About this mod
Transforms every ailment into a impactful mechanics — this mod aims to deepen Monster Hunter Wilds status and blight systems by making each effect more meaningful, flavorful, and interactive.
- Requirements
- Permissions and credits
A. Why These Changes?
In the base game, many status ailments and elemental blights feel either too weak to matter. This mod aims to:
- Differentiate effects so each status has its own identity and counterplay.
- Encourage tactical decisions around using counter skills and resource management.
- Enhance thematic immersion by tying mechanics to narrative concepts (e.g., fire as anti‑regen mechanic, sleep having aditional damage on wake up hit).
The mission of this mod is to make you think twice before letting a status build up or ignoring blight resistances on your build.
B. Design Changes
Note: For more detail, check the mod's README.txt.
I. Reworked Status Effects
Note: For a visual showcase of the changes, check the Videos section of this page.
Fire Blight
- Increased Fire Blight Damage dealt to the Red Health Bar, this acts as a regeneration counter mechanic.
- Reduced Fire Blight Damage dealt to the Green Health Bar compared to the damage done in vanilla. This is done to compensate the increased damage on the red health bar.
Reasoning: Fire should has now an anti-regen identity, rather than simply being another DoT mechanic.
Poison Status
- Poison Damage is now exponential, each damage tick multiplies itself with a multiplier.
Reasoning: I want poison to become a pressure mechanic, reflecting venom effect worsening if left untreated. The first damage ticks deal minimal damage but if the player forgets about the poison status, it can be fatal.
Blast Status
- Hunters dodges reduces the incoming Blast Damage, whenever the Blast Damage is reduced to zero the Blast Status disappears.
- Blast Damage is greater compared to vanilla to compensate Hunters being able to reduce it by dodging.
- Blast Duration has been greatly reduced, in vanilla you had 25 seconds to execute 3 dodges which was inconceivably easy.
Reasoning: Rather than being a binary damage/no‑damage mechanic, players can chip away damage at the potential explosion.
Sleep Status
- Sleep status has now a Wake Up Multiplier, while the hunter is asleep the incoming hit will deal additional damage. Don't worry, the multiplier is not x2 as the wake hit for monster.
Reasoning: Sleep should mirror monster mechanics patterns and differentiate itself from Paralysis.
II. Other Status Effects
- Elemental Blights (Water / Ice / Thunder): All elemental blights now share the same dodge‑consume duration rates with the Dragon Blight (decreased values).
- Bleed: Combat actions (guard, dodge, dash, attacks) have increased damage punishments.
- Defense Down: The defense reduction is further increased.
- Frenzy: Overcoming frenzy is more difficult and staying in Frenzy AoEs accelarates the Frenzy virus incubation. As a compensation the duration of the status given by the bad outcome from frenzy is greatly reduced to quickly give the player another chance to overcome frenzy.
- Paralysis: Base paralysis duration increased, but button‑mashing has greater influence than vanilla. Player must keep active even when hitted with this status ailment.
C. Mod Roadmap
- Reworked Status
- Sleep: Make the damage multiplier ONLY activate when the hunter is completely asleep on the ground.
- Blast: Add the difference between Step Dodge and Dodge to reduce different amounts of Blast damage.
- Frenzy: Change it to give -15% affinity on the weapon instead of increasing by 10% the player's incoming damage (Gore already deals too much damage). This change emphasizes Frenzy as a risk/reward mechanic based on weapon affinity (thematically makes more sense given the Chaotic Gore weapons' affinity values).
- UI touch-ups
- Poison: Add the danger health-back effect when poison damage gets high.
- Blast: Update the UI Blast Damage indicator when having the Blast Resistance skill active.
- Known Bugs
- Nerscylla and Gravios poison are not affected by the mod (Gypceros and Rathian are).
- Nerscylla sleep is not modified by the parameter changes (pre- and post-sleep durations).
D. Installation Guide
1. Download StatusEffectsMod.rar
2. Extract to reveal reframework/autorun/Wild_Status_Effects.lua
3. Copy the reframework/ folder into your Monster Hunter Wilds game directory.
4. Launch the game — your customized status overhaul loads on startup.
E. Tutorial - Modify the Mod's parameters (ReFramework UI)
Note: To get a visual tutorial check the Videos section of this page, check the video: Modify Params in Real Time Test.
For further customization, open the mods UI by executing the following steps:
- Start the game with ReFramework & Wild Status Effects Mod installed.
- Press the Insert Key to open the Reframework menu, if it wasn't open.
- Scroll down the menu and click on the Script Generated UI & the [Wild Status Effects Editor] Open.
- In any hunt, click [Wild Status Effects Editor] at the top‑left to open the menu.
- Expand a category (e.g., Poison, Blast) by clicking its header.
- Adjust numerical sliders for durations, multipliers, dodge‑consume timings, etc.
- Click Save Configuration button to save your changes to disk (<game_directory>/reframework/data/Wild_Status_Effects.json).
- (Optionally) Use Reset to Saved or Reset to Mod Defaults to undo tweaks.
¡Changes apply immediately—no restart needed!
Enjoy the mod & Happy hunting!