[TW1][mod] Flash Mod v1.01

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Many thanks for this mod, Flash. You have breathed much new life (and incentive for replay) into the game. I very much look forward to the next big improvement you have in store.[This thread is very informative, too.]
 
Flash, I have a request with regards to the game. Would it be possible for you to remove the 'trigger' that causes the Headhunter to appear and fight Geralt whenever he kills a guard? That's a really annoying problem that totally ruined the game for me when I accidentally struck a guard. Or else take away his unlimited hit points so I can kill him and end the nuisance. It's not that I like killing guards for fun, it's just that I don't like the gameplay restriction placed by CDP. "Abide the law and don't ever attack a guard, or else it's game over for you."
 
Hey, it has been a while, so just passing by to say that once again, thanks for the mod! It is a blast! I wish there were more modders like you but sadly not many people took upon the task of modding The Witcher, at least not half as many as with Oblivion(which I still play exclusively because of mods)!
 
godkingofdivineroad - In upcoming FCR mod, instead of removing headhunter I made him killable.Curmudgeon and Arlborn - Thank you for kind words. If you like Flash Mod, I'm sure you won't be disappointed with FCR mod.
 
Killable? And he won't respawn next time you go outdoors? If so thanks a lot. When's the FCR mod coming out? Also, will it include the 'no blood' patch from the Flash mod?
 
I may sound stupid but what is this FCR mod you are talking about? Is it only an update from this one or something very different?I don't really have time right now to check all the pages of this thread to see if you've already talked about it, sorry!Cheers
 
godkingofdivineroad - I haven't changed headhunter's respawn, only made him killable. I have no idea what 'no blood' patch you are talking about.Arlborn - Unlike Flash Mod, FCR isn't a modified original game but complete redesign of everything related to combat. New combat rules, skills, dependencies, all made from the beggining, from zero. FCR: full combat rebalance;- Vitality points assigned according to level and endurance calculated for each NPC seperately,- damage dependent from weapons, strength and sword styles,- redesigned sword styles,- redesigned parameters of armors, weapons, potions, oils, bonuses ie. from places of power, focus stones etc,- 19 types of armors assigned according to character model,- accuracy assigned to NPCs according to character model,- decreased number of available talent points to enforce build specialisation,- one stops gaining talent points on level 40, this makes grinding sensless,- special swords dedicated for different armor types,- new rules which makes Geralt mere human when flanked and surrounded but inhuman in solo battles.- much faster and dynamic fights,- redesigned skill trees,- Axii Sign replaced by Heliotrop,- rebalanced experience rewards for killed enemies,- updated menu, talents, items, enemies, effects, alchemical recipies and other descriptionsFixed plenty of bugs from original game.Mod site:http://ifrit.pl/?page_id=239&lang=en
 
Hi I am playing TW:EE and I want to install your Flash mod. Can I continue my current game after mod install? Will the current save game be updated wit hall the mod features? Or am I better off starting a new game?
 
Everything except item changes will work immediately. Item's data is stored in save games so to update descriptions and parameters you'll have to get new item. Find new armor, weapons etc. Of course it's not necessary, you can continue the game but it will be easier due to damage bonuses on swords and damage reduction on armors.The choice is yours. Some players don't mind and continue.
 
Sorry about the 'no blood' thing. It was a slip of words. I was actually meaning to ask you if the FCR mod included the blood restoration feature of the Flash mod. Now I see it doesn't. I have a different question: do the 19 different armours have different skins or are they just the same leather jacket with varying stats? It's a trivial question, but I needed to know.
 
FCR mod offers all upgrades from Flash Mod so visible wounds are also available to select during installation.There are no new armor models. Every enemy has assigned armor definition according to his/her model. If you see enemy in chainmail, he'll have chainmail definition, full plate will have full plate definition, etc, etc. There are 19 types of definitions offering different level of protection. Armors are sorted in 2 different categories; leather/skin armors, metal/scale/chitin armors. Both categories have dedicated sword style to attack. You can attack with every style but maximising damage will require using proper sword style, sword, oil etc.In original game and Flash Mod enemies were durable thanks to great ammount of Hit Points. Now HPs are distributed basing on enemy endurance and level. FCR focus more on realism. Sword is a killer and you'll kill unarmored opponents with 1-2 attacks. It's the armor what makes them tough.
 
I installed flash mod and am using a current save game. But I am finding it too difficult! I think my character is too low level to use this mod suddenly in the middle of a current game. Im only level 22 and doing Act 3 quests, getting killed by kikimore warriors, getting killed by vampire chicks, getting killed by drowner swarms.. If I had played the mod from the beginning of the game would I be a higher level due to monster experience point changes? Or do I just need to use the right oil everytime i fight different monster types?Also if I start a new game, do the difficulty selections at the beginning change the mod difficulty settings? Say I choose "Hard" from the option screen, does that mean the mod will be on "Insane", etc?Its a great mod, and I really like the way the enemies show slashes when you cut them its aweosme!
 
Choosing ingame difficulty doesn't change anything, the mod difficulty matters.Try playing on lowest mod difficulty which is "harder" (than original) level. As for tips how to play. Level 22 is low for act 2, you absolutely have to use everything from the witcher arsenal to win. Proper potions, oils, high mobility and level is needed. It's a different play style. You'll learn the game again with this mod.This topic contains every information needed to finish the game on insane difficulty. You can check these vids for an idea what mobility I'm talking about:http://www.youtube.com/watch?v=b1bHKpbjqBg&feature=channel_pagehttp://www.youtube.com/watch?v=vYChOh6aHXI&feature=channel_pagehttp://www.youtube.com/watch?v=5HIThnstj7Y&feature=channel_pagehttp://www.youtube.com/watch?v=q-bDFSKv99w&feature=channel_pageAlso keep in mind that inflicting critical effect pain and bleeding decrease enemy accuracy by 50% each. Remember to switch sword styles and keep applying these effects to increase your chance of survival. Dexterity is the most important skill in the game. Max it as soon as possible, it'll increase your chance to avoid enemy hits.
 
Not wanting to make an issue of it, but if your character is heavily into using signs (particularly Igni) then endurance and intelligence are more important than dexterity. That's on your current mod. I hope the talk of 19 different armor styles doesn't apply to Geralt. The Witcher in field plate would be ridiculous to behold. Also I hope you haven't yielded to the pressure to enable dozens of captured weapons and sets of armor to be stowed in his backpack (for sale later). This would violate one of the principles of the game I've enjoyed--that it's believable. The current ability to stack herbs, grindstones, and body parts in groups up to 100 is already pushing reality too hard. Looking forward to the new mod., and hoping it'll be as easy to install as the current one.
 
Nope, dexterity is most important for all character builds. There are 2 defensive and 2 offensive attributes. Energy required to cast signs is moved to intelligence tree, all resistances are moved to endurance, all damage and sword bonuses are moved to strength and dexterity remains the source of dodge and parry bonuses plus other nice talents. Pointless talents are completely removed, other are merged and there are plenty completely new talents. All skill trees are redesigned.Of course that Geralt is only allowed to wear his leather jackets. First and foremost the book lore, then realism as much as it can be applied to computer game without breaking game balance, then goes pragmatism. Item stacking and poker changes comes from pragmatism. I just hate wasting time repeating mindless actions like running back to the inn to store surplus items or reload the game 100 times to win enough orens in poker which I would win anyway. No enemy armor is available to collect. You can't strip humans off the their clothes :).There will be one installer containing both FCR and Flash Mod. You can choose one mod during installation with all optional features known from Flash Mod.
 
Hi I started a new game using the flash mod but I encounter a glitch when I pick up a "Temeraian Steel Sword". It appears as a black square in my inventory with no textures at all. In the world the sword looks normal, but inside the inventory menu its a black square...
 
Fignuts said:
Hi I started a new game using the flash mod but I encounter a glitch when I pick up a "Temeraian Steel Sword". It appears as a black square in my inventory with no textures at all. In the world the sword looks normal, but inside the inventory menu its a black square...
Check Reply #517. Quoting Flash:Black rectangle instead of sword icon is a known bug from version 1.0. It will be fixed in next release of the mod. I'll also add 'no model' option in the installer.In the meantime you can delete it_stlswd_005.uti from The Witcher\DATA\uti folder to remove temerian sword changes.Just in case, these are forged swords items with changed models.it_stlswd_bbb.utiit_stlswd_bby.utiit_stlswd_byy.utiit_stlswd_rbb.utiit_stlswd_rby.utiit_stlswd_rrb.utiit_stlswd_rrr.utiit_stlswd_yrr.utiit_stlswd_yyr.utiit_stlswd_yyy.utiApart from models you'll also lose sword descriptions. Everything else will be fine and you can continue playing.
 
Can someone give me advice on how to beat the Beast at the end of Act 1? I cannot beat him and I tried 10 times now.. I am starting to think this mod is too rough for me.. I am using specter oil, during the course of the fight I've tried using swallow, tawny owl, blizzard but nothing really helps. The Beast keeps paralyzing me and then its all over :'( I am level 11 if that matters.thanks!
 
Don't take the potions in the cave, since they'll probably have worn off by the time the fight starts. When the fight actually starts take blizzard while retreating--make sure you don't go near any fire or you'll be under the effect of incineration, unable to move. Then take a tawny owl, followed by a swallow potion. DO NOT AT ANY TIME STAND STILL AND TRY TO SLUG IT OUT WITH THE BEAST AND HIS BARGHESTS !!! You will be killed if you quit moving. Keep blasting the Beast with Aard signs. Pay no attention to keeping Abigail alive (if you survive so will she). Eventually one of your Aard signs will knock the Beast down. When it does finish him off while he's down. I've gotten good enough at this fight to usually win on the first try. All that gets me now is accidental incineration. When that happens I just hit reload, because at that point I'm as good as dead.
 
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