Tried everything I can, but the Update simply doesn't work. Aard is still at 300 Shockwave Damage with 193% Sign Intensity. It drives me nuts how bad it is and there is no mod that works scaling it. I merged it, no chance, I gave it priority, doesn't work, I removed other sign mods, still doesn't work... -_-
This mod works great. Thanks for making my Aard build effective. However this makes the Igni sign way too powerful. Even Aard causes excessive damage in comparison to what it was doing previously i.e. no damage. Can the code be adjusted so that the resistance is not completely removed but tweaked for a more balanced gameplay? Also if there is a mod which does this I am willing to try that as well.
Yeah, agree, it makes too much damage, resistance should be less not completely removed. Can you show us where and what are the parameters that controls enemies resistance? thanks for the mod
meet this error with newest version Error [modsignbugfix]game\gameplay\damage\damagemanagerprocessor.ws(1573): To few params in call to function 'SetArmorReducedDamageToZero' could not launch the game with this mod even without any other mod
Question about Quen (yeas, I read that it had not been changed): I'm using this mod now: https://www.nexusmods.com/witcher3/mods/1267
but would it be possible to somehow decrease that instant Quen break upon some attacks? It is IMHO utterly stupid that while it protects you from some direct attacks by weapons and claws or other effects, even tiny push used by thug armed with heavy weapon (spear, hammer) or dog-bite shutters it to pieces. It would be more than reasonable in case of the slam by troll or trampling by ogre but that breaking upon light attacks compared to some others is quite immersion breaking
Btw. - what is difference between files? I see 4 files with same names and no clear description whether they fully independent or what one or another is doing. Can I all copy them in 1 mod directory modSignBugFix?
When Quen breaks, it means the attack damage exceeds Quen strength, and at higher level nearly every attacks are much stronger than Quen, even if you multiply it by spell power up to 400% or more. (PS: pet dog absolutely killed me by two bites in deathmarch)
In short Quen requires a complete rebalancing, not some simple fix I could do.
I use No Levels mod (not the light version) and it also changes and rebalances some aspakts of the signs. Is this fix still needed/recommanded? Or does NL already cover these bug in its own way?
Hi not really. Bundles containing the same XML files have to be unpacked, merged manually and repacked by mod tools. I don't think there is any other method.
Ah, nice, thank you! Only other mod I could find that does something similar to yours is Signs Overhaul, but they're bundled with many other changes that aren't to my (and many others') tastes. Which is to say, your mod is immensely appreciated!
One more question, if I may: how compatible is this mod with those that change the base damage of Shock Wave (like this one) and Supercharged Glyphs (and this one)? I'm sure I'll find out when I install yours, but I'd like to ask just in case.
It's compatible with either because both changed only geralt_skills.xml that defines the damage of those skills, but to use both of them together you'd need to unpack, merge and repack the bundle file with "Witcher 3 Mod Tools"
Or use Script Merger, I assume? In my trial run, they all merged just fine; I got the increased base damage and they scaled with Sign intensity. Although I'll probably go without the base damage increase for now, to see how much they scale with just your mod.
(Edit: it causes Magic Trap to deal no damage if using it without its skills. Hmm....)
And I was thinking: As far as I know, Magic Trap already scaled with Sign intensity, but Exploding Shield doesn't (or if it does, the damage is pitiful). Maybe I'm misremembering, but I was wondering about your thoughts.
One final thing: Do you know how to make it so that the skills' descriptions are updated to reflect the scaling damage? I have a few other mods that do this, so it's possible, and I'd do it myself if I knew how.
Sorry if I'm being annoying, I'm just a perfectionist....
No idea about the skill descriptions. They look static, so probably not easy.
About the Exploding Shield, yes it doesn't take into account of sign intensity, but given that the max value is 12 it seems rather pointless to fix (it's in playerWitcher.ws, function QuenImpulse). Or maybe the chance of knockdown should grow with sign intensity? The skill would already be useful if you use the Conductors of Magic mutation.
This mod and a few of the modules from this one (the Petards module, for example) pull off the updated descriptions, if you're interested in reverse-engineering them (I've tried, it's beyond me). That is, if their descriptions even work the same way. Otherwise, no big deal, your mod's working fine as-is so far, the descriptions are just a nitpick.
For Exploding Shield, I'm using a mod that buffs it a bit so it does more than just tickle enemies, that works well enough. Maybe you could add a buff so it has more damage to scale with? Anyway though, it's not primarily a damage dealing skill so the scaling damage isn't very important.
I've fixed the conflict between your mod and Master Training, by the way. I gave Master Training priority in both load order and Script Merger, they're working together fine now!
I discovered the true reason of weak sign damages and rewrote the mod (see mod description). Sign intensity should look fine now for all sign damages including Exploding Shield.
I'm liking the sound of that, I just hope it doesn't make anything too overpowered! I've found the previous version of the mod to be pretty well balanced.
I'll be sure to give the new version a try. But what's with the "blob0" folder? Should that have been packed with the bundle?
35 comments
Updated the mod for the game. Reworked scripts and xml-files. On version 4.0.4a works
Link
Really appreciate it.....
Error [modsignbugfix]game\gameplay\damage\damagemanagerprocessor.ws(1573): To few params in call to function 'SetArmorReducedDamageToZero'
could not launch the game with this mod even without any other mod
I'm using this mod now:
https://www.nexusmods.com/witcher3/mods/1267
but would it be possible to somehow decrease that instant Quen break upon some attacks? It is IMHO utterly stupid that while it protects you from some direct attacks by weapons and claws or other effects, even tiny push used by thug armed with heavy weapon (spear, hammer) or dog-bite shutters it to pieces.
It would be more than reasonable in case of the slam by troll or trampling by ogre but that breaking upon light attacks compared to some others is quite immersion breaking
Btw. - what is difference between files? I see 4 files with same names and no clear description whether they fully independent or what one or another is doing.
Can I all copy them in 1 mod directory modSignBugFix?
You have to download the recent one (currently the 0.6.1)
When Quen breaks, it means the attack damage exceeds Quen strength, and at higher level nearly every attacks are much stronger than Quen, even if you multiply it by spell power up to 400% or more. (PS: pet dog absolutely killed me by two bites in deathmarch)
In short Quen requires a complete rebalancing, not some simple fix I could do.
Your mod has about 2 Bundled text conflicts with Brothers in Arms bug fix collection, i suppose yours should be given priority right??
@AetherSeraph9 Shock Wave is in fact not flat but already scaled without modding.(only in the character info, not real damage)@AetherSeraph9 Yes sign intensity is already applied - I forgot to mention it in mod details.
One more question, if I may: how compatible is this mod with those that change the base damage of Shock Wave (like this one) and Supercharged Glyphs (and this one)? I'm sure I'll find out when I install yours, but I'd like to ask just in case.
Ran into a conflict with Master Training,
but it seems mergeable.Does this look good?(Edit: it causes Magic Trap to deal no damage if using it without its skills. Hmm....)
And I was thinking: As far as I know, Magic Trap already scaled with Sign intensity, but Exploding Shield doesn't (or if it does, the damage is pitiful). Maybe I'm misremembering, but I was wondering about your thoughts.
One final thing: Do you know how to make it so that the skills' descriptions are updated to reflect the scaling damage? I have a few other mods that do this, so it's possible, and I'd do it myself if I knew how.
Sorry if I'm being annoying, I'm just a perfectionist....
About the Exploding Shield, yes it doesn't take into account of sign intensity, but given that the max value is 12 it seems rather pointless to fix (it's in playerWitcher.ws, function QuenImpulse). Or maybe the chance of knockdown should grow with sign intensity? The skill would already be useful if you use the Conductors of Magic mutation.
For Exploding Shield, I'm using a mod that buffs it a bit so it does more than just tickle enemies, that works well enough. Maybe you could add a buff so it has more damage to scale with? Anyway though, it's not primarily a damage dealing skill so the scaling damage isn't very important.
I've fixed the conflict between your mod and Master Training, by the way. I gave Master Training priority in both load order and Script Merger, they're working together fine now!
I'll be sure to give the new version a try. But what's with the "blob0" folder? Should that have been packed with the bundle?