BEWARE OF VANILLA GAME BUG EFFECTING THIS MOD!!!! I found this out the hard way and thought it was this mod that was causing the issue. But I found a bug in the game with runes and effects on weapons. if a weapon has an default effect on it already... DO NOT ADD RUNES TO INCREASE THE DEFAULT EFFECTS It will cancel the effect out completely, thus making the effect 0% proc chance. For example:
This weapon has 97 armor piercing and 6% bleeding by default. If I add bleed runes to this weapon, the bleed effect will be disabled, even if I use runes to increase its chance to 100%, same with armor piercing. If I add any other effect that's NOT on the weapon, like freeze, burn, stun ect, those effects works correctly.
I was confused as to why some of my weapons effects were working and some other weapon effects were NOT working even tho the proc chance was 100%. Even with the mod turned off, I noticed the issue was still present. After a good two hours of constant testing and theorizing, I figured it out. Increasing the default effects with runes cancels the effect. Wanted to let others know so they are aware and know that its not the mods fault.
Wish i'd figure this out sooner because i lost thousands of gold crafting and buying these runes only for them to be completely useless and be destroyed when taken out of the weapon.
So in conclusion, it's an error in the game and not in the mod? I have spent all afternoon trying to correct this and now that I read carefully, I realize that it is not my mod's fault? :(
Hello friends, this problem happens since the first version of the game. The strangest thing is that this bug was never fixed. In the first version of the game I suffered a lot until I found out that it wasn't a problem caused by a mod. Excuse my bad English, I use google translator. Greetings from Brazil.
I chose the modBRSLessToMore dowload option and its working very well so far on 4.04. Thx for your work Maximo. And thx for the advice on the Vanilla Bug.
Your mod is doing well, but there are some issues that cause the challenge to disappear.Health Restore Rune Stone effect is too strong, almost invincible status. I suggest that the Runestone effect should be the same as the original, increasing the number instead of the percentage.
I made 5 versions of this mod. From people who like small buffs, to people who love to play with high amounts of damage.
If you want your game not to lose the challenge, then choose "modV2RuneStone = 3% - 5% - 7%", it is the version that only adds 2% to the best rune of each type. If that affects you, then I recommend uninstalling the mod. substantial improvements and imbalances are reflected in all versions with higher percentages I have "modV2RuneStone = 3% - 5% - 7%" installed in my game. I want to notice an improvement but not significant.
Could you make a version with runestones like 5%/15%/25%? And your experimental glyphs effects are interesting, maybe you can look at this mod: glyph runeEnchanting, it add enchantment effect on lesser and normal glyphs.
ive tried this mod but i couldnt get it working.. I think too many mods editing the same xml file is problematic, it takes a long time to manually go through and merge all the conflicts so you end up with the result you want. Its a tedious process. I tried merging that mods effedcts with this one, but I mustve overlooked something in the XML because none of the enchantments were showing on the glyphs. Ill mess with it more when I get the time/motivation, can maybe share it with others if i get it working
I think you're trying to convince people to follow this mod through your personal work, which really puts me off. If you want I can remove my mod so you can work it better. It works for me and for others too. If people can't get it to work then it's because they have a lot of mods that work with the same processes and I can't get my mod to work with all the ones on Nexusmods either.
If you go down to the other comments, you will notice that someone else commented something similar but in a less subtle way. But hey, I guess these people often exist in the mod community. Do not worry it's alright. Merry Christmas :)
First thing, cool mod. The vanilla runestones and glyphs were barely worth using.
I've noticed I get the increase with glyphs, but not runestones, which are still the default values. I think it's because I'm using this mod: https://www.nexusmods.com/witcher3/mods/7366?tab=description It's the only other mod I'm using that changes runestones.
Any chance of a compatibility patch? If it's too difficult, or you don't have time, no worries, mod still endorsed.
Thanks.
EDIT: Just noticed that none of the descriptions have changed. Are they meant to? I have the stack your items mod installed, but I'm using the compatbilty patch and have no errors in script manager. I'm a bit confused if this is working or not.
I have them both working. They were both working before by default because the naming took care by itself (conflicts are solved alphabetically when no priorities are set), but this mod is now called modV2Better-etc, which comes after modBetterRunes_Standard. Try changing their priorities manually via a mod manager, or using the mod settings file.
77 comments
I found this out the hard way and thought it was this mod that was causing the issue. But I found a bug in the game with runes and effects on weapons.
if a weapon has an default effect on it already...
DO NOT ADD RUNES TO INCREASE THE DEFAULT EFFECTS
It will cancel the effect out completely, thus making the effect 0% proc chance.
For example:
This weapon has 97 armor piercing and 6% bleeding by default. If I add bleed runes to this weapon, the bleed effect will be disabled, even if I use runes to increase its chance to 100%, same with armor piercing. If I add any other effect that's NOT on the weapon, like freeze, burn, stun ect, those effects works correctly.
I was confused as to why some of my weapons effects were working and some other weapon effects were NOT working even tho the proc chance was 100%. Even with the mod turned off, I noticed the issue was still present. After a good two hours of constant testing and theorizing, I figured it out. Increasing the default effects with runes cancels the effect.
Wanted to let others know so they are aware and know that its not the mods fault.
Wish i'd figure this out sooner because i lost thousands of gold crafting and buying these runes only for them to be completely useless and be destroyed when taken out of the weapon.
That's correct. Not your mod's fault at all. Straight vanilla bug as with no mods installed, the issue still present.
For non Next-Gen game, there was mod which allowed craftsmen to remove the installed enhancements from the armor and weapons. Saved tons of money
If you want your game not to lose the challenge, then choose "modV2RuneStone = 3% - 5% - 7%", it is the version that only adds 2% to the best rune of each type. If that affects you, then I recommend uninstalling the mod.
substantial improvements and imbalances are reflected in all versions with higher percentages
I have "modV2RuneStone = 3% - 5% - 7%" installed in my game. I want to notice an improvement but not significant.
It works for me and for others too. If people can't get it to work then it's because they have a lot of mods that work with the same processes and I can't get my mod to work with all the ones on Nexusmods either.
Do not worry it's alright. Merry Christmas :)
I've noticed I get the increase with glyphs, but not runestones, which are still the default values. I think it's because I'm using this mod: https://www.nexusmods.com/witcher3/mods/7366?tab=description
It's the only other mod I'm using that changes runestones.
Any chance of a compatibility patch? If it's too difficult, or you don't have time, no worries, mod still endorsed.
Thanks.
EDIT: Just noticed that none of the descriptions have changed. Are they meant to? I have the stack your items mod installed, but I'm using the compatbilty patch and have no errors in script manager. I'm a bit confused if this is working or not.
As TW3 Mod Manager hasn't been updated, are you using Vortex to set the priority?
EDIT: Sorry, I'm an idiot. You can still set priority using TW3 MM. Got it working. Thank you very much for your help.