Combat Tweaks Remaster - Damage Speed Block Counter Stamina Adrenaline Finishers Runes

Combat Tweaks Remaster - Damage Speed Block Counter Stamina Adrenaline Finishers Runes

Combat the way you want it: tune damage, speed, adrenaline, runes, blocking, counterattacks, stamina, finishers, dismemberment and enemy parries. Scale damage by type, speed up attacks and dodges, block the heavy attacks of big monsters. Every page can be switched off, and nothing changes until you set it.

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[size=6][b]Combat Tweaks Remaster[/b][/size]

[size=5][b]Features and settings[/b][/size]
Settings > Mods > Combat Tweaks Remaster, eleven pages (Finishers and Dismemberment are behind the entry "Finishers +"). Changes apply at once, no reload needed. Every page except Presets starts with [b]Enable this page[/b] (default On; Off: the page works as in the game and your values stay for later) and ends with [b]Reset this page to game defaults[/b].

[b]Block[/b]
[list]
[][b]Heavy attacks of big monsters[/b], [b]Heavy attacks of bosses[/b], [b]Heavy attacks of humans with two-handed weapons[/b], [b]Other unparryable attacks[/b] (As in the game / Block only / Block and timed counter, default As in the game) - make them blockable, or blockable and counterable, per enemy type.[/]
[][b]Holding block parries them (off: timed press only)[/b] (default On).[/]
[][b]Damage to Geralt through a failed block, %[/b] (0 - 100, default 30) and the same for large enemies (default 60).[/]
[][b]A block without stamina does not stagger[/b] (default Off).[/]
[]Charges, tackles and swoops cannot be blocked, with or without the mod. Dodge them.[/]
[/list]
[b]Counterattack[/b]
[list]
[][b]Counter while holding block[/b] (default Off) - no timed press needed. [b]Chance to counter while holding block, %[/b] (0 - 100, default 100): a miss is a plain block. [b]Holding counters heavy and unparryable attacks too[/b] (default On).[/]
[][b]Counter window: earlier presses, ms[/b] (0 - 1000, default 0) and [b]Presses allowed in the window[/b] (1 - 3, default 1) - keep the timing, but kinder.[/]
[][b]Stamina cost of a counter[/b] (0 - 50, default 0 = free, as in the game), [b]Heavy attacks cost double to parry and counter[/b] (default On), [b]Adrenaline per counter, % of a point[/b] (0 - 100, default 0).[/]
[][b]Arrow deflection[/b] (Timed press only / Also while holding block, default Timed press only) and [b]Deflect arrows without the skill[/b] (default Off). The counter window settings above count for arrows too.[/]
[][b]Return deflected arrows to the shooter[/b] (default On) - Off: a deflected arrow bounces off the sword instead of flying back. [b]Block arrows only with a timed press[/b] (default Off) - On: a block that is only held lets arrows through, only a press in time stops them. Both need the Arrow Deflection skill or "Deflect arrows without the skill".[/]
[][b]Deflected arrow damage, %[/b] (0 - 500, default 100) and [b]Extra instant kill chance of a deflected arrow, %[/b] (0 - 100, default 0) - for an arrow sent back to its shooter. The extra chance comes on top of the skill's own; enemies immune to instant kills stay immune.[/]
[][b]Human counter: Bash[/b], [b]Kick[/b] (default On), [b]Slash[/b], [b]Sidestep slash[/b] (default Off) - against most humans the game's counter is a shove or a kick that deals no damage. Switch on the slashes and Geralt answers a human with the sword slashes of his monster counters: they wound, "Counterattack damage, %" scales them, and a strong one can end in a finisher. One of the animations switched on is picked at random. The game's own counter stays when it knocks the enemy down, when he stands lower than Geralt, against spearmen and for the Mutation 8 finisher.[/]
[/list]
[b]Stamina and dodge[/b]
[list]
[][b]Stamina cost of a parry / a dodge / a roll / a fast attack / a strong attack[/b] (0 - 50, default 0 = free, as in the game). A cost alone is only charged: switch on [b]Dodges, rolls and attacks need enough stamina[/b] (default Off) to stop them when Geralt cannot pay (the preset Hardcore does).[/]
[][b]Stamina cost of Whirl, %[/b], [b]Stamina cost of Rend, %[/b] and [b]Stamina regeneration delay after an action, %[/b] (0 - 300, default 100).[/]
[][b]Adrenaline per parry[/b], [b]Adrenaline per dodge, % of a point[/b] (0 - 100, default 0). A dodge pays for each enemy hit it or a roll passes through; a dodge that no hit reaches pays nothing.[/]
[][b]Dodge extension, ms[/b] (0 - 300, default 0) - the dodge protects for longer. Raising the guard during or after a dodge ends the extension, so a block still parries.[/]
[/list]
[b]Adrenaline[/b]
[list]
[][b]Adrenaline gain, %[/b] (0 - 300, default 100), or [b]Instant adrenaline gain[/b] (default Off): every gain fills the bar.[/]
[][b]Adrenaline lost when Geralt is hit, %[/b] (0 - 300, default 100).[/]
[][b]Adrenaline cost of skills, %[/b] (0 - 150, default 100) - what Rend, Whirl and signs spend. It does not change what a skill needs to start: a sign cast on adrenaline still needs one full point.[/]
[][b]Delay before adrenaline drains after combat, s[/b] (0 - 60, default 3), or [b]No adrenaline drain after combat[/b] (default Off).[/]
[/list]
[b]Speed[/b]
[list]
[][b]Fast attack / Strong attack / Dodge / Roll / Whirl / Rend speed, %[/b] (50 - 200, default 100) and the same six [b]per adrenaline point, %[/b] (0 - 30, default 0). A faster dodge protects for a shorter time, "Dodge extension" gives the time back. Rend charges by time, so a faster Rend lands with less charge.[/]
[][b]Walking speed bonus, %[/b], [b]Run speed bonus, %[/b], [b]Sprint speed bonus, %[/b] (0 - 50, default 0) - not in a fist-fight ring and not where the game sets Geralt's pace itself. The walk bonus counts for every walk: the walk key, indoors, in combat, over-encumbered.[/]
[][b]Swimming speed bonus, %[/b] (0 - 100, default 0) - while Geralt swims or dives and moves. Air runs out as fast as before, so one breath takes him further.[/]
[/list]
[b]Damage[/b]
[list]
[][b]Geralt's damage to humans[/b] and [b]to monsters[/b]: swords, signs, crossbow, bombs, burning / bleeding / poison, fists (0 - 1000 %, default 100).[/]
[][b]Geralt's damage multiplier: burning, %[/b], [b]bleeding, %[/b] and [b]poison, %[/b] (0 - 200, default 100) - on top of the rows above, for humans and monsters alike. Example: those rows at 200 and burning at 50 keep burning as in the game while bleeding and poison deal twice as much.[/]
[][b]Burning, bleeding, poison limit, % of max health a second[/b] (No limit, 0.5 - 5 %; default No limit) - each burning, bleeding or poison of Geralt's takes at most this share of the enemy's maximum health a second, after all the settings above. With the burning limit of Signs Tweaks Remaster on as well, the lower limit counts.[/]
[][b]Critical hit damage, %[/b] and [b]Counterattack damage, %[/b] (0 - 1000, default 100).[/]
[][b]Damage to Geralt from humans, %[/b] and [b]from monsters, %[/b] (0 - 1000, default 100).[/]
[][b]Aerondight keeps its charges when Geralt is hit[/b] (default Off) - the game halves them whenever Geralt takes damage with the sword drawn. They still fade with time and are spent by a kill at full charge.[/]
[]Damage at 0 % does not stop the game's instant kills. The damage settings do not reach what an enemy leaves on the ground: roots, ice spikes, acid.[/]
[/list]
[b]Runes[/b]
[list]
[][b]Stribog: stagger[/b], [b]Dazhbog: burning[/b], [b]Devana: bleeding[/b], [b]Zoria: freezing[/b], [b]Morana: poison[/b], [b]Triglav: stun chance[/b] (-100 never, 0 as in the game, 100 always; default 0) and [b]Duration of these six effects, %[/b] (25 - 300, default 100; a stagger keeps its length).[/]
[][b]Chernobog: attack power[/b], [b]Svarog: armor piercing[/b], [b]Veles: sign intensity[/b], [b]Perun: adrenaline gain[/b], [b]Glyphs of signs: sign intensity[/b], [b]Glyph of Mending: vitality regeneration[/b] (0 - 300 %, default 100). More attack power from Chernobog also makes the effects of a sword hit last longer, as attack power does in the game.[/]
[]The page changes what runestones and glyphs do, not the numbers in item tooltips. Runestones count only while their sword is drawn. Runewords, glyphwords and the Glyphs of Warding, Binding and Reinforcement are not changed. Do not combine the page with another mod that multiplies rune values: both would apply.[/]
[/list]
[b]Finishers[/b]
[list]
[][b]Finisher chance, %[/b] (0 - 100, default 30), [b]The last enemy is always finished[/b] (default On), [b]Chance bonus: level difference, Axii[/b] (default On). Chance 0 still leaves the game's finisher on the last enemy: switch off "The last enemy is always finished" to drop that one too. Finishers forced by a quest or by the Bloodbath mutation stay.[/]
[][b]Finish while other enemies attack[/b] (default Off).[/]
[][b]Set the share of the new finishers[/b] (default Off) with [b]Share of the Remaster finishers, %[/b] (0 - 100, default 35) - see the three new Remaster finishers as often as you like.[/]
[][b]Aard finisher without the skill[/b] (default Off).[/]
[][b]Finisher camera[/b] (As in the game / Always / Never, default As in the game), [b]Set the slow motion[/b] (default Off) with [b]Time speed during the finisher, %[/b] (5 - 100, default 10). The slow motion plays only with the finisher camera; for the camera without slow motion set the time speed to 100.[/]
[]A finisher needs a human enemy killed by a sword blow. City guards are only knocked out, so they get the short non-lethal finisher.[/]
[/list]
[b]Dismemberment[/b]
[list]
[][b]Dismemberment chance, %[/b] (0 - 100, default 30); [b]Separate chance for monsters[/b] (default Off) with [b]Dismemberment chance, monsters, %[/b] (0 - 100, default 30).[/]
[][b]A critical hit always dismembers[/b] and [b]Bombs, frozen, Yrden always dismember[/b] (default On).[/]
[]Chance 0 switches dismemberment off completely, the two "always" switches included; with a separate chance for monsters, each slider does this for its own enemies.[/]
[/list]
[b]Enemies[/b]
[list]
[][b]Enemy parry chance multiplier, %[/b] and [b]Enemy counter chance multiplier, %[/b] (0 - 300, default 100 = as in the game). The counter multiplier scales the counter an enemy makes out of a parry; counters after a dodge or a hit taken keep the game's chance. Enemies with no parry chance in the game (pirates, many monsters) never parry.[/]
[][b]Enemies that parry also parry strong attacks[/b] (As in the game / All of them / None of them, default As in the game).[/]
[][b]Enemy stamina regeneration, %[/b] and [b]Enemy stamina cost of a parry, %[/b] (0 - 300, default 100 = as in the game). An enemy without stamina cannot hold its guard and staggers from Geralt's blows; a higher parry cost also means it needs a fuller bar to parry. On Death March, about 30 % regeneration comes close to the other difficulties.[/]
[/list]
[b]Presets[/b]
[list]
[][b]Preset[/b] (none / As in the game (reset all settings) / Cinematic / Easy block / Hardcore) and [b]Apply the chosen preset (switch on)[/b] - browsing the list changes nothing until you apply.[/]
[]A preset changes only its own settings. Cinematic (more finishers and dismemberment, the finisher camera always) combines with the other two. Easy block (heavy attacks blockable, holding block counters, kinder timing, arrows too) and Hardcore (combat actions cost stamina and need it, enemies parry and counter more) replace each other. "none" takes the presets back, "As in the game" resets everything. A preset leaves "Enable this page" as it is.[/]
[/list]
Translated into all 18 game languages.

[size=5][b]Requirements and compatibility[/b][/size]
[list]
[]The Witcher 3 patch 5.0 or 5.01 (Remastered). Not for older versions.[/]
[]The mod replaces no game files, it only adds its own scripts: no Script Merger needed.[/]
[]Mods that change the same things (damage, the speed of Geralt's attacks and dodges, adrenaline, blocking and countering, finisher or dismemberment chances, stamina costs of combat actions, enemy parries) overlap with this one. Use one of them for that part, or switch off that page here with "Enable this page". Finisher and dismemberment chances, damage through a block and the adrenaline drain delay left at their defaults keep whatever the game or another mod sets.[/]
[]The mod acts on Geralt only. Ciri plays as in the game.[/]
[]Safe to add to an existing save and to remove at any time. The mod stores nothing in your saves.[/]
[/list]
[size=6][b]How to install[/b][/size]
Install with Vortex, or extract the archive so that you have, for example: C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3\Mods\modCombatTweaksRemaster

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