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[TW1][mod] Flash Mod v1.01

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F

Flash

CD PROJEKT RED
#341
Jan 26, 2009
no luck with new mod? you mean its unavailable? it is on moddb but you can download new version from witchervault like before.
 
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username_2084279

Senior user
#342
Jan 27, 2009
Andrzej, thank you for improving this great mod even further! I'm using 2.04, I am in chapter 2 and what can I say? I'm having a blast! Great stuff mate! :)But with 1.0 there is a slight problem: I downloaded the new version from the first post in this thread but the rar file is only 2 KB and contains only one file: witcher_atr_abl.lua.I don't think this is intended. Or is it?Kind regardsWolfgang
 
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Flash

CD PROJEKT RED
#343
Jan 27, 2009
i'm happy to see people enjoying the mod2kb installer? must be some error on site or something. newest mod with language selection in install menu is awaiting authorisation at moddb. in the meantime you can download a bit older version 1.0 from witchervault. there's only little difference in installer, mod 1.0 content is the same everywhere.have fun playing
 
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username_2084279

Senior user
#344
Jan 27, 2009
You might want to check the first post. In the attachment section it says: easy=medium=hard. rar (1.9 KB).Anyway, I've allready found the mod on witchersvault and installed it right away using that new shiny installer. :) But out of curiosity: In the description for v. 1.0 you wrote that it has fixed talents descriptions and a fixed harvall's description. I checked the files dialog3.tlk, dialog5.tlk and it_stlswd_014.uti after installing 1.0 and it seems 2 of them are exactly the same as in the previous version of the mod regarding date and time (dialog3.tlk and the uti file) while dialog5.tlk seems to be older than the previous (date v.0.9: 25.10.2008, date 1.0: 15.10.2008).If I got everything wrong and those files don't need to be changed I apologize in advance for bothering you. ;)
 
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Flash

CD PROJEKT RED
#345
Jan 27, 2009
i'll check it later. time to sleepedit:
StabiloBoss said:
You might want to check the first post. In the attachment section it says: easy=medium=hard. rar (1.9 KB).Anyway, I've allready found the mod on witchersvault and installed it right away using that new shiny installer. :) But out of curiosity: In the description for v. 1.0 you wrote that it has fixed talents descriptions and a fixed harvall's description. I checked the files dialog3.tlk, dialog5.tlk and it_stlswd_014.uti after installing 1.0 and it seems 2 of them are exactly the same as in the previous version of the mod regarding date and time (dialog3.tlk and the uti file) while dialog5.tlk seems to be older than the previous (date v.0.9: 25.10.2008, date 1.0: 15.10.2008).
Click to expand...
-1.9KB mod is stand-alone little feature included in all big versions of the mod. it's not the big mod with installer nor whole 1.04, 2.04, 3.03 version.-true, i've put wrong files into installer by mistake. fixed and (i hope) final version is already availabla at moddb
 
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username_2084279

Senior user
#346
Jan 27, 2009
Thanks for fixing the file. :)
 
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danconnors

Senior user
#347
Jan 27, 2009
I must have downloaded the new mod., because the boss wolf in the swamp was NEVER so hard to kill before. I finally had to quit flaming, Aarding, and Yrdening him. and beat him to death in strong silver style. This after he'd killed me 4 or 5 times, in a fight that took so long I went through 2 Swallow potions. Also is there a new deal where all a 3/4 dead kikimore warrior has to do is plunge into the swamp, and he comes out fully healed?? This happened the first time I fought one--about 45 minutes after the fight started. At least I can still kill the Graviers in the sewer/crypt.
 
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Flash

CD PROJEKT RED
#348
Jan 27, 2009
new mod version 1.0...- woref is no longer vulnerable to silver...try steel sword ;)
Also is there a new deal where all a 3/4 dead kikimore warrior has to do is plunge into the swamp, and he comes out fully healed??
Click to expand...
you must have witnessed creature spawn point. creatures respawn every midnight. no matter when it happened, technically your kikimore wasnt healed, it was newly spawned specimen and the wounded one vanished completely from the game.mod has nothing to do with creature spawn mechanincs. it can't alter it because it's a part of adventure files not game files.
 
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danconnors

Senior user
#349
Jan 28, 2009
The unfortunate thing about these superbug "warriors" is that now it is extremely much easier to wipe out the main bad guy encampment in the northeast section of the swamp. It was a little harder this time than on mod 3.03, but still a pushover compared to fighting 2 kikimore warriors. In fact these warriors are now in the unfortunate position of being more trouble than they're worth. Much easier to go into the cave and brain cockatrices (for twice as many XP). The download, once I'd figured out what to do, was MUCH easier than the original. I have a question about Graviers. Are they not considered undead? They are still affected by the fear component in an Igni blast, and I thought you said undead were no longer affected by fear. Superwolf, with the trophy head, may not be vulnerable to silver, but I guess the combination of strong style mixed with argentia blade coating finally got through to him. I'm tempted to go back and use Harval on it, but, no, once was trouble enough. What I am now wondering is if I should just restart the game (to see what I missed in the first chapter). Wierdly, when I uninstalled the game, then reinstalled it the save games were still there. Still trying to figure that out.
 
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Flash

CD PROJEKT RED
#350
Jan 28, 2009
graveirs are immune to fear according to the file, i double-checked it. i dont have access to igni fear upgrage file. maybe it's treated different than 'normal' fear.
The unfortunate thing about these superbug "warriors" is that now it is extremely much easier to wipe out the main bad guy encampment in the northeast section of the swamp. It was a little harder this time than on mod 3.03, but still a pushover compared to fighting 2 kikimore warriors. In fact these warriors are now in the unfortunate position of being more trouble than they're worth.
Click to expand...
it's just an impression that it's harder/easier. this fight is the same like in 3.03. savegames are stored in 'my documents'. uninstall doesn't remove them
 
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username_2084279

Senior user
#351
Jan 28, 2009
I have a suggestion:Even in the EE dog's tallow is a high quality base for oils event though it's description tells us it's the most basic one.Would it be possible to change dog's tallow so we would have to purchase bear's fat etc. instead making the game a bit harder. I know I could just not use it but … you know … the temptation … ;D
 
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danconnors

Senior user
#352
Jan 28, 2009
Yes, I also didn't kill many kikimore warriors in mod 3.03. You get twice as many XP for killing the "big, blue feathered birds" in the nearby cave. All you have to do to kill them is a few quick fries, couple of konks with the silver sword, Aard, and bash. 1200 XP for a minute's work, compared to 600 or so for the bug "tank" that can take up to an hour to finish. Great new mod by the way. Thanks much.
 
S

Snusmumriken

Senior user
#353
Jan 28, 2009
Yeah, the packaging is wonderful. Out of curiosity, I removed the old mod and forgot to install the new one before playing first. Found it hard to believe Kikimore warriors were that easy before...And just a tip for any upcoming release: I think you should change the text for selecting folder to install the mod to "Select the folder which you installed The Witcher into" or something similar (or, even better, retrieve that from the registry). It isn't super-clear that you have to select that folder now.
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#354
Jan 30, 2009
Didn't you say that the shiny new installer also is a shiny new un-installer now?Because when I try to uninstall a feature it says "Deselecting these components will not uninstall them". How do I uninstall components with the installer? Since I now don't have folders from where I took the files for reference anymore, I wouldn't know which files to remove manually.Another thing. Earlier on this page you said that changing creature spawn is not possible, did I understand that right? If yes, that's too bad. Because I was about to ask about a different kind of difficulty level: simply more monsters. Especially in the cemetery and crypts (imagine an army of vampires in the fields crypt!). Because slashing away at an Alghoul for three minutes at level 25 is not really my idea of fun. I would like it better to slash for five minutes at 25 of them, hehe. But I guess that would be too hard on the graphics, anyway. Then again, there are loads of these pesky drowners later on... you know, when you only get 1XP per head.
 
D

danconnors

Senior user
#355
Jan 30, 2009
[No message]
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#356
Jan 30, 2009
What can I say? I'm sorry that there's Alghouls and Graveirs on the cemetery instead of Alps and Bruxae? I can't help that.When I turned on the difficulty level part of the mod, I felt that the slaying of one measly monster took far too long and as I said, that's not my idea of fun, my idea would be more monsters. If more difficulty just means more healthpoints for them and less for me that just means it takes a loooong time to slay a standard monster. It's fine when boss monsters are tough - I find the golem too easy by now, even though I went from easy to middle (wished it was hard now, but I want the flaming sword and stuff). But flash-hard is was too much for me before. I'd try again to switch it on for a bit, but not as long as I don't know how to uninstall it. Which was my question, by the way.
 
F

Flash

CD PROJEKT RED
#357
Jan 30, 2009
uninstall the mod in a matter of second and install it again with different options.i can't change number of enemies, impossible in original adventure. hitpoints are set for 2 full sequences on hard monsters when you meet them first with optimal build and equipment. i think that's reasonable amount of whacking for strong monsters. you'll level through the game and later graveirs will be a piece of cake. i didn't wanted "old" monsters in new acts to be as week as in original when you needed half sequence to kill them. 2 full sequences + igni at initnial meeting and less, less when you levelup. besides, it's not just hitpoints. hitpoints is what players see, inside the game there is armor, hp, resistances to silver, steel, fire, magic and 12 critical effects.
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#358
Jan 30, 2009
Thanks for the answers and explanations but I just can't find the uninstall option, only options for the different setups to choose from. Do I have a wrong version? It's just "setup.1.exe" and it says version 1.0.0.0 in the properties.
 
F

Flash

CD PROJEKT RED
#359
Jan 31, 2009
start -> windows control panel -> add/remove programs -> remove flash mod
 
DelighfulMcCoy

DelighfulMcCoy

Forum veteran
#360
Jan 31, 2009
Duh! And stupid here kept looking for a button. :wall:Thanks.
 
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