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Ghost Mode

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Wasteland_Ghost

Wasteland_Ghost

Senior user
#1
Nov 13, 2015
Ghost Mode

Someone asked me here some time ago whether or not I will be making a balance mod. I usually don't, but looks like it's contagious :)

Ghost Mode

It started as an attempt to fix useless/broken sign skills, but quickly became something more. I have plans for it's development, so it's just a first step.

Note that I'm not a fan of total rebalance mods. I like vanilla system for being unique in its own way and just want to tweak it an make it more flexible. So if you hate the system completely - this mod is probably not for you. :)

2CDPR: there were a lot of bugs I fixed, like broken skills. You'll probably want to fix them too sooner or later. :)
 
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Reactions: Pangaea666, LordGwyn, Exentryk and 7 others
Garrison72

Garrison72

Mentor
#2
Nov 13, 2015
You didn't happen to fix Axii puppet sign did you?
 

Guest 2364765

Guest
#3
Nov 13, 2015
Garrison72 said:
You didn't happen to fix Axii puppet sign did you?
Click to expand...
It works, but it doesn't work by default on Keyboard + Mouse controls.

I don't remember exact details, but if you changed your input settings in the file to wait longer before registering it as hold, it worked with keyboard.


// Found the fix:
http://forums.cdprojektred.com/threads/37584-PC-holding-down-q-to-cast-axii-puppet-does-not-work-in-combat?p=1683576&viewfull=1#post1683576
 
Wasteland_Ghost

Wasteland_Ghost

Senior user
#4
Nov 14, 2015
Garrison72 said:
You didn't happen to fix Axii puppet sign did you?
Click to expand...
I haven't seen this bug too often, so I forgot about it. :) I'll see what I can do from scripting side of things.
 
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Reactions: Garrison72
R

RasAlgethi24

Rookie
#5
Nov 14, 2015
Ghost, do you know how I would reduce the cast time of alternative Yrden? I mean the time you have to hold the button down to place it. By default, its about 2 seconds.
 
K

Krevitz

Rookie
#6
Nov 14, 2015
Very nice thanks you i'll test it as soon as i can :)
 
R

RasAlgethi24

Rookie
#7
Nov 14, 2015
After a lot of testing with your mod here are my findings. This is end game lv70 character against lv 70 bandits (scaled up to my level) with almost 300% sign intensity.


Yrden's slow is too powerful. Enemies are so slow it becomes too easy. I think you should reduce the cap to 75%.
Yrden's drain damage is too weak end game. I modified so it scales with sign intensity, it feels good now.
Yrden's lightning is too weak end game. How do I increase this?
Igni is too weak. How do I increase this?
Quen feels good.
Aard damage feels ok but the knock down is too long.
 
Last edited: Nov 14, 2015
Wasteland_Ghost

Wasteland_Ghost

Senior user
#8
Nov 14, 2015
@RasAlgethi24 Answered on Nexus. Animations are probably somewhere in behavior files and I don't know much about these.

NG+ end game might not be balanced as I'm in the very beginning of my own NG+. Had three normal playthoughs, two HoS playthroughs and finally returned to my NG+ save. :)

One of the goals of my mod is to make enemies different. At the end of NG+ you are expected to have lots of skills and expected to use different skill combos against different enemies. "Static" builds are boring, IMO. We do have limited number of active skills and I want to make this system interesting.

Lightning is scaled the same way other skills are, so just increase its base power in xml. Igni % damage was lowered from 2.7% to 2% in xml and it's also harder to get long burning duration (scripts). All my changes are marked with modSigns, so you can find them relatively easy.

I'm currently working on changing resistances based on enemy type.
 
R

RasAlgethi24

Rookie
#9
Nov 14, 2015
Good stuff, wasteland. I like your overall direction.
 
E

Exentryk

Senior user
#10
Nov 14, 2015
Just looking at how many things are still bugged... man. CDPR, do you even gameplay?

Anyway, nice effort to try and fix these abilities. I don't install any gameplay mods, but it might serve as a reference for CDPR to address these in the vanilla game.
 
Wasteland_Ghost

Wasteland_Ghost

Senior user
#11
Nov 14, 2015
Exentryk said:
I don't install any gameplay mods
Click to expand...
Me too. But Whirl and Igni again? That's just boring. :)
 
Wasteland_Ghost

Wasteland_Ghost

Senior user
#12
Nov 20, 2015
An update is uploaded to Nexus with more bugfixes and monster resistances tweaked.
 
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P

Pangaea666

Forum veteran
#13
Jan 31, 2020
On my third playthrough now, and this time on Death March, which has been surprisingly easy. It's almost a little boring, because I essentially know the story and remember most quests. Although I love dodging around hitting enemies (am using alchemy build now, with almost no use of potions or bombs, and I'm yet to use a decoction in all 3 playthroughs), the combat is for the most part easy. Therefore I've looked at some mods. The Ghost Mode seems most fitting based on descriptions and such.

However, I have some reservations and would love feedback from people who have actually played with it.

1) Increased meta-gaming requirement due to no more a 5-level safe zone for quests. I imagine this can be quite annoying, and "force" me into doing main story quests at the same/correct level, instead of just wandering about the place doing whatever.

2) Monster ingredients have weight. Thought it was a great move that they did *not* have weight in the vanilla game, as it meant I didn't have to suffer the inventory micro-management of selling them every now and then, and probably needing to re-buy later because suddenly some crafting required ingredients I had sold to get some weight off my shoulders. How big of an issue is this? Is it possible to tick a box and make them weightless again?

3) I've watched some videos of combat, and what I am seeing is rolling all over the place. I found this quiet ludicrous in TW2, and loved that we could dodge in TW3 instead, as it made combat much more fluid and dynamic. From what I've seen from the posted videos, it's essentially slash-roll-wait-slash-roll-wait -- repeat. It looks quite similar to TW2 combat where we were rollaholics.

4) Additionally, since I'm playing with a light armour alchemy build now (although builds in the vanilla game doesn't really matter...), is this viable, or would we need more sword skills? From descriptions it also looks like many of the alchemy skills have been nerfed into the ground, which I'm not sure I'm all that ecstatic about. For instance, it's been a good quality of life to not worry so much about potions running out so fast, especially with Cat in caves. But this mod seems to have slashed the minor potion length bonuses across the board (plus others). Is there no way to increase them any more? Is it totally required to use heavy attacks too, and would I therefore need to invest into both light and heavy sword attacks? That would mean much fewer ability points from the alchemy tree.
(Right now I'm level 25, have 10 abilities unlocked, and 8 of them are alchemy - only have muscle memory from the sword/combat tree)

All in all I'd love to hear feedback about the mod, from the most recent version of it. I saw a long review on reddit, but that was from the 2.6-2.7 version. We're up to 4.0+ now.


PS: Sorry about the black magic necro, but it was the only dedicated thread I found about the mod, and it's a rather popular one.
 
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