About this mod
The mod balances the crossbow damage, bolts' effects and crossbow related skills, so that the crossbow is useful also without the BNW's Cat Eyes mutation. Features also some improvements to ranged combat logic and a new bolt type.
- Requirements
- Permissions and credits
- Changelogs
- Donations
All credit goes to Fnts as the original author of classic 1.32 version.
If the author updates the mod, I will gladly put down the mod.
Description
Original author's description:
- Bolt damage ~4x, bolt silver damage ~7.5x (base bolt damages in def_item_bolts.xml file)
- Bolt damage increasing with Geralt's level. That is because the bolts and crossbows scaling with witcher's level is not enough compared to swords or armor parts. The bolt base damage is increased for all bolts by a value that grows with Geralt's level (not linear) - gives combined bolt damage. Combined bolt damage takes bolt types and bolt damage types treatment into account.
- Bolt prices adjusted, namely reduced. For some bolts the reduction is greater, for some lesser.
- Cold Blood skill now increases the crossbow attack power by 12% per each skill level. Adrenaline/focus gain was reduced from 0.04 to 0.03 per skill level.
- Bug fix from vanilla - critical hits fast style sword skill no longer affects critical damage for crossbow.
- Anatomical knowledge skill adjustment - now increases critical chance by 2% per level and 5% per level for manually aimed shots. Also increases critical hit damage by 20% per skill level.
- Toned down alternative battle trance perk for crossbow shots - increases critical chance by 6% per adrenaline point.
- Explosive bolts balancing. Their burning effect is moderately weakened due to the fact that their direct damage is greatly increased in comparison to vanilla. The duration of burning scales with total crossbow attack power as in vanilla. Increased also the chance of applying burning to the victim. Explosive bolts: 0.25 --> 0.30, legendary explosive bolts: 0.30 --> 0.37. Recipe for explosive bolts is now more demanding - require two additional ingredients. With Cat Eyes mutation the direct damage and explosion radius is reduced in geometrical progression after pierces, namely divided by 2 (damage) and 2.5 (radius) after each pierce, so on about 3rd hit the radius is minimal.
- Bolts deal randomized damage in +- 10% interval.
- Quick shot at flying target suffers /2 damage penalty - knockdown is an effect strong enough.
- Manually aimed shot is now promoted over unaimed one. It always deals maxed damage from random interval (+10%) or if a creature is flying during hit, the flying damage penalty is removed. Also aimed shot gives strong benefit to precision skill and cat eyes mutation. For explosive bolts only direct hit (not radius explosion damage) benefit from being aimed and from split bolts, only the central one can.
- Steady shot now increases the crossbow attack power by 40% and raises the base damage for manually aimed shots by 10% (that 10% damage bonus stacks multiplicatively with crossbow attack power bonus).
- Lightning Reflexes skill now increases also manually aimed bolt base dmg by 3% per skill level. Like Steady shot this damage bonus stacks multiplicatively with crossbow attack power bonus.
- Bug fix from vanilla - on stats screen the silver damage from fire bolts is calculated and shown properly
- Added a new bolt - Heavy Blunt Bolt. Required level 25. Available for purchase from Hatori in Novigrad, Kaer Trodle blacksmith and Touissant blacksmiths.
- Blunt bolts now can cause a knockdown, both light one and heavy knockdown lasting 1-4sec, prolonged by total Geralt's crossbow power modifier (like the base bolt damage is increased by that value). Even if the heavy knockdown is not applied, there is another roll for standard (light) knockdown. With Cat Eyes mutation blunt bolts' heavy knockdown chance grows up by 25% and light knockdown chance by 40%. Even if both rolls fail, there is the Aard like effect of Cat Eyes mutation like with all bolts. Blunt bolts knockdown chances (from weakest one):
- Blunt Bolt (blue): heavy knockdown: 5%, light knockdown: 35%. Any knockdown probability then: ~38%.
- Legendary Blunt Bolt (blue): heavy knockdown: 15%, light knockdown: 45%. Any knockdown probability then: ~53%.
- Heavy Blunt Bolt (yellow): heavy knockdown: 45% (Cat Eyes 70%!), light knockdown: 75%. Any knockdown probability then: ~86%. - Griffon Merchnant in White Orchard sells now all the bolts in NG+. So in NG+ you have a supply right away.
- Broadhead bolts have stronger bleeding effect. It lasts shorter, but is much stronger and the duration is still very long (5s base) and naturally scales with crossbow attack power.
- Target point bolts have higher point armor reduction, but sligthly lower percent armor reduction. Legendary target point bolts maintain the strongest direct damage from all the bolts with the per level scaling.
- Crossbow damage displayed on inventory screen is now better matching the real gain. However bolt damage calculations are now more complex, so you should only rely on the damages displayed on stats screen.
- Blood and Wine cat eyes mutation adjustment. This mutation now no longer gives any base damage bonus. Instead it gives a 60% crossbow attack power bonus. Critical chance increase changed to 18% and 36% for manually aimed bolts. The bolt stops being aimed after first pierce. Increases also critical damage by 50%. Enemies at full health health reduction value depends on a bolt type, with default value of 12% (vanilla was 15%). Piercing and force wave effect as in vanilla.
- Blood and Wine Touissant crossbows params adjusted. There are two basic new crossbows (others are just visual modifications). Weaker one: attack power +140% (in vanilla its equivalent to +240%, see point 2), point armor pierce +10, critical chance +3%, adrenaline gain +5%, required level 35, Stronger one: attack power +160%, point armor pierce +20, critical chance +4%, adrenaline gain +10%, required level 40.
- Touissant crossbows are available in the Beauclair blacksmith and its clones, but have a lot higher price than vanilla.
- The blacksmith in the Beauclair and its clones have now also a supply of better bolt types.
The mod also includes a 'configuration file' in which you can set the damage of the bolts, instructions on how to use it:
- Go to <game_installation_folder>/Mods/modCrossbowDamageBoost/content/scripts/mod.
- Open file 'crossbowDamageBoostData.ws' in any text editor.
- Follow the instructions in file.
- Make your edits and save file.
- Restart the game.
Reminder: Next Gen 4.04 compatible!
If you wish to use on the Classic 1.32, install the original mod.
Installation
Copy the "modCrossbowDamageBoost" to your: The Witcher 3/Mods folder.
Run Script Merger tool and merge all scripts.
Uninstallation
Delete the "modCrossbowDamageBoost" from your: The Witcher 3/Mods folder.
Modified following files
Scripts:
📁 content
📁 scripts
📁 game
📄 gameParams.ws
📁 gameplay
📁 actions
📄 attackAction.ws
📁 damage
📄 damageManagerProcessor.ws
📁 gui
📁 menus
📄 characterMenu.ws
📁 popups
📄 CharacterStatsPopup.ws
📁 player
📄 playerWitcher.ws
📁 projectile
📄 arrowProjectile.ws
📄 explosiveBolt.ws
📄 playerBoltProjectile.ws
Xml:
📁dlc
📁bob
📁data
📁gameplay
📁abilities
📄geralt_mutations.xml
📁abilities_plus
📄 geralt_mutations.xml
📁items
📄 def_item_bolts
📄 def_item_weapons_crossbow.xml
📄 def_loot_shops.xml
📁items_plus
📄 def_item_bolts
📄 def_item_weapons_crossbow.xml
📄 def_loot_shops.xml
📁gameplay
📁abilities
📄 effects.xml
📄 geralt_skills.xml
📁abilities_plus
📄 effects.xml
📄 geralt_skills.xml
📁items
📄 def_item_bolts.xml
📄 def_item_crafting_recipes_bolts.xml
📄 def_loot_shops.xml
📁items_plus
📄 def_item_bolts.xml
📄 def_item_crafting_recipes_bolts.xml
📄 def_loot_shops.xml
via WolvenKit, Visual Studio Code with Wide extension.
Special Thanks
Fnts - the original author.