The Witcher 3: Wild Hunt

The Witcher 3: Wild Hunt

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Solvaring Jun 11, 2015 @ 2:31pm
Another toxicity bug?
Just drank a decoction and in my character stats sheet it says my tox is 0/100 but the green bar in the U.I. is 80% full and If i drink another potion ontop of that, swallow for instance, my character sheet will then state 20/100 when really it should be 100/100 and i should be taking damage at this point. If i try to drink another potion ontop of that a little window pops up in the U.I. and says it can't do that toxicity is x/100. So for example i just drank one decoction and then tried to drink another decoction and it says i cant do that current tox is 70/100 when in my character sheet it says 0/100 WTF is going on
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Showing 1-5 of 5 comments
Suspector Jun 11, 2015 @ 2:34pm 
have similar bug with overweight. Once over the max, it never get away (even when items are droped and UI shows less then max weight) except drinking the specail poision.
This happens since 1.05 patch.
Last edited by Suspector; Jun 11, 2015 @ 2:35pm
Moffin Bovin Jul 9, 2015 @ 2:52am 
i think this is also a bug with "Delayed Recovery" You can drink decoctions until your toxicity is over 70%. But your toxicity on your character sheet still says 0 and the potions you drink will wear off when their normal timer runs out.
ClancyDamon Jul 26, 2015 @ 2:58pm 
Decotions are bugged when it comes to potion toxicity across the board. They add to toxicity only in terms of how many potions you can drink, but nothing else. So for example, given my level and skills, I can drink three decoctions for a value of 240 (my max is 267). My character sheet says 0 toxicity, and none of my skills that rely on having toxicity are working. However, I can only drink 1 or 2 other potions. Even though my toxicity is listed as 20 in the character sheet (which seems to control when skills activate, such as Killing Spree or Frenzy) when I try and consume another potion it tells me I can't because my toxicity is at 260, the correct value.

I consider this to be a huge bug because it makes the use of Delayed Recovery impossible. Even if you're at lower levels, filling your meter with decoctions means none of your other Alchemy skills are active.
Solvaring Jul 26, 2015 @ 10:13pm 
I know it's such a bummer, i wish they would have fixed this in 1.07 but last time i played it seemed that decoctions were still buggy. I wonder what makes them function any differently than a normal potion, besides the length of time that they are active you would think there shouldn't be much of a difference in terms of the code written to execute their effects. Hopefully a modder can fix this. I have the tools to unpack the bundles and edit them and repack them, maybe i'll take a look at it. I tried creating a mod to re-enable a bunch of bombs that were disabled at launch, i guess they were available in test versions of the game because they are all commented out in the XML files but when i tried to uncomment them and re-add them it totally broke my game lol.
MACIORELLA Jul 26, 2015 @ 10:36pm 
Also toxicity marks disappear after a while.
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Date Posted: Jun 11, 2015 @ 2:31pm
Posts: 5