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[TW2][mod] CEO: Complete Equipment Overhaul

Kindo 

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05.05.2012 @ 18:44 #41

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14.05.2012 @ 20:49 #42

was thinking of trying this mod and I had a few questions, is it compatible with the enhanced edition of the witcher 2?

No game breaking bugs or balance issues? and did you add the hidden swords into the mod (I heard that there are some weapons in the game files that did not make it into the game for player use.)

Great job btw
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17.05.2012 @ 10:29 #43

Darspiron said:

was thinking of trying this mod and I had a few questions, is it compatible with the enhanced edition of the witcher 2?

No game breaking bugs or balance issues? and did you add the hidden swords into the mod (I heard that there are some weapons in the game files that did not make it into the game for player use.)

Great job btw ›››


My questions exactly xD

Well when i first played the witcher 2 i found it super hard on NORMAL and now i am playing on HARD and it's not even a challenge, it's way easier than i remember =[

So i just wanted to know if it's compatible with EE and are there any known bugs?
Cheers
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18.05.2012 @ 21:34 #44

Mariusmssj said:

My questions exactly xD

Well when i first played the witcher 2 i found it super hard on NORMAL and now i am playing on HARD and it's not even a challenge, it's way easier than i remember =[

So i just wanted to know if it's compatible with EE and are there any known bugs?
Cheers ›››


Here's a reply from Kindo, the mod creator :

"CEO is compatible with the Enhanced Edition, and there are no game-breaking bugs present, to my knowledge - the few bugs that have been there, have been hotfixed in recent releases. As for balance issues, that's exactly what I set out to correct with the mod; to make the game feel more balanced. Overall, it should make combat a bit more challenging, but you are also offered more versatile selection of equipment, and you are given more options in general, as I've done my best to make all the items different in some way. This allows you to better customise what you have equipped, to suit your personal taste and playstyle, rather than what's "clearly more powerful," for example.

As for the items that were added to the game in the Enhanced Edition, they are indeed buggy. Many of them have incomplete entries, and may show up as invisible, for example, but they have still been added to the loot lists, for some reason. I haven't done anything to remove them from the game, yet, but I have tried to re-balance their attributes, at least, so that they shouldn't disrupt the challenge-curve.

Kindo"
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Kindo 

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26.06.2012 @ 22:52 #45

The latest version is 1.6e, and is available for download on the Nexus. Link

The mod is compatible with the latest version of the game (version 3.2).

v1.6e
=====
• Fixed typos related to meteorite ore in the shops, causing them not to appear. (Thanks to user khylder for bringing this to my attention.)
• Updated Mutagenology with the same fix.

v1.6d
=====
• Previous hotfix for oils and oil recipes that were supposed to be available at merchants, has also been applied to the Mutagenology optional download. (Thanks again to user delamer for reminding me.)
• The Aard knockdown bonus stat has been removed from the Concentration Mutagen. Two reasons: It is not working the way I thought, and is therefore quite useless, and secondly because of changes made to Aard if you are using Better Combat.
• The same has been done to potions, and instead they give a modest bonus to Sign Intensity. If you use Better Combat, you'll most likely be using those potion modifications, anyway, but just in case.
• Sign Intensity on potions was changed to multipliers.

v1.6c
=====
• Hotfix for various oils and oil recipes that were not properly added to the merchants. (Thanks to user delamer for spotting this.)
• Mysterious Enhanced Edition swords were weakened a bit further. (Thanks to user Pacerot for the advice.)

v1.6b
=====
• Hotfix for the stat that adds a bonus to backstabs. Wrongly used decimals caused unwelcome issues (+2000% instead of +20%). Thanks to blackninjato for pointing it out.

v1.6a
=====
• A few corrections had to be made in order to fit Better Combat.
• Dagger Throw Damage bonus removed from equipment, since it doesn't work.
• Fixed the mutagens back to their intended values - mix-up with Mutagenology-merge.
• Critical Effects Mutagen revised with slightly lower values.
• Range Mutagen was given a small bonus to damage bonus on signs.
• Vitality Mutagen was given a minor bonus to vitality regen in combat.

v1.6 "Better Combat Compatibility"
==================================
• Most changes made have been to make CEO better fit the new and updated version of the Better Combat mod. Much of it is related to damage reduction while blocking, which has been drastically reduced. This was a change I had been thinking about even before, however, only not so concretely. The two mods still work perfectly separately, but thanks to these changes, using them together is now possible without much hassle.
• The two quest reward swords related to the new quests in Act 3 (Roche) have been altered - I missed them in the earlier updates.
• Dark weapons have been somewhat weakened.
• Minor revisions here and there.
• While "Invisible Tooltips Fix" will not be discontinued, Bomb- and Trap damage bonuses have been removed from all gear, due to them not working properly.
• Dark Mode Visual Effects Removed - CEO-compatible optional download has also been updated.
• Mutagenology - CEO-compatible optional download has also been updated.
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