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[TW1][mod] Flash Mod v1.01

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F

Flash

CD PROJEKT RED
#301
Jan 5, 2009
10000% armor penetration means full penetration it could be just 100%, no difference.sihill completely negates armor, so does moon blade but only with the mod. original moon blade has only damage bonus.yes, perun rune does +100% dmg, it's another bug which i'll fix in next release of the mod. wolverine also works as it's described but i'll rather change item description than its effect.what you can see in files and tables are just pure values. nobody knows exact equations for sure but from in-game and modding experience i'm almost sure my understanding is correct.it's reasonable to assume that red part of the equation in your post always exist, but.. this part is counted seperately and multiplication cannot give higher value than 1.it must be like this, otherwise sihill would deal 100x more damage with it's 10000% penetration and we know it doesn't.punkty means points. i call it points because there are numbers which aren't percents nor multipliers, just an additive values.
 
X

xalien

Senior user
#302
Jan 5, 2009
Wow, wolwerine is seriously ovepowered then. With all those dodge bonuses from predator and blizzard I wonder if even Koschey or AJ would be able to hit you. I mean blizzard with it's pitiful duration is still a VERY potent potion in later game stages (not so much early on) and it doesn't have any damage bonuses.Although if there's is a dodge penalty when health drops to 50% and wolwerine just compensates that then it's not so bad.
 
B

Biges

Senior user
#303
Jan 6, 2009
Where can I download these stats? I mean in XLS or likely format.Thanks
flashintheflesh said:
here you have detailed damage explanation to know how armor penetration affects final damage.here you have full stats of all non-boss monsters
it's a part of my full combat mechanics description, unfortunately only in polish yet. i hope someone will translate it, i don't have enough time to do it myself. it's either making new mods or translating :whatthe:
Click to expand...
 
B

Biges

Senior user
#304
Jan 10, 2009
I'm a bit confused from comparing the in-game descriptions of swords and what can be found in weapon_abl.lua file:
Code:
DefAbility({Name = "meteorite_blue1_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Disarm_Mod = 20, Pain_Mult = 1.3, PreciseHit_Mult = 1.2}}})DefAbility({Name = "meteorite_blue1_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.16, Bleeding_Mult = 1.15}}})DefAbility({Name = "meteorite_blue2_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.2, Stun_Mult = 1.1, PreciseHit_Mult = 1.1, Bleeding_Mult = 1.15}}})DefAbility({Name = "meteorite_blue2_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.1, Bleeding_Mult = 1.3}}})DefAbility({Name = "meteorite_blue3_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Bleeding_Mult = 1.5}}})DefAbility({Name = "meteorite_blue3_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.1, Stun_Mult = 1.1, PreciseHit_Mult = 1.1, Bleeding_Mult = 1.3}}})DefAbility({Name = "meteorite_red1_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.2, Stun_Mult = 1.2, PreciseHit_Mult = 1.2, Bleeding_Mult = 1.15}}})DefAbility({Name = "meteorite_red1_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.3, Stun_Mult = 1.3, PreciseHit_Mult = 1.3, Bleeding_Mult = 1.3}}})DefAbility({Name = "meteorite_red2_self", AttrsMod = {MediumResistance = {Silver_Mult = 1.15}}})DefAbility({Name = "meteorite_red2_opp", AttrsMod = {MediumResistance = {Silver_Mult = 1.3}}})DefAbility({Name = "meteorite_red3_self", AttrsMod = {MediumResistance = {Silver_Mult = 1.15}}})DefAbility({Name = "meteorite_red3_opp", AttrsMod = {MediumResistance = {Silver_Mult = 1.3}}})
It seems to me that for the red sword there are some additional bonuses not shown in the game.Is it so? Could someone explain, please?
 
F

Flash

CD PROJEKT RED
#305
Jan 11, 2009
Biges said:
Where can I download these stats? I mean in XLS or likely format.Thanks
Click to expand...
excel charts in attachment
Biges said:
I'm a bit confused from comparing the in-game descriptions of swords and what can be found in weapon_abl.lua file
Click to expand...
everything is working just fine, i'm just using different naming. i've completely rewritten forged swords stats because original ones were complete mess.now it's working like thiseee DefAbility({Name = "rune_sun1_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Falter_Mult = 1.75}}})ees DefAbility({Name = "rune_sun2_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Falter_Mult = 1.25, Blind_Mult = 1.5, PreciseHit_Mult = 1.25}}})ess DefAbility({Name = "rune_sun3_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Falter_Mult = 1.5, Blind_Mult = 1.25, PreciseHit_Mult = 1.5}}})mee DefAbility({Name = "rune_earth1_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Falter_Mult = 1.75}}})mme DefAbility({Name = "rune_earth2_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Falter_Mult = 1.75}}})mmm DefAbility({Name = "rune_earth3_self", AttrsMod = {Damage_Mult = 0.7}})sme DefAbility({Name = "rune_moon1_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Burn_Mult = 1.25, Blind_Mult = 1.25, Falter_Mult = 1.25}}})smm DefAbility({Name = "rune_moon1_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Burn_Mult = 1.25, Blind_Mult = 1.25}}})ssm DefAbility({Name = "rune_moon2_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Burn_Mult = 1.5, Blind_Mult = 1.5}}})sss DefAbility({Name = "rune_moon2_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Burn_Mult = 1.75, Blind_Mult = 1.75}}})bbb DefAbility({Name = "rune_moon3_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Disarm_Mod = 20, Pain_Mult = 1.45}}})bby DefAbility({Name = "rune_moon3_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Disarm_Mod = 10, Pain_Mult = 1.35, PreciseHit_Mult = 1.1}}})byy DefAbility({Name = "meteorite_blue1_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Disarm_Mod = 20, Pain_Mult = 1.3, PreciseHit_Mult = 1.2}}})rbb DefAbility({Name = "meteorite_blue1_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.16, Bleeding_Mult = 1.15}}})rby DefAbility({Name = "meteorite_blue2_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.2, Stun_Mult = 1.1, PreciseHit_Mult = 1.1, Bleeding_Mult = 1.15}}})rrb DefAbility({Name = "meteorite_blue2_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.1, Bleeding_Mult = 1.3}}})rrr DefAbility({Name = "meteorite_blue3_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Bleeding_Mult = 1.5}}})rry DefAbility({Name = "meteorite_blue3_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.1, Stun_Mult = 1.1, PreciseHit_Mult = 1.1, Bleeding_Mult = 1.3}}})ryy DefAbility({Name = "meteorite_red1_self", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.2, Stun_Mult = 1.2, PreciseHit_Mult = 1.2, Bleeding_Mult = 1.15}}})yyy DefAbility({Name = "meteorite_red1_opp", AttrsMod = {Damage_Mult = 0.7, EffectBaseIntensity = {Pain_Mult = 1.3, Stun_Mult = 1.3, PreciseHit_Mult = 1.3, Bleeding_Mult = 1.3}}})mee opp DefAbility({Name = "meteorite_red2_self", AttrsMod = {MediumResistance = {Silver_Mult = 1.15}}})mme opp DefAbility({Name = "meteorite_red2_opp", AttrsMod = {MediumResistance = {Silver_Mult = 1.3}}})sme opp DefAbility({Name = "meteorite_red3_self", AttrsMod = {MediumResistance = {Silver_Mult = 1.15}}})smm opp DefAbility({Name = "meteorite_red3_opp", AttrsMod = {MediumResistance = {Silver_Mult = 1.3}}})ssm opp DefAbility({Name = "meteorite_yellow1_self", AttrsMod = {MediumResistance = {Silver_Mult = 1.15}}})sss opp DefAbility({Name = "meteorite_yellow1_opp", AttrsMod = {MediumResistance = {Silver_Mult = 1.15}}})mmm opp DefAbility({Name = "meteorite_yellow2_self", AttrsMod = {MediumResistance = {Silver_Mult = 1.45}}})stats are now assigned to swords basing on my method e- earths- sunm- moony- yellowr- redb- blue
 
B

Biges

Senior user
#306
Jan 12, 2009
Thanks for the explanation, flash_in_the_flesh! :)
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#307
Jan 12, 2009
Hi Flash, I am new to modding The Witcher and I'm not sure how to use your fantastic mod. Is there a readme for it? There's nothing in the file I downloaded but there should be at least some basic instructions on how to install the mod. For example, I don't have an override folder; am I supposed to create one or do I have a not-modable version of the game (EE)? And can I install only parts I want like for example new sword models and no change in difficulty if I leave out that folder? I need to ask because there are three files and is the only difference in those file the difficulty and the other parts are the same?I am sorry, I know these are stupid questions and the answers are probably somewhere in this thread, but I am all read out by now and keep confusing myself. Oh, and despite my good spelling, I am no native speaker (just anal), so please answer in plain language, so I don't confuse myself even more. ;)Thanks for your help if you'll bestow it upon me and thanks for that great mod package (I would give you karma, but I'm not yet allowed to, thus I say it here).PS: I love the werewolf fur option, because I like Vincent but don't want to miss out on the mutagen. Will there eventually be another option for the Striga heart? Although it might be redundant that late in the game... does anyone else have the impression that the end is missing a few epic battles? It kind of ends somewhat anticlimactic......but maybe that's just the right incentive to start over again and again... ;D
 
V

Vinli

Senior user
#308
Jan 12, 2009
Wasn't the werewolf fur available via a different route anyway if you didn't kill Vincent? (A camp in the swamp?) I'm pretty sure I got it the first time I played through the game a year ago without killing him. Was that altered in patches 1.2-1.4?Anywho I just dusted off the box and throught I'd give the game a second play through on hard difficulty. I got to chapter two (or is it act two? Vizima) finding it too easy so thought I'd give this mod a whirl. Oh My Goodness. Insane increase in difficulty from the vanilla hard version is an understatement! I love this mod! It made trivial battles so hard I had to quickload four or five times per battle to get through them! Could be because I had already progressed to this stage on the normal experience settings so only reached level 10?Big thumbs up for your efforts, great mod! Thanks for the three different versions too. I ended up switching from the insanely insane level back to your medium level which seems a good balance (still harder than vanilla hard setting right?).
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#309
Jan 12, 2009
Okay, I tried to figure it out myself. Made an override folder, put the respective files in there. Put the utc and uti folders right in data folder. And the scripts in the scripts folder.Problem now: I have a file 'baseitems.2da' for item stacking and I have one for swords change, but they are not the same. Lacking a readme, I dunno if I need to choose one or the other.And do I need any files from the all-in-one folder? I presumed it was an either or decision here.And where does the talents descripion fix go?And if I don't use the increased difficulty, I shouldn't use the Experience Reward Changes as well, right?
 
A

Arlborn

Senior user
#310
Jan 13, 2009
Sorry for the stupid question but I've bought this game a few days ago and I was playing in the medium difficulty and I've decided to start a brand new game in a bigger difficulty because it was already starting to get too easy.I want to start from the beginning so I get to change some of the choices I've made about talents and I want to use your mod. Now, I think I installed it right(I've downloaded version 2.04) and all, but how exactly I know it is working? Which difficulty should I pick in the "New Game" screen? The medium one(as I am using not 3.03 but 2.04)? Sorry but your first post wasn't very clear about that to me!Thanks in advance!
 
L

Licaon_Kter

Forum veteran
#311
Jan 13, 2009
Arlborn said:
I want to start from the beginning so I get to change some of the choices I've made about talents and I want to use your mod. Now, I think I installed it right(I've downloaded version 2.04) and all, but how exactly I know it is working? Which difficulty should I pick in the "New Game" screen? The medium one(as I am using not 3.03 but 2.04)? Sorry but your first post wasn't very clear about that to me!
Click to expand...
it does not matter, read the description again ;)the full install has a file that makes all levels the same
 
A

Arlborn

Senior user
#312
Jan 13, 2009
LicaonKter said:
LicaonKter said:
I want to start from the beginning so I get to change some of the choices I've made about talents and I want to use your mod. Now, I think I installed it right(I've downloaded version 2.04) and all, but how exactly I know it is working? Which difficulty should I pick in the "New Game" screen? The medium one(as I am using not 3.03 but 2.04)? Sorry but your first post wasn't very clear about that to me!
Click to expand...
it does not matter, read the description again ;)the full install has a file that makes all levels the same
Click to expand...
Heh, thank you for clearing that one up! :D
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#313
Jan 13, 2009
Okay, did I step into something and didn't realize it?Or why gets another question answered almost immediately, while I am being ignored? ???
 
L

Licaon_Kter

Forum veteran
#314
Jan 13, 2009
DelightfulMcCoy said:
Okay, did I step into something and didn't realize it?Or why gets another question answered almost immediately, while I am being ignored? ???
Click to expand...
i was just passing through :)i just answered the question that i knew an answer for :D
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#315
Jan 14, 2009
I continued with trial and error and I am still not completely successful.I encountered more duplicate files that weren't the same ones, mainly in swords chance\uti are some files that are in armor change\uti. I used the newer ones from the swords folder, but there are no new swords. Since there are files named 'baseitems.2da' in both the stacking mod and the armor change and they are different files, I choose the 'baseitems.2da' from the all-in-one-folder, because I figured that that's basicly a resource, an instruction file from which the other mods draw from. But that is only speculation, since I am not familiar with those file types (played Oblivion before and the modding for that is a lot different).But since I just figured out, that I'll only get the vampire fur, if I kill Vincent again... well, I wouldn't exactely call that an aesthetic issue.I just stumbled into Act III and it's too late to turn back now for me... :(So... obviously a lot of people use this mod - but is there noone who knows how to properly install it? ???
 
L

Licaon_Kter

Forum veteran
#316
Jan 14, 2009
DelightfulMcCoy said:
I continued with trial and error and I am still not completely successful.
Click to expand...
you either use the "all" or you mix and match on your liking ( ignore the duplicates )
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#317
Jan 14, 2009
Thanks. That's basically what I did, but still no different swords.
 
F

Flash

CD PROJEKT RED
#318
Jan 14, 2009
you need to forge new meteorite sword to see the difference or check temerian sword used by guards
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#319
Jan 14, 2009
Ah! Now I get it! I presumed my own meteorite sword would change. Didn't quite get the description. Well, I guess I'll have to look for more ore... thanks again.
 
F

Flash

CD PROJEKT RED
#320
Jan 14, 2009
informations about items you already posses are stored in savegame. mod can't update existing item models because mod has nothing to do with savegame. newly created items (those never seen, even in merchant inventory) will have new item model.have fun playing
 
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