I have installed: Immersive buff charges GSaWBC PoPBC the 2 compatibility patches (for abilityrestored and improved skip time)
All merged without issues, but i think this mod is not working (maybe because of something changed by the patches?)..no matter what value i set in the menu, the charges stays at 100 and i think the vanilla bonus is added.
Immersive buff charges doesn't remove the vanilla bonus. Ability restored isn't compatible with PoPBC, it won't affect your charges. I'm not sure what would be the issue, I'll have to test this combination myself. Are you using this combination with no extra mods?
so i tested the game with only immersive buff and buff charges installed and, maybe i am just being stupid, but i can't see what's change from the vanilla behaviour?
the number of charges works just fine...i can increase/reduce the value and I will get the right amount (200 default).
but the damage i make to the enemy seems still the same even if i rise the value to 5000 in the settings.
For example, in the character stats the starting swords damage per sec (after using the grindstone) is still the vanilla one: 182 silver sword/ 48 steel sword
Or does the mod do something completely different and i am not getting it?...can you give me an example that i can check in game?
Same issue here. Can use the mod menu to adjust the weapon charges but the damage bonus doesn't scale with the number of charges remaining. Adjusting the bonus ratio doesn't change damage output. Seems like the only the default 20% damage bonus is getting added.
Interestingly, the armor buff works as advertised. With high charges and a low bonus ratio Geralt is basically unkillable initially, but damage scales up super fast as charges deplete.
I've re-tested the issue using the main file of both mods, and see the same behavior. Previously I was using the GSaWBC versions. I also tested the no menu version without success.
From my testing, the damage gained works as intended. Closed report.
The "No Menu" use the default "1/40" ratio, which explains why the amount of damage is around 20%. You can try to install first Buff Charges, then Immersive Charges (with menu). Immersive Charges bin file should overwrite Buff Charge bin file.
Thanks for testing, and fair enough. Can't fix a bug that you can't reproduce after all =)
For the record, when using the "no menu" version I edited the script to set the ratio to 1 so that the damage boost would be very high and noticeable, but there was no change. Must be some sort of mod conflict though that wouldn't explain the report from FullMetalWitcher who tested it on a clean save.
If I figure out what's going on I'll let you know. Thanks very much for your extensive contributions to the modding community!
Buff Charges (+ CompleteAnimations Compatibility patch) was updated just today, wasn't it? It's the config file -- it didn't work, and the problem is the same with this mod now. Config file is broken. Sorry for being needy.
Hello, trying to use the new version, but i have a question:
in the description you said that this mod is compatible with either buffcharge or GSaWBC, but the menu file included in this mod is made for buffcharges only, it doesn't seem to work with GSaWBC.
could you make a dedicated version for GSaWBC please?
I'm making a menu for the next version, so you can change the amount of power that you receive from the buff. It's one to one, 1 charge equals 1% buff, but with the menu you'll basically be able to make it 1 charge = 0.5 buff.
Just an idea, but would it be an intresting mechanic if there was the vanilla amount of charges, but the count wouldn't decrease if the correct oil is applied, this in general would make an interesting loop of taking care of your gear, maybe both buffs and oils wouldn't wear off if the correct oil is applied in combat, and only parries and counter attacks by enemies would wear both of them down. Just an idea.
Welp nobody likes to stop by a grind stone every 30 swings. If you don't make a clean hit or just spam a sword against enemies shields the oil would drain, but if you land a strike, buffs and oils wouldn't wear off. This would encourage the player to play more wisely and think twice before swinging the sword, this could maybe apply to signs as well. Just an idea but for excample, if you cast aard and no enemy is effected, a sign buff would drain, or if you use aard against an enemy that cannot be knocked down.
Ofcourse there is the rune that makes them unlimited, but that can be adjusted as well.
I only know python so idk how to make this happen.
Great idea moving this out to a separate mod since it's more of an add-on and not an alternative version of Buff Charges or GSaWBC.
I had previously changed my grindstone/workbench charges in the mod config menu to 50/12 because I felt 100/25 (default) was OP, but now with IBC I think I'll change it back, since the buff lessens as it wears down. Super immersive. This is honestly the mechanics CDPR should have done in the first place if they didn't have their heads up their bums prioritizing the experience of shareholders over customers. Great work as usual Sicc ;)
Yeah, that's what I was thinking too. I should also add that I do use ESGO alongside this. Maybe I can figure out a way to add a max power slider that it would deplete from? I always wondered if someone at CDPR came up with these ideas but got shut down by corporate, that happens in a lot of companies in general.
One of the words (runesmith) give you ability to have those weapon and armor enchantments never wear off. In other words, I would have the maximum charge from your mod forever. Too OP! :D
35 comments
I have installed:
Immersive buff charges
GSaWBC
PoPBC
the 2 compatibility patches (for abilityrestored and improved skip time)
All merged without issues, but i think this mod is not working (maybe because of something changed by the patches?)..no matter what value i set in the menu, the charges stays at 100 and i think the vanilla bonus is added.
so i tested the game with only immersive buff and buff charges installed and, maybe i am just being stupid, but i can't
see what's change from the vanilla behaviour?
the number of charges works just fine...i can increase/reduce the value and I will get the right amount (200 default).
but the damage i make to the enemy seems still the same even if i rise the value to 5000 in the settings.
For example, in the character stats the starting swords damage per sec (after using the grindstone) is still the vanilla one: 182 silver sword/ 48 steel sword
Or does the mod do something completely different and i am not getting it?...can you give me an example that i can check in game?
Character stats: will not change.
Interestingly, the armor buff works as advertised. With high charges and a low bonus ratio Geralt is basically unkillable initially, but damage scales up super fast as charges deplete.
Try to install both mods again and see if that fix it after merge.
The "No Menu" use the default "1/40" ratio, which explains why the amount of damage is around 20%.
You can try to install first Buff Charges, then Immersive Charges (with menu). Immersive Charges bin file should overwrite Buff Charge bin file.
For the record, when using the "no menu" version I edited the script to set the ratio to 1 so that the damage boost would be very high and noticeable, but there was no change. Must be some sort of mod conflict though that wouldn't explain the report from FullMetalWitcher who tested it on a clean save.
If I figure out what's going on I'll let you know. Thanks very much for your extensive contributions to the modding community!
You're telling me "can you update this one" without saying what is the "this one".
Sorry for being needy.
Nonetheless, it's fixed.
Thanks Lewis.
in the description you said that this mod is compatible with either buffcharge or GSaWBC, but the menu file included in this mod is made for buffcharges only, it doesn't seem to work with GSaWBC.
could you make a dedicated version for GSaWBC please?
How much is the base damage modifier? (full charges)
Does is scale linearly? (ie: half the charges == half the damage bonus)
It's one to one, 1 charge equals 1% buff, but with the menu you'll basically be able to make it 1 charge = 0.5 buff.
Ofcourse there is the rune that makes them unlimited, but that can be adjusted as well.
I only know python so idk how to make this happen.
I had previously changed my grindstone/workbench charges in the mod config menu to 50/12 because I felt 100/25 (default) was OP, but now with IBC I think I'll change it back, since the buff lessens as it wears down. Super immersive. This is honestly the mechanics CDPR should have done in the first place if they didn't have their heads up their bums prioritizing the experience of shareholders over customers. Great work as usual Sicc ;)
I should also add that I do use ESGO alongside this. Maybe I can figure out a way to add a max power slider that it would deplete from?
I always wondered if someone at CDPR came up with these ideas but got shut down by corporate, that happens in a lot of companies in general.