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[mod] Insane Dificulty Mod (Updated : 01/06/08)

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C

-cpc-mad

Senior user
#1
Feb 4, 2008
[mod] Insane Dificulty Mod (Updated : 01/06/08)

I'm quite proud to present you the following video preview :Updated : see last post with new "improved streaming" video links.Insane Difficulty Mod #1Link opens on video page. This is "top quality" flash video encoded at 3600Kbps, 5'37 lenght, so you can see damage done to Geralt as well as damage he does to monsters. The file is about 80mb in size, don't await to see it in a few. Let the streaming works.What is this about ? - Geralt level 8 in the beginning of sequence (9 in second part, killed Nadir and a few Barghest on the way). No extra buffs, no potions used.- Fight against Drowners from River Bank, Ghouls from the Mikul's Crypt showed in video.So now, details of the mod currently in progress :first I decided to do mine after using the one from Orkisz, thanks buddy.- Monsters and opponents have more Vitality and hit you harder. - Weapons do also a bit more damage (all of them)- You get more xp until endgame, so you can reach level 50 and even more.- Rubedo and Nigredo effects are both better : you'll need to do alchemy as a pro, or you'll die.- Some potions modifications, Wolf gives more crit% chance, Wolverine adds more damage. Thunderbolt aslo gives less parrying / dodge chance than before.- All Trophies Monsters give a large amount of experience, wich wasn't in the original game. Now you'll really get benefits from killing them, but this will also be more difficult.- Some "logical" changes addes : monsters with some kind of fur, vegetal ones, and humans-like (including Elves, Dwarfs) have higher sensibility to fire. Some other monsters are now immune.- Giant Centiped by the way, as readed .in "Sword of Destiny", will now be a real badass to kick : high armor, so whatever yo use, steel or silver, you'll do minimum damage. Also give special high xp, regarding their difficulty.- Use Signs or die. All simple. Aard (as in the video, against drowners) will save your ass a bunch of time !* I did abused on Endurance Regen, so now I changed it back to lower rate. Battles become more epic.And time for me to "rush" the game to check if all works correctly, I'll pack and upload the whole mod in a couple of days.N.B. Contains retext packs as seen in video, and other modifications from various contributors, I'll upload only my "work".
 
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username_2061671

Senior user
#2
Feb 5, 2008
I like the idea about this mod but what about this, (keep in mind I am not a moder and I don't know how this game scales)Suicide DifficultyAll opponents do +25% damage or however much would scale with Hard i.e.+75% damage vrs normal(may add this as level ABOVE Insane so do equivalent) All opponents have +25% vitality scale as above All opponents 2-3x smarter in A.I. for them individually i.e. Ghoul y is 3x smarter then Ghoul y in "Normal" Difficulty in A.I. behavior if doable All opponents do 20-40% more group fighting to coordinate and overwhelm player(even with the group fight tech) All opponents have + 25% (scaled to difficulty) to armor and ALL resistances All opponents move 2-3x faster, 3x maybe for monsters All opponents negative status reduced time duration by 10-20% i.e knockdownAll Witcher weapons(player's weapons only) do 20-25% LESS Damage All Gold Talents are unlockable All armor does 5-10% LESS protection All Talents give 3-25% less benefit per individual talent and scaled per difficulty and level of talent Incapable of gaining more then level 3 in the Igni and Aard signs 25% less experience to ALL experience gaining times 10-25% less gold to ALL gold gaining times other then shopping 5-10% Higher prices on ALL shop items. Player unable to brew High Toxicity potions and Talent giving potions Player Toxicity resistance lowered by 20% All other player resistances lowered by 10-20% Player unable to use Inn storage Player unable to carry more then 1/2 regular max # of ingredients and potions,oils,bombs Player inventory reduced by 1/4 size (does not include quest items) All potion,oil,bomb,sign,talent and resistance durations reduced by 10-20% negatively for player i.e. Blizzard,Vampire oil time reduced, player knockdown added Player moves 20%-40% slower in all battles Player vitality regeneration at base 1/sec and endurance regen 10-20% less base Now this is INSANE!!! Remember I am not a Moder (don't know how) just putting this out there, and it would take a math wiz to make sure everything balences out. Just scale everything to normal values and work up from there.I just hope someone will take these ideas and make it. :beer:
 
C

-cpc-mad

Senior user
#3
Feb 5, 2008
Uhm, this involves a lot of things I'm unable to mod right now. I like some of your idea, but let's wait for Djinni, so.
 
C

-cpc-mad

Senior user
#4
Feb 6, 2008
Update and first version of mod to download.Mod has to be downloaded from my personal webspace, as usual. Contains installation instructions in "readme.txt"And also new video uploaded, that one showing "How to Kitt in Swamps", along with shot from the Salamandra Ambush in Act IIShort lenght, fast streaming. 960x600, as usual again.Enjoy, and report me any problems / bug you may encounter so I can fix that.
 
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planewalker

Senior user
#5
Feb 8, 2008
Great job, Mad! I've just applied your mod, and am starting a new game. I'll post here any praises/critiques of mine that come up during this playthrough. :beer:EDIT: I'll start on the Hard difficulty, as this is the same difficulty you played on, according to your vids. Do you think the mod would work just as well on Medium?
 
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-cpc-mad

Senior user
#6
Feb 9, 2008
Thanks.And by the way I updated the archive file, some changes have been made. I left a few errors, well not really important, except for one of them (Lilly was giving way too much experience, may crash game), so feel free to download again, or get only the Lilly file wich is attached on this post.(to place in \Data\_templates00 or Data\overrideIn my test game, I reached level 51 at the end of act V, without grinding too much, wich is exactly what I was hoping for (Random, but nice ;D )
 
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planewalker

Senior user
#7
Feb 9, 2008
Great, I always felt that barely reaching level 40 even after doing all the quests wasn't enough. :-\ I hope the Lilly update will catch on, now that I've started the game (although I haven't yet loaded the Chapter V module).Btw., now that you've increased the VP of all enemies, it takes an eternity to kill an opponent using the fast style. The damage output is just too low, and they parry all my strong attacks. It gets a bit easier with the group attack, but for now I have to rely on coups-de-grace to kill opponents like dagger-wielding Salamandra bandits and simple drowners. :mad:
 
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fxluk.157

Senior user
#8
Feb 9, 2008
Well good that somebody is trying to balance the game, tho i dont understand some of the changes.Why make some thigs harder, and buff other? I dont see the point. There is already to much talents to give to the character.Did you change the parry/dodge ability of geralt? Cause its main problem with the game, even with orkisz mod. Later in game iam parrying/dodging sth about 14/15 attacks even from some boss monsters, which is quite lame :DAnyway, gj with the mod.
 
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-cpc-mad

Senior user
#9
Feb 9, 2008
Planewalker said:
Great, I always felt that barely reaching level 40 even after doing all the quests wasn't enough. :-\ I hope the Lilly update will catch on, now that I've started the game (although I haven't yet loaded the Chapter V module).Btw., now that you've increased the VP of all enemies, it takes an eternity to kill an opponent using the fast style. The damage output is just too low, and they parry all my strong attacks. It gets a bit easier with the group attack, but for now I have to rely on coups-de-grace to kill opponents like dagger-wielding Salamandra bandits and simple drowners. :mad:
Click to expand...
Yes, one file is ok with your savegames, no worries at all.And for the difficulty about opponents, that's right. I had only problems with the Assassins in prologue requiring you to use Fast Style .. Once you're in Act I or II, you can even hit most of them with Strong, or just go closer to some others so you can use Group, wich is really the most powerful for 3 opponents, or more.
 
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planewalker

Senior user
#10
Feb 9, 2008
Well, if you plan on updating your mod, may I suggest focusing on those "fast" opponents (at least those you encounter the most frequently)? I recommend you halve their VP and increase their parry abilities a bit. That will make fighting them with the fast style less tedious, and give more purpose to the fast fighting styles. Right now I have to abandon that style, which is a shame, since it was my favourite before. I'll try to do that myself, and see if the changes will catch up with my current game.Somebody here on the forums said that, when you start a new game, the engine loads some files and writes them into the savegames, so that you can't change anything in-game by adding files to the override folder. I'm not sure if that's the case with monster files.
 
C

-cpc-mad

Senior user
#11
Feb 10, 2008
Well, the problem is in file "opponent_abl.luc" ... I already tried to catch up the correct npcs, but there are so many referrers for the bandits, assassins, whatever they're called, I'm getting messy.So in fact, the only way ... hmm, not the only, let's say the easiest way, to solve this in Prologue was to edit* (temporarely) the witcher attribute so he has Attack Mod on 1000, damage multiplier also added/changed (see below), and could finally kill the "Assassins" (opponents with daggers and, strangely, not those with bow and dagger) in a few fast-style hits.I tried another way to, it was to change the attributes for the Rusty Steel Sword, as you drop it when Vesemir gives you the Witcher's Steel, but hmm, guys attacking Zoltan in Act I, at least a couple of 'em, have Rusty Sword, so ... they kill Geralt as fast as Geralt killed Assassins in Prologue :eek: (well, I could also have edited the utc files for the Zoltan's attackers and modified the swords they use, but "balancing" the game is really the tough part)Anyway, once the tutorial prologue reaches the phase where you open the big door, to let other witchers and Triss come in, no matter at all. You'll get Aard ready to falter / stun those guys, or you can use group style. I mean, stil in Prologque, when you have to clean the upper floor from enenemies still wandering around while seeking ingredients for the "Potion for Triss".* in witcher_atr_abl.luc : first line, with HeroStartingAbility and so on, change the value from Attack_Mod = 100 to 1000, and add Damage_Mult = xx where xx is the value of your choice. 1000 is huge, you'll kill'em (all) in one single hit, wich renders the game ridiculous, obviously, but hey, I'm still looking deeper to identify wich opponents exactly are those bad guys in Prologue ;)
 
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planewalker

Senior user
#12
Feb 10, 2008
Well, I edited your mod file monster_abl.luc and reduced the VP of some monsters by 25-50%. These monsters include: drowners, drowned dead, wraiths, kikimore workers, vodyanoi, alps, nightwraiths and noonwraiths. I've left human opponents as they are in your mod, for now. I've gone into the sewers in Chapter II and tested the drowners. They seem perfect -- it takes a while to kill them with fast silver style (only the 1st tier upgraded), but not too long. Even with the group style (which was overpowered in the original version) it takes a couple of swings to kill them, which is just right. Basically, I think each monster takes a bit of experimenting to find the comfortable level of challenge.
 
C

-cpc-mad

Senior user
#13
Feb 11, 2008
Still seeking in opponent_abl.luc to find the Prologue mobs ... Still haven't found'em yet. Well. Guess i'm gonna "copy" character's abilities from other ones, or simply reduce their VP and add negative values to their dodge and / or parry .. Or just put a couple of savegames in the .rar file : both at beginning of chapter I, one with Frightener killed, one with Savolla killed, so players won't have the pain to do prologue again (and oh, well, both with 1st Triss's Card, condition sine qua non to start Fistfighting quest in Prologue)
 
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planewalker

Senior user
#14
Feb 11, 2008
I'm nearing the end of Act II, but will have to stop playing until next weekend. The difficulty of monsters is perfect so far, and I'm having great fun, but I have only one minor complaint: the golem is way too tough in your version. I hit him with the lightning from the pillars about 20 times, and that barely reduced his vitality to a half of the original amount. I then checked the monster file, and it contained the golem VP value of whopping 20,000! Maybe it was a typo, and you meant to type 2,000?
 
X

xerxes712

Senior user
#15
Feb 12, 2008
Planewalker said:
Well, if you plan on updating your mod, may I suggest focusing on those "fast" opponents (at least those you encounter the most frequently)? I recommend you halve their VP and increase their parry abilities a bit. That will make fighting them with the fast style less tedious, and give more purpose to the fast fighting styles. Right now I have to abandon that style, which is a shame, since it was my favourite before. I'll try to do that myself, and see if the changes will catch up with my current game.Somebody here on the forums said that, when you start a new game, the engine loads some files and writes them into the savegames, so that you can't change anything in-game by adding files to the override folder. I'm not sure if that's the case with monster files.
Click to expand...
No wonder I could not get the modified quest files into the game...I need to start a new game to see changed to the .qst files. I was trying to get the monster to resown in the crypt chapter 1.I am glad you are making progress on your mod [CPC]Mad. :D Time to play through it again and give it a try.
 
C

-cpc-mad

Senior user
#16
Feb 12, 2008
Planewalker said:
I'm nearing the end of Act II, but will have to stop playing until next weekend. The difficulty of monsters is perfect so far, and I'm having great fun, but I have only one minor complaint: the golem is way too tough in your version. I hit him with the lightning from the pillars about 20 times, and that barely reduced his vitality to a half of the original amount. I then checked the monster file, and it contained the golem VP value of whopping 20,000! Maybe it was a typo, and you meant to type 2,000?
Click to expand...
20K VP ? Oh, my . yeah, was an error when typing ... sorry. Yes I wanted to put 2000 not more ..Anyway, I'm not gonna update the mod right now, I'm trying some modifications, even harder ones. Seems it's some "suicidal difficulty" but I need to check what happens when you take no Rubedo Potion (Swallow) and no potions at all. Tough, I tried a basic ghoul met in Act I, I finished with heartbeating and grey screen, but not dead :)Another couple of days, and it will be done.
 
M

malachi

Senior user
#17
Apr 29, 2008
Your linked MySpace page returns error 404. Where can I get the mod please?
 
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