needs update next gen 4 confirmed. There is also a workaround you can do to merge the mod with a mod that has been updated and uses playerWitcher.ws or manually add the missing features from the original game file. If you have not done such a thing, I do not recommend it, because there is a risk of corrupting the original file and the game will not start even if you uninstall the mod!
it works for me i tested the damage of the enemies i was almost invincible thanks to this mod the enemies take more as i remember mod requires playerwitcher.ws there must be merged.
i looked at the original files of the mod they are really not updated to next gen and when compiling it can give an error (missing next gen functions in playerwitcher.ws ) it seems that i did it and that's why my mod works and i forgot, sorry about that. It is best for the creator to update the mod, it is easiest for the players who use it.
This should be expanded, the animals do a lot more damage than monsters and humans do even more damage than animals. There should be a completely seperate column for them . As it stands you will be constantly adjusting the sliders depending on the encounter.
Absolutely right! Needs extended sliders. The most dangerous persistent enemies in the game are wolves and wild dogs. I often bypass them so as not to mess around. Bies, Waterhag or Gravehag, almost harmless monsters. As an example.
I was using 2x HP mod, then realized that A lot of DOTS are based on %HP, and then theres potions that deal % dmg to enemies. SO switched to this simple mod and did the same thing, but less damage numbers, which make the game over all more hard than 2x HP mod where you can just cast a fire spell, and deal massive damage making it feel easier than it should have been. So ty for this simple mod.
I pair it with an enemy aggression mod making mobs pretty much attack 2x more, or not wait in line as much. Wolves are spooky as hell with both these mods.
After the NEXT-GEN update the Mod menu in my game disappeared, (What ever mod added it was not comparable with update) I got the Mod Gameplay Manager Next-GEN) By Dark Rafft, It has in the description ( -= Usage Instructions =- how to add (Copy & Past) a file to both the DX11 and DX12 This brought the ingame Mod Menu back for me.
(Sorry Just Downloaded this mod Sliders Do not appear in the Mod Menu) REMBER TO READ THE INSTALL ( I did not) 2) Go to the ..\The Witcher 3\bin\config\r4game\user_config_matrix\pc directory and edit or create dx11filelist.txt and dx12filelist.txt and add DamageSliders.xml; Now it Works.
27 comments
Please... in order to tell if mod works on 4.04, you have to look their files and see if all vanilla codes are there.
Don't simply test the mod...
When the author updates the mod I will remove it.
This mod require an update for the 4.03 version.
Here the changelog for help:
Scripts 4.02 vs 4.03
I can offer my assistance to update this mod and share to you in Direct Message (No DP %, just my name in the description).
There should be a completely seperate column for them .
As it stands you will be constantly adjusting the sliders depending on the encounter.
I pair it with an enemy aggression mod making mobs pretty much attack 2x more, or not wait in line as much. Wolves are spooky as hell with both these mods.
This mod need to update for the version 4.01.
Here the changelog Scripts 4.00(Hotfix2) vs 4.01 for help.
(What ever mod added it was not comparable with update)
I got the Mod Gameplay Manager Next-GEN) By Dark Rafft,
It has in the description ( -= Usage Instructions =-
how to add (Copy & Past) a file to both the
DX11 and DX12
This brought the ingame Mod Menu back for me.
(Sorry Just Downloaded this mod Sliders Do not appear in the Mod Menu)
REMBER TO READ THE INSTALL ( I did not)
2) Go to the ..\The Witcher 3\bin\config\r4game\user_config_matrix\pc directory and edit or create dx11filelist.txt and dx12filelist.txt and add
DamageSliders.xml;
Now it Works.