The Witcher 2

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benjatheavenger

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benjatheavenger

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18 comments

  1. Zethras
    Zethras
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    Not working for me, other than the fact that it conflicts with other mods I use (Namely "Dark Items at all difficulty levels)
    1. AngronWorldsEater
      AngronWorldsEater
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      Hi, friend. How to correctly install several mods so that the same files  base_scriptsdo not replace each other?
  2. AMPreturned
    AMPreturned
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    Overwriting base_scripts.dzip with only a mod version will always cause problems. I saw that the .xml are extracted & know, how to rewrite them. Thanks.
  3. Asrakorn
    Asrakorn
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    I have the Enhanced Edition and I did some search on the file, and I'm going to see if works.
    I have changed on the 'player.ws' in base_scripts>game>player folder.

    // Levelup
    function SetLevelUp()
    {
    var levelname : name;
    var talents : int;

    if (level < 70)
    1. JovianStone
      JovianStone
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      Thanks!! I had to revert to an older save in order for it to work but it does in fact work. I too reached 35 in ACT II and was pretty ticked off.
    2. Chalkstix
      Chalkstix
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      A good and useful comment.

      I used Gibbed RED Tools to unpack the base_scripts.dzip, change the player.ws and repack the base_scripts folder to a new base_scripts.dzip
      Hopefully it will work but I have no way to test it yet. I am only lvl 7 and only time will tell.
      Should it or should it not work on a game in progress, or would one have to start completely over?
      The question here is, I guess, does the game use base_scripts.dzip as it currently is and loads it everytime you open the game, or does it only load the settings from the file when you start a new game and then keep all the settings as they were then.
    3. SweetDaggerfall1
      SweetDaggerfall1
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      Line 4029 (if using Notepad++ to view the file).

      I know the original mod came with many other changes (to XP gains and Monsters etc), but if a main complaint is that people are hitting the default level 35 cap halfway through the game, simply doing this tweak (change <35 to <70) should be all that is needed to overcome that immersion breaking interruption to level gains through much of the game?

      The main issue i'm trying to work out is what to do with the 'abilities' folder the mod includes. The instructions say to put the mod in the main 'CookedPC' folder, but that means the incuded abilities folder (once you unpack the 'base_scripts' of the mod) is a totally new addition to the game folders. How does the game know to use it etc and is it essential for the mod to work if you just make that <30 to <70 level cap change?
  4. AdamP
    AdamP
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    Thanks for the mod! I altered it a bit for my game and made maximum level 103, that way Geralt can get all skill points. I changed the hit points gained per level to +2HP for level 1-50, then only +1 HP for level 51-100. This lowers Geralts HP but keeps it in line with Better Combat for EE mod which I am running. Also using CEO and playing on Dark mode.

    The lower HP balances well since Geralt is getting all the skills which give alot of HP buffs and other bonuses to offset it.

    I didn't do too much grinding and only made it to level 80 by the end of the game, so maybe exp earned needs tweaking a bit. I made all monster levels 110, and then gave them small exp points per kill, 1-5 points depending on monster difficulty. After the game multiplier it comes out ok, about 35 exp points for a nekker, drowner, etc and scales up for higher tier monsters.
    1. Aardan98
      Aardan98
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      Hey dude, is it possible for you to alter it, so the max level is 60 and share it with me? Or can you explain in detail what I have to do to alter it?
  5. NaryaVardarianna
    NaryaVardarianna
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    I have the normal version (without steam) and it also don't works for me. At Act 2 I reached 35 and I don't get lvl up anymore...
  6. croc123
    croc123
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    It would be nice to know what files and what changes were made - I am trying to merge three mods that all change base_scripts.dzip. The arm wrestling / dice poker mod, the two talents / level mod, and yours. The others are pretty straight forward, yours seems to have a lot of commented out lines. (Plus, I just broke an arm, typing is officially a pain...)
    1. benjatheavenger
      benjatheavenger
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      Hi croc123, it's a case of going through and seeing which lines are different. It's been a while since I played Witcher 2 and no longer have it installed. The commented out lines can be removed, they were perhaps part of other edits that I made for personal use but if they are "//"ed out then they are non-essential. I believe the talents per level is a single line of code and quite easy to find in the file (around the middle of the file if memory serves correctly). Some of the commented lines may have been to add abilities not available in the storyline on the push of the amulet button (such as the bonus gained from sneaking through the camp in Iorveth's path, not available on Roche's path), or the ability that was meant to be gained from fighting an Act 1 boss that was not implemented properly. I hope that helps. The files should be in the mod - one such is the npc/monster data file that alters the experience and hit point totals of monsters in the game to balance the new level limit better. They are big files but shouldn't interfere with any of the mods you mentioned so the file can be left alone.

      Ben
    2. benjatheavenger
      benjatheavenger
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      Sorry just realised the base scripts is an archive (dzip) and can't remember which files were changed! You could look at the size of the files and compare that to the originals. I think the main edit was in the 'player' directory and (I think) it was the only editable file (non-folder).
      Sorry I can't help more but like I said I no longer have it installed or the editing program for dzips

      Ben
  7. benjatheavenger
    benjatheavenger
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    So yeah it seems this mod will only work with the physical version of the game (not steam). The features are:

    - Level will go up to 70, instead of 35 with one talent point per level
    - HP scaling has been changed from a flat amount per level to a decreasing number with each level. Level 70 is equal to the old level 35 in terms of HP
    - Some monsters are slightly tougher
    - Monster XP is now given to double previous level (eg. nekkers that stopped giving xp at level 11 now give xp to level 22)
    - Monster XP is increased, with diminishing returns
    - Quest XP remains the same, making killing monsters more of a reward, rather than unbalanced focus on quest rewards

    Hope that clears up any issues and sorry for people who have the steam version but I didn't have this version of the game and so the mod was created for the physical version of the game.

    Ben
  8. Crappi
    Crappi
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    Got same problem as xencut, reached max level (35) at beginning of act 2 .. kindda kills the whole exploring and monster killing fun .. :/
    As xencut , I also play on Steam (Enhanced Edition) ..
  9. xencut
    xencut
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    It doesn't work with steam version (enhanced edition).

    Update: I just finished the whole game. It seems that you get the extra xp from the monster kills, although your level will cap on 35. I managed to reach max level on act 2.
    1. maraviclin
      maraviclin
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      is it just because you have the free week version maybe? or did you buy it?
  10. maraviclin
    maraviclin
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    s#*! really?