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Akatoshka7

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  1. Redchieftain1775
    Redchieftain1775
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    В последней актуальной версии для 1.32 в описании перка "Убийственный кураж" второе значение указывается ошибочно, как $I$%.
    1. Akatoshka7
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      Вы полностью уверены, что правильно объединили characterMenu.ws? Потому что код в моде индентичен тому, который используется в моей текущей игре - и он определённо работает правильно.
    2. Redchieftain1775
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      Кто ж знает... Может быть, у меня как раз и ошибка там, т.к. я файлы не объединял. Запускается и так. Проблема в том, что у меня много скриптов начинают ругаться друг на друга... Но за подсказку спасибо, попробую проверить этот момент.
    3. Akatoshka7
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      Чёго-чего блин? Вы... вы серьёзно что ли? Объединение скриптов - это основа осно для установки модов в этой игре. При чём тут вообще "запускается и так"? Дело, блин, не в запуске, а в том, чтобы несколько модов могли работать вместе. Нихрена они не будут работать нормально, если вы этого не сделаете. Идите-ка какое-нибудь общее руководство по установке модов для этой игры почитайте, прежде чем, не объединяя скрипты, писать людям об ошибках...
  2. EvenDeathMayDie
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    Can you redesign melt armor? Its almost useless now
    1. Akatoshka7
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      I'll think about it, but I don't promise anything.
    2. FableHero
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      I'm interested in this too. Melt Armor is one of those abilities that seemed designed to incentivize combining signs and sword attacks, but with the way Armor is distributed to the enemies Melt Armor ends up doing nothing most of the time. Maybe it could be made to reduce some other stat that affects all enemies on top of the Armor reduction?
    3. Akatoshka7
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      Well, actually, I already know what to do. In addition to the 'armor' characteristic (which is technically the same as the main characterization of the player's armor, which depends on the level of the item), there are also percentage resistances to certain damage (also like the player's armor). It is these percentage resistances that will decrease in my version of the skill. For example, an earth elemental has 80 % physical damage resistance, and you can use a skill to reduce it by a maximum of 35% (up to 45%). But over time, this resistance will be restored, so you will need to regularly hit the enemy with the Igni to prevent resistances from doing this.
  3. internator69
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    hello it's me again. If you're already there processing skills what do you think about the Gorged on Power perk that was added in dlb blood and wine.
    Change it so that instead of an infinite effect of strengthening the sign it gives double its power when the skill is placed in the slot and we blacken the power from the place of power.
    1. Akatoshka7
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      Hmm ... yes, I think that's an interesting idea. I'll consider adding this. But no exact deadlines or promises.
  4. internator69
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    Akatoshka Your mods are great.Would you be able to make a mod that would change the order of skills?I mean igni which has the last skill that increases the chance of the opponent catching fire.I think this skill should be the first not the last.
    1. Akatoshka7
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      Hm... there is a sense in this, but at the moment I am focused on other things. I'll think about it when I deal with the Melt Armor. If it is possible to do this without editing the XML, then it is not a bad idea.
  5. Can you redesign Firestream?
    1. Akatoshka7
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      Well, I don't have that no plans. I use Grand Balance Repair, and there it was well reworked (although I made a few small adjustments to the damage. I have no ideas on how to make it fundamentally better (as was the case with the 'poisoned blades' - the idea was taken from the same mod, but technically completely rewritten by me), and it was It would be a little wrong to just take part of someone else's mod and publish it separately.
    2. The current version of the game cannot use the 2016 mod
    3. Akatoshka7
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      Well, yes, this will not work on NG. This doesn't change my point of view.

      But let's put it another way: what would you like from Firestream? If it's some simple and logical change, I might consider adding it. But no promises.
    4. Damage and player level related
      Alternatively, it could be related to the enemy's health value
    5. Akatoshka7
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      OK, I added this.
  6. junicave
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    I had the chance to look through your mod, and I really appreciated its modular structure—it’s great how it allows users to pick and choose the changes that best suit their preferences. 🎯 That flexibility let me incorporate improvements that, to me, felt aligned with the original design of the skills. ⚙️

    I’m planning to test things out more over time, but so far, I’ve especially enjoyed the updates to Hunter Instinct 🐾 and Sustained Glyphs ✨—those stood out to me the most. The Exploding Shield improvement also caught my attention; it’s quite an intriguing take! 💥

    As for Delayed Recovery, I’ll admit I’m a bit torn. 🤔 I can’t quite decide if I prefer your version or mine. Yours seems to extend potion durations even further in most scenarios, which is impressive 🍾, while mine keeps those durations more limited, except for a very specific build. Both approaches have their own appeal, and it’s been interesting to compare them. 🔄
    1. Akatoshka7
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      Well, I do not like mods too much, which change a lot at the same time and without a configuration. Therefore, I decided to distinguish every skill. Glad you appreciated.

      Hunter Instinct and Sustained Glyphs are probably one of the simplest changes that I made. But this does not make them less important, isn't it?

      As for Delayed Recovery, well, my point of view - the skill should bring tangible benefits. Any skill, but especially - the one to which the skill branch needs to be reach. And the toxicity of the potions ends quite quickly, so I do not think that this brings too much benefit. But, of course, I do not insist that my design is absolutely the best - it is just the best for me.
  7. PsycheY
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    I have a question about the TissueTransmutation. When Geralt is at full health, the current damage reduction shows as 0%. Is this correct?
    1. Akatoshka7
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      Yes. The dependence on current health is inverse and linear, that is, 0% health = 100% bonus (not taking into account the current intoxication and the ceiling determined by the skill level, of course), 100% health = 0% bonus, and 50% health = 50% bonus.
    2. PsycheY
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      How to make the combat log for the skill "Killing Spree" display in another language?
    3. Akatoshka7
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      Either find this message in damageManagerProcessor.ws and rewrite it in your language, or create a new line in the strings file and refer this message to it instead of the hard-coded text. The first option is simpler, although I'm not sure if this works for any language (at least for Russian this method works).

      For example, in Russian it will look like this:
      theGame.witcherLog.AddMessage("Бонус к шансу критического удара от «Убийственного куража» для этой цели: +" + actorVictim.GetAbilityCount(SkillEnumToName(S_Alchemy_s17)) + "%.");
    4. Akatoshka7
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      Just stitched together some vanilla lines. Should work for any language.
      theGame.witcherLog.AddMessage(GetLocStringById(1066893) + " (" + actorVictim.GetDisplayName() + "): +" + actorVictim.GetAbilityCount(SkillEnumToName(S_Alchemy_s17)) + "% " + GetLocStringById(1049911) + ".");
  8. Ka1am33t
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    Hi bratan i have a thing to ask, if you consider any requests or ideas of course - i have made a mod in the past for OG (by messing with some xml's) that represents a single feature of NG version - specifically food and drink healing and duration nerfed values. Only thing that i would like to add is possibility to consume drinks and food both at the same time. I remember Ghost Mode having this feature -  well fed and well hydrated effects, or something like that, it was long ago. XD Do you think it's possible to such standalone mod be made?
    1. Akatoshka7
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      I use Witcher 2 Potion Length, there is a similar function here. However, I'm not sure if just need to take just the wellHydrated.ws script from there, or if also need to edit the drinks in the xml for this to work. I think you can easily check this.
    2. Ka1am33t
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      Mnogo hvala na pomoci pravoslavni brate, ponekad je dovoljno znati odakle krenuti! Srecno badnje vece! XD
    3. Akatoshka7
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      Mutually.
  9. Ka1am33t
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    In the latest v1.6.3 only modAkatoshkaSSkills_PoisonedBlades is changed, right?
    Man I love your mods! Especially because you are one of the few that still working on OG, which is now pretty rare.
    1. Akatoshka7
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      In the latest v1.6.3 only modAkatoshkaSSkills_PoisonedBlades is changed, right?
      Right.
      Man I love your mods! Especially because you are one of the few that still working on OG, which is now pretty rare.
      Thank you! That's how the circumstances turned out. I've been modding this game for many years, and what you see is just a small part of it. Just imagine how much of an anal pain it would be trying to move all of this into NG.
    2. Ka1am33t
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      Yes, I can understand what you mean. Downloaded over 500 mods over the years, countless unfinished playthroughs, tweaking, modding, learned a thing or two in the process. Just to make it perfect as possible.
      And to start all that from the scratch it would feel like a slow death. XD
      So my respect for dedicated modders is immense. That amount of time, hard work and energy to make something better shouldn't be taken for granted.
    3. Akatoshka7
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      At your service. Although I think of myself more as lazy than dedicated. Again, there are some things that were added in NG and carried over to OG that I really like - for example, the Serilal scabbards that show the blade of the swords are now my favorite.
    4. Ka1am33t
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      I always liked the reduced number of skill points needed to invest in skill tree ( from 5 to 3 ) and quickcasting, so much more convinient.
      The latter i still managed to achieve trough https://www.nexusmods.com/witcher3/mods/3718 and it works great. FCR3 is also a option, but overhauls always were hard to combine. A set of smaller yet essential mods like yours, Partoutatixcrthdrpaulr0013 and many others talented people really made a great game even greater!
    5. Akatoshka7
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      The quickcasting mod, at least for the keyboard, was available long before NG came out, although I'm not sure about the gamepad. But overall I understand your point. And yes, I also use many mods from the above-mentioned authors.
  10. AI229
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    there is an error related to poisoned blade

    the only other mod that I have and edits this mod is ard bombs and there is a conflict between them in the script merger
    although the error lines aren't in the conflict position itself

    Error [mod0000_mergedfiles]game\gameplay\effects\effects\critical\immobilizeeffect.ws(102): Function 'OnEffectAdded' is already defined in class 'W3ImmobilizeEffect'.
    Error [mod0000_mergedfiles]game\gameplay\effects\effects\critical\immobilizeeffect.ws(170): Function 'OnEffectRemoved' is already defined in class 'W3ImmobilizeEffect'.
    1. Akatoshka7
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      Hmm... I understand what the problem is. Looks like I'll have to make a compatibility patch.
    2. AI229
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      that would be great, ty
    3. Akatoshka7
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      Okay, I made the main version compatible, but you should either prioritize immobilizeEffect.ws from my mod or remove the one in Ard Bombs.

      A small request - test whether Glue Bomb works well. Please note that the name of the added effect for it is no longer displayed - I did this on purpose, because for my mod I renamed this effect to Pain, and it would look strange.
    4. AI229
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      You mean giving yours priority while merging scripts, correct? 

      Will try glue bomb tomorrow, if I find a command for it as I haven't unlocked it yet

      Ty for the hard work
    5. AI229
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      I have read the description. Ignore my question about merging
    6. AI229
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      Tested it for a bit and it works just fine, TY
    7. Akatoshka7
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      Glad to hear it! I'm curious - do you have some sort of glue visual effect on enemies? It’s just that, judging by the script, something should be added there... but I didn’t see anything, no matter how hard I tried.
    8. AI229
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      Yes, there is

      something similar to spider's web
    9. Akatoshka7
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      Oh, okay. It's strange that I don't have them... but I still installed Ard Bombs just for the test.
    10. AI229
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      Maybe it's dependent on the enemy type or something 

      It doesn't add the vfx everytime too, I think it has a chance percentage or something similar
    11. Akatoshka7
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      Maybe. I'm not entirely sure how exactly the code responsible for this works. I tried this on wolves and endriaga warriors.
    12. AI229
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      I only tried it on humans and it worked correctly 

      Will report back if I find any issues or unexpected behaviour with different types of enemies
    13. Akatoshka7
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      Fine. Although about the visual effects: I had this before I started making a compatible version - I had to see what it looks like by default. But I am 90% sure that there will be no problems with the changes I made.