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crthdr

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crthdr

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105 comments

  1. crthdr
    crthdr
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    Locked
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  2. ESW77Eternal
    ESW77Eternal
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    CDPR should learn from you! <3
  3. FreakVIp
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    Hmm, the changelog of 0.20 has been disappeared, now hard to check what names were changed to what. Hope it will be back to normal soon.
    1. plApophis
      plApophis
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      Also looking forward to 0.20 change log
    2. crthdr
      crthdr
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      0.20

      • modPOTT_AxiiStagger (new, script): see description
      • modPOTT_EnchDumplingsSkillGourmet (renamed from modPOTT_EnchDumplings): added similar fix for Gourmet skill (in vanilla you can reset food time back to 20 min just by reequipping gloves)
      • modPOTT_PotionGoldenOriole (new, script): No healing for direct damage, only for 'damage over time'
      • RENAMED modPOTT_WeightDrop -> modPOTT_DecoctionArachas, modPOTT_LessHealCaretaker -> modPOTT_Caretaker, modPOTT_RegenStamina -> modPOTT_Stamina, modPOTT_FireCampfire -> modPOTT_WalkOnFire, modPOTT_PopComment -> modPOTT_PlaceOfPower, modPOTT_SkillCouterttack -> modPOTT_SkillCouterattack, modPOTT_FireExplosiveBolt -> modPOTT_ExplosiveBolt, modPOTT_FireEggs -> modPOTT_ArachasEggs
    3. crthdr
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      sometimes nexus cache is being weird, to see any mod's latest page just use ctrl+shift+n
    4. plApophis
      plApophis
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      thanks crthdr
  4. Zowbaid
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    Hahah, jokes on you, I already renamed all the folders anyway to something that made sense to me XD.

    Thanks for the update tho.
  5. internator69
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    Hi crthdr your mod is great and it's very good that each one is in a separate module.
    I have a question, are you planning any changes in yrden?

    Maybe you could make one of the skills make the magic circle act like a prison and if an enemy enters the circle they won't be able to leave it.
  6. khoekhoe30
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    mod Attack: undodgeable,Attack: unparryable no script merge @@ and when Endrega uses tail attack you can still hear the hit sound but no blood loss.
    1. crthdr
      crthdr
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      vanilla next-gen @@ when Endrega uses tail attack you can still hear the hit sound but no blood loss.
    2. khoekhoe30
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      oh i think the mod made that attack inevitable or not :v
  7. Ka1am33t
    Ka1am33t
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    Hi crthdr, I'm very excited to see you are still improving this mod, thank you so much for your efforts!
    Question: if I recall it right, in the past OG module Critical State didn't worked correctly with a SCAAR mod ( burning animation ), is this still the case with a last update?
    1. crthdr
      crthdr
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      no longer the case
    2. Ka1am33t
      Ka1am33t
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      Wow, that's so neat, you really made something awesome now!
    3. Ka1am33t
      Ka1am33t
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      One more question, with changed / deleted modules in mind, do we need to start the game from the scratch, in other words are the savegame files affected with those changes?
    4. crthdr
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      new game not required

      also to clarify: today's update removes heavy features (like burning animation), that's why it is compatible with more mods
      why remove: low priority, bad compat
  8. khoekhoe30
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    Critical State can be used with Stronger Status Effects right, I just used it and it works perfectly, please confirm for me ^^
    1. crthdr
      crthdr
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      yeah
    2. khoekhoe30
      khoekhoe30
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      Thank you for your contributions to the community.
  9. Sirandar888
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    Optional suggestion .....  Noon and nightwraiths blindness should still allow player to move but not see ...... currently with this mod Geralt gets stun locked and dead every single time ...  because he can't move.   A noonwraith potion is not an option
    1. crthdr
      crthdr
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      "stun locked to death" is most likely combination with "Stronger Status Effects"

      1. Delete modPOTT_RealCriticalState, modPOTT_FireIfrit and modPOTT_FireAreaTrigger
      OR
      2. don't use Stronger Status Effects

      In my testing (without SSE) noonwraith blindness was not gamebreaking
      With "Stronger Status Effects" modPOTT_RealCriticalState is unplayable
    2. crthdr
      crthdr
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      There are probably more incompatibilities wtih Stronger Status Effects
      Modifying blindness won't be enough anyway
    3. crthdr
      crthdr
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      actually looks like noonwraith blindness is the only incompatible part
      EDIT: also ifrit is very hard, but beatable

      I would suggest to edit modStrongerStatusEffects\content\scripts\local\modStrongerStatusEffects.ws (latest version)
      delete part related to wraith blindness (lines 176-188)


      why not edit modPOTT_RealCriticalState instead:
      'stun' blindness effect is actually good in other cases, like waterhag dirt throw
      also modPOTT_RealCriticalState cannot be edited easily, is it not just script

      v0.17 uses lightweight Critical State module
  10. Is it your intention with this mod that EVERY attack from fiends cause the animated stagger? It's okay if it's on
    purpose, but I wanted to confirm that it's not a bug. 
    1. deleted comment
    2. crthdr
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      this is vanilla, fiends' attacks often (not always) cause "knockdown"
      not a bug, and not added by this mod

      in vanilla knockdown has "backflip" animation
      in modPOTT_RealCriticalState knockdown has "hypnosis" animation
  11. Akatoshka7
    Akatoshka7
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    Это снова я и снова по поводу арахноморфов. Я полагагаю, что вы проверяли их, спавня консолью. Только сегодня я плотно занялся этим вопросом - в том числе, залез в лог БиА для OG, где исправлялись классы этих паучков. Так вот, выходит, что исправление прыжков практически не будет работать в игре, поскольку вы пропустили все w2ent, которые фактически используются для спавна этих пауков в мире.

    Если хотите, я могу предоставить вам готовый модуль со всеми нужным файлами и без ненужных (то есть, обычных, а не крупных пауков, которые всё равно не прыгают), поскольку уже переделал их.

    И ещё, как вы думаете, можно ли увеличить радиус конкретной атаки через скрипты? А частности, удара мечом при выполнении контратаки? А то Герльт при её выполнении так часто промахивается, что это просто смешно...
    1. crthdr
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      Version 0.13
      modPOTT_AttackRange: now simple script instead of attempted w2ent fix

      So yes, attack range can be "hacked" in script
      But swords may be different case
      [EDITED]
    2. Akatoshka7
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      Чёрт, как я это пропустил? Это дейсвительно глупо с моей стороны... Почти готов поклясться, что когда я смотреть это, там был только modPOTT_RealCriticalState.