EDIT: So I encountered many more issues concerning the Caranthir and Eredin boss fights. I have not been able to fix it yet and I don't know if it would even be worth it... Is anyone actually interested in an updated version of this mod? If not I might leave it like it is with the recommendation to not use this mod after the Battle of Kaer Morhen.
After finally playing the game again I noticed a few issues with this mod. I will apply the following changes once I finished the main game to ensure all Wild Hunt enemies work as they should:
Changing the health stat to vitality caused Wild Hunt soldiers to be really weak (weaker than their hounds which really shouldn't be the case) so I increased their vitality.
Imlerith's combat behavior is greatly affected. He immediately begins the fight with his last phase moveset. This has been changed. He will now change his moveset if his vitality bar is at around 1/3. If you destroy his shield before he can still change his moveset earlier. In the current version you could simply stunlock Imlerith because he gets staggered by every single hit. This has been changed as well: The chance to stagger now depends on the attack action. Light attack: 25% Heavy attack: 50% Critical hit: 75% Rend: 100%
In case anyone is wondering, I created a mod that does the exact same thing but is technically implemented in a completely different way, thus avoiding the this mod's problems.
I've encountered many issues that have huge impacts on all wild hunt boss battles. These bosses have multiple phases and with this mod many of these phases are being skipped which basically ruins the boss fight. I tried to work around it but I was not able to fix everything which is why i DON'T RECOMMEND to use this mod. This mod was an experiment for me and I would have liked to make it work for lore reasons but sadly I couldn't achieve a satisfying result. Sorry about that.
Sorry couldn't help, but since I was doing basically the same mod, I saw that you missed the Ciri Wild Hunts and some Bosses.
Atleast: q104_wh, q104_whboss, q205CiriWH...
Anyways! If you want to make them vunelrable to Hanged Mans Venom You'll need to change the Wild Hunt's monster category to human instead of magicals in the .w2ent files:
It's located in the entitytables in CMonsterParam and monsterCategory they are set now 13 and 11 is human.
Hey, I took a rather long break from modding and just recently started again – I'm currently updating some of my mods and I'm already working on this so I might be able to include these soldiers soon.
I'm not trying to start an argument or "troll", but the Wild Hunt aren't just elves. They're Aen Ael (possibly got the spelling wrong) elves. They are magical creatures. Besides it would just be annoying to have to swap between the silver and steel in mid battle when you are fighting the hounds and the soldiers. Even Geralt said they fell beneath their Witcher's blades. You could argue that there are also steel Witcher swords but when someone says Witcher's sword, in my mind, I think silver blade, since pretty much all Silver blades were probably made for or used by Witchers at some point.. I doubt Geralt meant his Steel sword and I don't see any reason to think that he did. Thumbs up for the mod though. Its just my opinion and we all have them. I'm glad that you made this mod for all the people that don't agree with my opinion on the matter. That way we can all have our cake and eat it too. LOL
Thank you for your reasonably explained opinion – That's really not a common thing on the internet.
Just to back up my view on that matter a bit: If I remember correctly, the Aen Seidhe and the Aen Elle are just two groups of the very same race with their only difference being that the Aen Elle left this world to go to Tir na Lia, while the Aen Seidhe stayed. And while it's true that some of them have magical abilities, I wouldn't consider them magical creatures ( just like human sorcererers).
I do agree though: It could get annoying to switch swords all the time (which is most likely why CDPR decided to have us fight all Wild Hunt enemies with the same type of weapon).
I think you are right about the elves being the same originally. I feel personally that the centuries of separation has caused them to be different from each other. The Aen Elle haven't had to live with persecution and in fact have served as the opposite of the Aen Siedhe. They were the "top dogs" of their world, killing and making slaves of the humans that inhabited it. Its possible that the Aen Elle have used magic to make themselves genetically different. They have used magic to change their voices and things of that nature. And every Aen Elle I have seen is larger by far than pretty much all Aen Siedhe. Look at Emlireth and Eredin. They are huge. In all honesty though it is all just conjecture and its what I think the reason is. I really think its mainly just because of the weapon swapping due to the hounds. I did a little research after I read your reply and I saw a video by Witcher George and he said the same thing. If you've never heard of Witcher George then I suggest you check him out on YouTube. Ill leave a link to the video. Honestly, according to book lore, Silver isn't used against most of the monsters anyway. Mainly Specters I believe. Possibly Werewolves and vampires but I don't know for sure. I've enjoyed this conversation. It has caused me to search for answers to questions that are mostly unanswered. https://ru-clip.net/video/d7UHJMlhsdw/why-does-silver-hurt-the-wild-hunt-witcher-lore-witcher-theories-witcher-mythology.html
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Is anyone actually interested in an updated version of this mod? If not I might leave it like it is with the recommendation to not use this mod after the Battle of Kaer Morhen.
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After finally playing the game again I noticed a few issues with this mod. I will apply the following changes once I finished the main game to ensure all Wild Hunt enemies work as they should:
Changing the health stat to vitality caused Wild Hunt soldiers to be really weak (weaker than their hounds which really shouldn't be the case) so I increased their vitality.
Imlerith's combat behavior is greatly affected. He immediately begins the fight with his last phase moveset. This has been changed. He will now change his moveset if his vitality bar is at around 1/3. If you destroy his shield before he can still change his moveset earlier.
In the current version you could simply stunlock Imlerith because he gets staggered by every single hit. This has been changed as well: The chance to stagger now depends on the attack action.
Light attack: 25%
Heavy attack: 50%
Critical hit: 75%
Rend: 100%
This mod was an experiment for me and I would have liked to make it work for lore reasons but sadly I couldn't achieve a satisfying result. Sorry about that.
Atleast: q104_wh, q104_whboss, q205CiriWH...
Anyways! If you want to make them vunelrable to Hanged Mans Venom You'll need to change the Wild Hunt's monster category to human instead of magicals in the .w2ent files:
It's located in the entitytables in CMonsterParam and monsterCategory they are set now 13 and 11 is human.
I will look into it next week.
Or does it not matter for Ciri, because she has only one sword after all?
I took a rather long break from modding and just recently started again – I'm currently updating some of my mods and I'm already working on this so I might be able to include these soldiers soon.
Just to back up my view on that matter a bit: If I remember correctly, the Aen Seidhe and the Aen Elle are just two groups of the very same race with their only difference being that the Aen Elle left this world to go to Tir na Lia, while the Aen Seidhe stayed.
And while it's true that some of them have magical abilities, I wouldn't consider them magical creatures ( just like human sorcererers).
I do agree though: It could get annoying to switch swords all the time (which is most likely why CDPR decided to have us fight all Wild Hunt enemies with the same type of weapon).
Thx