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Full Combat Rebalance Mod for The Witcher 2 is out!

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G

garram

Forum veteran
#21
Jun 23, 2013
Those three nodes are supposed to have the same description. These are nodes you can put mutagens in and that's all they do. And mutagens are stronger then in original mechanics.
I guess.
 
I

Iorael

Forum regular
#22
Jun 23, 2013
Hi. First of all, thanks for all the hard work. I like the new combat. However, i wondered if there is a section for bug-report.

For now, I'll just collect the issues I encountered here:
-The Riposte (since this issue is widely known, I don't want to go into detail)
-Through the new merchant-balance, you seem to be unable to get the amount of red meteorite ore you need to craft the "dark-mode"-Swords of Chapter 1. Also, the recipe resists to take the normal whetstone for crafting.
-The first fight against Letho is way better now (no god mode and no ridiculous amount of health), but he seems to be a bit too easy now (at least for dark-mode), since i needed just 2 Yrden-Stuns to finish him. (It's not even that bad, since it's meant to be just an appetizer for the end-fight. I just wanted to mention it)
-Prelude to War: Kaedwen is not completeable, because Dethmold isn't moving after summoning the Barrier/ or: if he does, he stops moving after a time, the barrier disappears and the whole group of npcs goes back to the starting-point

Sincerely, 'a big fan of your work'
 
Last edited: Jun 23, 2013
F

Flash

CD PROJEKT RED
#23
Jun 23, 2013
Hey, guys.
I'd like to thank you all for the invaluable feedback I received in recent days. Here's a list of tweaks and fixes that will appear in upcoming update. ETA: this week.


CORE CHANGES
- Allowed Geralt to parry attacks from behind while he's standing still. I don't have animations to allow it for walking and running, which was the reason why it was disabled in initial mod release.

FIXES
- Fixed a bug with crafting schematics by removed whetstones from ingredient lists.
- Fixed wrong installation directory of localization strings.
- Fixed t-pose on throwing items while being in Focused Stance.
- Fixed becoming permanently stuck in casting animation of upgraded Axii Sign.
- Fixed Axii not having effect on enemies.
- Fixed locked rotation on opponent when rolling in strafing mode.
- Fixed fullscreen effect problem that occured when player maxed Adrenaline bar with skills Magic Atunnement, Adrenaline Rush or High.
- Fixed progression break on riposte phase in Tutorial.
- Fixed respec abilities removing core witcher skills.

BALANCE
- Increased damage of enemies in dark difficulty and removed their parry bonus.
- Increased Adrenaline generation from Signs for Signs tree ultimate skill.
- Put another effort to discourage players from immersion-breaking behavior where they constantly rolled behind enemy back to attack with impunity. Removing backstab damage bonus was not enough, so now enemies are allowed to Parry back attacks.
- Increased bosses' resistance to Yrden.
- Upgraded Quen stuns 3 enemies around Geralt.
- Reintroduced 2 second Stamina regeneration cooldown.
- Decreased base Igni damage to 10 and upgraded Igni damage bonus to 10. With Control over the Power skill, Petri's philter and Maribor Forest potions, player is still able to dish 108 Igni damage with 3 Vigor points.
- Increased number of meteorite ore available in shops.
- Increased hit points of celaeno harpies.

VISUALS
- Improved Igni special effect.
- Made enemies rotate to their targets on Aard hit and Parry.

OTHER
- Added more informations in skill descriptions.
 
Last edited: Jun 23, 2013
W

WarrenCE

Forum regular
#24
Jun 24, 2013
Iorael said:
-Prelude to War: Kaedwen is not completeable, because Dethmold isn't moving after summoning the Barrier/ or: if he does, he stops moving after a time, the barrier disappears and the whole group of npcs goes back to the starting-point'
Click to expand...
As far as I can tell, what's happening here is Síle de Tansarville's fireball spell is hitting him when she's aiming at enemies triggering him to teleport to safety which breaks the quest.
 
W

Wintermist.348

Forum regular
#25
Jun 24, 2013
Still curious about the Trophies, are they meant to have no effect?
 
H

hl321662

Forum regular
#26
Jun 24, 2013
Wintermist said:
Still curious about the Trophies, are they meant to have no effect?
Click to expand...
There is a talent on alchemy path which makes Trophies work.
I haven't confirm that since I haven't reach that.
 
I

Iorael

Forum regular
#27
Jun 24, 2013
Much appreciated. Despite the whetstone, I still had the issue, that i lacked red meteorite ore... Is there a way to buy/craft it in Chapter 1 or do you just have to have a little luck with finding it? (also, there is no diagramm for hardened, studded Leather and robust cloth in Chapter 1. You can buy it though, it just surprised me)
 
Last edited: Jun 25, 2013
T

tgztanny

Forum regular
#28
Jun 25, 2013
Just to point out some bugs I've faced till this point.

- Axii never succeeded in hexing anyone
- Upgrded Yrden sign has no effect (can only place one trap still, instead of 2)
- Vigor enhancement skill has no effect
- When not having any weapons equipped, could not draw out weapon if sword was equipped during combat mode
- Able to drink 4 potions even though that skill was not added in character development
 
S

Spottty

Forum regular
#29
Jun 25, 2013
Any chance this upcoming patch to the mod will fix the skill paths? Mine are all currently locked and I have 6 points to spend!
 
V

vivalanoobs

Forum regular
#30
Jun 26, 2013
First off Thank you for creating this Mod.

So far the main issues I have discovered that have not been listed are,

In the tutorial after the Riposte glitch, there is a section covering Mutagens, and since the skill tree has been altered you are also stuck at that point.

The second is the fact that (At least in the Prologue, during the Dragon encounter) Triss can kill you with her Fireball spell, at first I thought it might have been something with Dark Mode, but I turned off the Mods and Triss was no longer able to kill me.

The third is if an opponent is drawing their weapons Aard doesn't do anything.

The final one (which I do not know if it is intentional or not) when you are holding a directional key while you are attacking you will run a little after every attack, so you have to stand still while attacking (if you do not stand still Geralt can not flow while attacking, basically running after every sword swing).

Thank you again for putting so much work into this, I hope some of this might help.
 
E

eugene90407

Senior user
#31
Jun 27, 2013
View attachment 185
Anyone got this error ???
Is there any way to solve that??

anyways, thanks for the MOD!!
thanks a lot!!
 

Attachments

  • error.jpg
    error.jpg
    17 KB Views: 273
S

Supamic

Forum regular
#32
Jun 28, 2013
Do you have modded xml's in CookedPC/items ? Remove it.
 
S

Supamic

Forum regular
#33
Jun 28, 2013
@ Flash: Thanks for the Mod. But........I do not like it personally that I do not experience points for Monterkills.

I do me with pleasure longer than normally in the area and am only in kill.

I have searched all Scripts about the relevant Code. But i can not find it.

Please, tell me which Script file betrays to me I must work on. This would be nice.

And sorry for my bad english.

Greetz
 
K

kirill83

Senior user
#34
Jun 29, 2013
I can't open the inventory at all! I thought it was by design but now I am in Flotsam and I still can't do it. Anyone have a fix for that?
 
J

jaart

Forum regular
#35
Jun 29, 2013
Great stuff! Wielke dzieki mistrzu Flash. I'm glad to see that there is still new stuff coming out for W2.
The increased flow in fighting is nice but personally i don't like some of the new core fighting mechanics and hope they will be changed in W3.
- the most annoying is auto-parrying: it feels like easy-mode and is too unreliable at the same time. There is no feeling of reward in auto-mechanics and that is why they are so bad.
- Quen instead of blocking with sword: i prefer the sound of clenching blades
- removing bouncing off parry is ok for me but i would make attacking a blocking enemy bouncing off, being punished for errors makes the combat also more interesting
- pirouettes instead of rolling? seriously? so now we have ballet instead of gymnastics. Footwork is (almost) everything, a suggestion: add curving and thrusting steps (also while attacking), no rolling, no piruettes. i.e. stepping diagonally directly after (or even with) the attack would make Geralt more mobile and would look a lot more like real combat.
- stamina in Demon's Soul is awesome...simply copy it ;)

BTW Is there some Documentation how to change the core fighting mechanics with RedKit? I'm quite confident in my C++ skills (but never modded a game), train medieval chinese sword fighting and would really like to create a minimalistic fighting-only mod, do you have any suggestions where to start? I guess animations could be problematic?
 
M

Murazor.235

Senior user
#36
Jun 29, 2013
Quick question: The change log says potion and oil duration has been extended to 1 hour (which I like, though 30 minutes would probably be enough), but in my (newly restarted) game potion still only lasts 10 minutes. What's up?

In the case that this is a feature and not a bug; is the FCR compatible with the Oil and potion rebalance mod?
(http://witcher2.nexusmods.com/mods/59/?)
 
I

Iorael

Forum regular
#37
Jun 29, 2013
I personally prefer the XP-per Quest System, because it disencouraged monster-grinding. In Combination with the new fair prices for armors and weapons it really helps the flow of the story, because you never need to farm things (well except for ingredients, but you mostly get enough though normal play.) I like the new pirouette, I just feel like it's triggered too fast. In dark mode, Geralt enters the "focused stance" nearly every time i fight (well, could be i'm just a bad fighter^^), but it doesn't feel as special as it should. The biggest problem of the vanilla-combat was the need to run around like a chicken to not get hit, because you don't have the option to just stand your ground. That problem is still very present, especially against monsters. I don't have an idea on how to change that and i like the combat pretty much as it is, it's just that the combat is not like Geralts Combat-Stile from the books.
 
T

telantaa

Forum regular
#38
Jun 29, 2013
I've looked around here, and around the internet for information on installing this for Mac (on Steam). Is that possible at this time? Apologies if I missed this somewhere, and thanks for all the hard work!

By the way, I just bought Witcher 2, so I am sure there will be plenty of fun in the "Vanilla" version. However, in addition to all the other awesome-sounding changes, in particular the changes to Magic use (which I tend to prefer), and the removal of XP grinding, makes this mod sound very appealing to what I like in games. So fingers crossed!! :)
 
D

DrunkShark

Forum regular
#39
Jul 4, 2013
Yeah, I've think I've found a bug. For some reason in act II its not letting me get back from the camp from the after I got the spear head and sword. Any fixes [and pardon my spelling or if it makes sense]
 
K

Katya

Forum regular
#40
Jul 9, 2013
So, maybe I'm doing something wrong. Maybe I don't know where to get patch updated for this thing. Who knows?

I'll start by saying this is awesome. And apart from a couple of issues the mod created that I can live with, I have one major issue with it.

Schematics still require whetstones, and I still can't make them. On any difficulty. However all other features of the mod appear to be working. Any help would be greatly appreciated.
 
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