skill just too OP at stage 2 and 3 when at single perfect counter you make humans flying and exposed for kill. Practically this one it is useful against fighting a group of opponents, but most of the time it's just super power kick. XD
Is it possible to nerf it, reduce chance for knockdown based on stamina enemy has or something like that?
Plan to update?
This should work. If not, we'll probably have to wait for Kiro to fix it.
https://mega.nz/file/bHxgQTKb#r0BsiiYx8yXRUolb9u41QhXrAOGUX2GCU9-gadRDcNc
If KiroKobra has already done it, or plans to, I'll remove this version of it.
(Rest assured, all effects which would be “made useless” by the new Focus mechanic have been re-worked!)
As for Quen, it should restore health if the attack doesn’t pierce the shield. However, the amount healed is relative to your Focus level. So holding the shield with 1 focus won’t be as effective as with 3 Focus.
the enemies you’re fighting just might be too strong and pierce the shield. Is it healing you versus drowners or other weak enemies?
Edit: I updated the mod description and include every effect change
edit: nevermind tested and found out that it does