The Incredible Adventures of Van Helsing: Final Cut

The Incredible Adventures of Van Helsing: Final Cut

[MOD] Skill Description Tweaks (compat v1.0.4)
English spelling, punctuation, and clarification tweaks galore!

Disclaimer: The author keeps no responsibility for any strange errors within your game should you use this mod. Many changes were made as a matter of preference, while attempting to stay true to the original text. All changes are text-only and are made in-line, and while typos are possible, nothing contained in these files is capable of breaking your game or your character!
Originally posted by Megapull_Neocore:
Just adding that we do not provide support for anyone who edits the game files, so use these at your own risk.

Multiplayer Disclaimer: Any editing of files in any way will change your version checksum. In simplest terms, this means that while using any mod or collection of mods changing Van Helsing: Final Cut, you may only play with people who also have the exact same setup of mod(s).

Current Compatible Game Version: 1.0.4
-- CURRENTLY INCOMPATIBLE WITH Van Helsing Enhanced. Patch incoming! --

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DESCRIPTION
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Back during the Final Cut beta, I spent a great deal of time (all in all roughly about 25 hours spread over several days) going through the skill descriptions and trying to tune things up a bit. Some descriptions were worded oddly, some were confusing, some had typos or were missing punctuation. Some were strangely long considering the information they delivered, others were so short they felt like spreadsheet shorthand. While everyone else was posting bugs, I figured I'd give my inner English teacher an escape.

Sadly, my changes weren't used. The devs were still tweaking skills, moving things around, changing things outright, that sort of thing. While they thanked me for the work, they ended up not being able to spare the time to go through my changes during crunch time. So I figured, hey, they kept the file structure the way it is, why not update my files to the current release and post them myself? Maybe someday they'll be incorporated by default, but for now, I have the spare time to keep them up to date!

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FILES
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Current Compatible Game Version: 1.0.4
-= Download here![drive.google.com] =-
All versions can be found here. Be sure to use ONLY the version meant for your version of the game. Using an older or newer version will mean that some skills may not do what they say they do!
-- CURRENTLY INCOMPATIBLE WITH Van Helsing Enhanced. Patch incoming! --

Extract the zip file, copying the "Strings" folder to:
...\steamapps\common\The Incredible Adventures of Van Helsing Final Cut
(Or wherever you may have installed it.)

Backup defaults of the associated version are provided if you wish to uninstall. If doing so, you need to copy them into:
...\steamapps\common\The Incredible Adventures of Van Helsing Final Cut\Strings\Eng\Langs

You should NOT need to uninstall this mod if a new version arrives. Steam should detect the modified files and automatically overwrite them with new versions. However, you cannot use old versions of the mod with a new update! I should be able to make updates within a day or two of a patch release, in the mean time your skills will still work just fine.

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CHANGELOGS
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Most Recent: Found alongside the downloadable zip file.
Older: Archived Here[drive.google.com]

Significant Mention for 1.0.2 onwards:
Mention of "Block" in relation to the Deflect mechanic has been changed to "Deflect". Required some slight rewording. Blocking now specifically refers to the Protector skills of Shield Block and Lesser Shield Block. There were a few I didn't want to change, as I wasn't sure what they were referring to directly. If you see anything "Block" that seems to be affecting the Deflect mechanic, please let me know in the comments.

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METHODOLOGY AND THEMES
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Major Themes:
- Grammar and punctuation consistency.
- Uniform descriptions (skills/upgrades/powerups with similar effects also worded similarly).
- Many descriptions adjusted to be more verbose, either to lessen potential confusion or to fit the game's overall tone more closely.
- Plurality changes made, always assuming the plural form is priority.
(eg. "Target is stunned for 1/2/3 second" becomes "for 1/2/3 seconds".)
- Shorthand descriptions replaced with more descriptive, less jarring ones, because why draw players in with poetic dialog then throw spreadsheet shorthand at them?
(eg. Replacing "+%damagebonus_ Damage" with "Damage is increased by %damagebonus_", etc.)
- Odd spellings that are thematic and not strictly typos are unchanged.
(eg. "Elyctric".)


Minor Preferences: (Changes here are made when something feels uncomfortable.)
- "Target" rather than "Enemy" for attacks, or where sounding appropriate. Mostly single, directly targeted attacks, with exceptions.
(eg. Strike: Outgoing attack. Enemy is directly targeted. "Attack ignores __% of target's Physical Resistance")
- "Enemy" rather than "Target" for incidental effects, or where sounding appropriate. Mostly area-of-effect attacks or abilities, with exceptions.
(eg. Frost Sphere: AoE ability on self. Enemy not directly targeted. "Creates a protective frost sphere ... Enemies also have their movement slowed.")
(eg. Cleave - Mighty Swing: Outgoing attack. Enemies are directly targeted. "Enemies struck ..." sounds better than "Targets ..." or "Targets struck ...".)
- "Decreased" replaced with "Reduced" in appropriate cases.
- Removed plus (+) signs from most abilities that add additional or increased effect, for double positive redundancy reasons. Would remove double negatives, but cannot, as they're part of skill scripting and not the display strings.


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KNOWN ISSUES
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v 1.0.4
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- Negative (-) signs being used in certain skills and not in others. Causes double negatives in some places. Clarification changes not included. Skill data may need to be changed? Not touching these myself.
* eg. Stormstrike - Raging Storm: "Stormstrike powerups cost 2 less Rage." / stormstrike_m1.cfg: "action[0].mod.values=-2.0,0" , "action[0].mod.tagmul=-1.0"
* eg. Smashing Blow - Wrath of Mind: "Activating powerups costs -1/-2/-3 less Rage." / gigaBash_powerupCost.cfg: "action[0].mod.values=-1.0". Needs added "action[0].mod.tagmul=-1.0"?
(Solution: Edit skill stript files. Currently outside scope of project, not string controlled.)

- Skills are not formatted properly.
* Any skill mastery that uses the <effect#> tag has no line break between that string and the Skill Point Cost. Potentially stemming from <effect#> tags in base skills no longer being double-spaced?
Example: http://i.imgur.com/JZaJXN6.png
(Solution: Unknown. Standard XML line break attempts failed. Assumed to have to do with the new skill popup formatting design; not controlled by Lang_Skills XML files.)

- [Constructor - Deploy Turret - Concussive Ammunition]
* Description's called variable does not have a percentage (%) sign included in the variable.
(Solution: Included as part of the modified string, as a temporary fix.)

- [Bounty Hunter - Icicle Shot - Touch of the North]
* Description references variable "%dot_", which doesn't exist. Correct tag is "%bleeding_".
(Solution: Replace "%dot_" with "%bleeding_" in string. Has been incorporated into mod.)

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MY MODS
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Protector Durability Improvement
Maybe now your Protector can take a hit or three!
Skill Description Tweaks
English spelling, punctuation, and clarification tweaks galore!
Last edited by Feline Pawtism; 24 Nov, 2015 @ 2:40pm
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Showing 1-12 of 12 comments
Cross{x}Hair 7 Nov, 2015 @ 8:46pm 
I love this idea, I too think the skill description range from vague to text overload.
Feline Pawtism 7 Nov, 2015 @ 8:53pm 
Hahaha, yeah, they can be! Some of them really do just have so many effects that it can be a bit overwhelming, but I tried to reword things so that they'd feel a bit more comfortable to read. If the dialog in the game is flowing and poetic, why not the skill descriptions as well?

Hopefully having consistent patterns in the skill descriptions means that people will be able to just glance over and know what effect and how much of one it has, without the description being choppy and short. The common method boils down to "subject" -> "adjustment" -> "value".

+%damagebonus_ damage
becomes
Damage is increased by %damagebonus_.
Quick readers still know the who/what, how, and how much at a glance, and it looks better.

Targets are ignited taking %dot_ of the original damage per second, for 10 seconds
becomes
Enemies struck are ignited for 10 seconds, taking %dot_ of the original grenade damage each second.
Same here, quick readers know who, what, how long, and how much at a glance, and it reads much more smoothly, with a clarification on what specifically is being considered in the "how much".

Some descriptions did get longer, but the clarity tradeoff is worth it!
Last edited by Feline Pawtism; 7 Nov, 2015 @ 9:54pm
Feline Pawtism 11 Nov, 2015 @ 2:26pm 
Updated to 1.0.1!

I apologize for the delay. Fallout 4 is a devourer of free time!
The sheer ammount of spelling errors, typos, and bad descriptions in this game always bugged me. Thanks for doing the dev's job.
Feline Pawtism 11 Nov, 2015 @ 5:49pm 
Originally posted by ILL-LEAGUE-AL LEGENDS:
The sheer ammount of spelling errors, typos, and bad descriptions in this game always bugged me. Thanks for doing the dev's job.
Hey, somebody has to! :P I know there's still some more in there, as well. There's a few on my constructor I've looked at and wondered what it actually does because the description is so vague, so this is definitely a work in progress.

Feel free to report things that seem unfinished or are still wrong! I can't imagine I caught every single thing. The 1.0.1 patch fixed a couple spelling errors I didn't see, so I'm sure there are still more.
Did you identify what "blocking range" does? As well as differentiate what things actually change the blocking mechanic or the deflect mechanic, because I've noticed they just use those two words interchangably, even though they refer to two completely separate mechanics.
Feline Pawtism 11 Nov, 2015 @ 6:48pm 
What would that be in reference to? Is there a particular skill?

I'd start digging, but I'm a bit distracted. Learning and experimenting with the scripts to try and grant the Protector bonus DR and whatnot.
Last edited by Feline Pawtism; 11 Nov, 2015 @ 6:49pm
Feline Pawtism 11 Nov, 2015 @ 7:36pm 
Originally posted by ILL-LEAGUE-AL LEGENDS:
Did you identify what "blocking range" does? As well as differentiate what things actually change the blocking mechanic or the deflect mechanic, because I've noticed they just use those two words interchangably, even though they refer to two completely separate mechanics.

Double posting for reasons. As far as I can tell, Block and Deflect, as in the words and in terms of damage mitigation (not something like stopping movement), are the same mechanic. When I look up Block in the strings (and sometimes compare to the scripts), skills that say Block are referencing Deflect. So this would be a matter of clarification, I think. I'll keep it in mind.

Of course Shield Block and Lesser Shield Block are a different mechanic, doing something else entirely. They're fixing your Damage Reduction at 100%, but only in a 180* arc in front of you. They aren't actually deflecting anything, as in the mechanic Deflect, but instead just reducing damage to nothing. within their arc.

I may have missed something, but I can't find anything that's saying "Blocking Range", or "Block Range", or anything like that.
Last edited by Feline Pawtism; 11 Nov, 2015 @ 7:41pm
Feline Pawtism 12 Nov, 2015 @ 1:19pm 
Updated to 1.0.2.

Made Block/Deflect changes to clarify what's referring to Block as the Protector skills, and what actually refers to the the Deflect mechanic. There were a few I didn't want to change, as I wasn't sure what they were referring to directly. If you see anything "Block" that seems to be affecting the Deflect mechanic, please let me know in the comments.
Feline Pawtism 18 Nov, 2015 @ 10:27am 
Updated to 1.0.3.

Replaced minor Neocore grammar fixes with my edited ones again. They added "the" to a couple lines. Hey, progress! :P
Last edited by Feline Pawtism; 18 Nov, 2015 @ 10:28am
Not a God 26 Dec, 2017 @ 10:29am 
So, does this work with the enhanced mod?
Feline Pawtism 27 Dec, 2017 @ 9:37am 
I stopped updating this mod a long time ago. I joined the Enhanced team, and its changes were implemented in Enhanced directly.
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Date Posted: 7 Nov, 2015 @ 8:00pm
Posts: 12