The Witcher 3
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KoalafiedKiller

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KoalafiedKiller

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About this mod

An extensive overhaul rebalancing many of the skills, items, and tools available to the player. Keeps the game consistently difficult across the board and adds an enemy level scaling feature in tune with the game's original design.

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Changelogs
**In order to make this mod compatible with 1.22 please download the scripts folder I uploaded. Extract those scripts to the location indicated in the file's description. Merge the folders and overwrite all files when prompted**

**Please note a UI issue in the sign skills menu. It says that each tier will unlock at 6, 18, and 28 points. However the actual values at which they are unlocked are 6, 12, and 20. I had to lower them due to putting points into the alternate signs did not add the points in tree counter**



This mod was designed with the goal of keeping the difficult consistent across the entire game. I’m sure most of us spent the early game banging our heads against the keyboard, but by level 15 there was no more challenge. This mod has limited many of the skills and tools available to Geralt to prevent them from becoming over powered at any point in the game. No tool or skill, however, is useless. It is up to the players to pick the best skills and tools to synergize with their play style.

To install this mod simply unzip the dowload and place the folder “modWitchersWoe” in your “mods” folder in your Witcher 3 directory. This mod is known to be compatible with texture/graphic mods and Random Enemy Encounters. I cannot guarantee it will work with other gameplay mods.


Geralt Stat Changes
-Base health set to 4000. No longer gain health per level. Base health for NG+ is 7500.
-Set base encumbrance to 80. This helps make early looting a little less tedious.
-Applied stamina costs/delay to all of Geralt's actions in combat. Keep in mind, counters cost less than parrying. This is to encourage well timed counters rather than turtling up in combat. Keep in mind that having 0 stamina won't prevent any actions except for signs, you can still dodge, roll, and fight with 0 stamina.
-Stamina regeneration while guarding has been further reduced
-Stamina cost of sprinting has been reduced to 5 per second

Skill Changes
-Added all alternate signs (except for Axii alt), arrow deflection, and delusion as default abilities.  

Sword Skills
-Increased the cost of sustaining whirl. This ability is very easy to abuse and is capable of stunlocking many enemies. This was the best way to prevent abuse
-Set arrow deflection to have only one level. Reflecting arrows back at archers was a bit cheesy.

Sign Skills
-Aard now has a stamina regeneration delay of 3 seconds
-Igni now has a stamina regeneration delay of 3 seconds . Removed the burning chance from the base Igni.
-Yrden now has a stamina regeneration delay of 5 seconds. Increased the slow down hard cap that was put in place by the developers
-Quen now has a stamina regeneration delay of 6 seconds.
-Axii now has a stamina regereration delay of 4 seconds.
-Increased the base and burning damage of Firestream
-Drastically reduced the healing factor of Quen alternate. This ability is still useful as it costs less than a full quen and does not impose the stamina regeneration delay.
-Reduced the shock damage of Yrden alternate. Rather than being a turret of death like in vanilla, it now just helps keep swarms of enemies at bay.
-Removed the bonus damage from enemies controlled by Axii Puppet

Alchemy Skills
-Set Protective Coating to only 3 levels, which will grant a 15% defense bonus at max level
-Refreshment now only has 3 levels, allowing for a max of 15% health regeneration per potion
-Fast Metabolism now gives -0.2 toxicity per second per level. At max level, combined with Geralt's default toxicity degeneration, this will give -1.2 toxicity per second.

Perk Changes
-Lowered the stamina regeneration bonus from Griffin school techniques to 3% (from 5%)


Enemy Changes
-Monsters now gain resistance bonuses per level, such as bleeding resistance, poison resistance, etc etc.
-Stamina costs for Monster actions have been removed. This makes monsters appropriately aggressive as well as more reactive to your actions (ie, more counter attacks and dodges).
-Enemies will no longer get High and Deadly bonuses if they out level the player.
-Armor and physical resistances have been added to many solo type enemies to reduce the effectiveness of light attack spam. Players must now make more carefully timed heavy attacks to inflict serious wounds.
-Human stamina cost of parrying has been increased by 50%. This is to reduce parry spam by even the lowliest bandit.
-Stronger monsters will inflict bleeding or poisoning on their attacks

Alchemy Changes
-Alcohest and White Gull are now the only alcohols that will refill your consumables. Their recipes have been altered to balance this out.

Potion Changes
-All potions now have double their base toxicity.
-Swallow heals at half its normal rate in combat.
-Lowered the ammo count of Superior White Honey to 3 (from 5)
-Lowered the ammo count of Superior White Rafford's Decoction to 2 (from 3)
-Superior Golden Oriole no longer heals from poison damage

Bomb Changes
-Grapeshot now inflicts more silver damage at all levels. Monsters have much higher health than humans so the silver damage was buffed to account for this.


Decoction Changes
-The duration and toxicity off-set of Arch-Griffin decotion has been lowered. It is now meant to be used more like a potion than a regular decoction. It is meant to be a sort of last resort against tough monsters.
-Ekhidna decoction has been debuffed to disallow sign spamming to heal. It also has a shorter duration (60 seconds) and lower toxicity cost.

Food and Drink Changes
-All food and drink now heals at a slower rate but more a longer time. Food and drink no longer heal in combat.


General Changes
-[Version A] Difficulty health modifiers were changed to 50%/110%/140%/160% from 50%/110%/120%/180%.

-[Version A] Difficulty damage modifiers were changed to 100%/260%/370%/450% from 100%/130%/230%/330%. 

-[Version B] Difficulty health modifiers were changed to -50%/130%/165%/-30%.

-[Version B] Difficulty damage modifiers were changed to 100%/290%/350%/800%.
Version B is aimed to be closer to the vanilla game's values with the exception of Death March which is aimed to be a "realistic" take on the game. Enemies have far lower health than normal but also deal much more damage

-Selling prices have been reduced. Relics and high level items will still get a good price but low level, low quality goods will be much less profitable.

-Lengthened the duration of bleed and poison critical effects.



**Please read in order to implement all changes of the mod into your game. You DO NOT need to do this every time you install an updated version of the mod UNLESS I specifically state that there are skill changes that require it. Check the "changes" tab to know if you need to do this when installing an update.**
To fully implement all the skill changes this mod does require some steps involving console commands. In order to get all the changes of this mod complete the following steps;

  • Open your inventory and write down how many experience points you have and your current level

  • Drink a Potion of Clearance. You can spawn one via the command. Once you drink it write down how many total skill points you have          additem(‘Clearing Potion’) 

     2.1 If you have the special mutations from Blood and Wine you need to drink a restoring potion. Add one in with   additem('Restoring Potion'). Again, write down your skill points.
     3.  ***Make a manual save***. Enter the command      cleardevelop          this will reset Geralt to level one. This will NOT clear your inventory. I made a script change to prevent that from happening.
     4. Use the console command        setlevel(*your level here*)
     5. Use the console command         addskillpoints(*extra skill points needed to bring you to previous total*)
     6. Use the console command         addexp(*the amount of experience points you had*)   If you do not yet have the mutations from Blood and Wine, you are done. If you have them, continue to step 7.
    7. Enter the command    enablemutations(1)        The mutation menu will now be available again. Unfortunately, I have yet to figure out how to restore spent mutagens. So you will need to add which ever ones you need with the following commands

additem('Greater mutagen red')
additem('Greater mutagen green')
additem('Greater mutagen blue')
additem('Mutagen red')
additem('Mutagen green')
additem('Mutagen blue')
additem('Lesser mutagen red')
additem('Lesser mutagen green')
additem('Lesser mutagen blue')

You can now re equip your gear and reassign all of your skills. All appropriate skill changes should take effect at this point.
 

Uninstall Instructions
Unfortunately due to the skill changes there are some steps you must take to fully uninstall this mod.
-Enter your mod directory and go to modWitcherWoe/scripts/game/player/playerWitcher.ws. Copy this file
-Return to your game directory and go to content/content0/scripts/game/player. Paste the playerWitcher.ws file into it. The only change in this file is how the game handles the "cleardevelop" console command. No other changes from this mod will remain.
-Remove "modWitcherWoe" from your mod directory.
-Launch your game and follow the steps posted above in the description to reset your character. To reiterate, by having copied the playerWitcher.ws file into your game's scripts directory it should prevent your inventory from resetting when you use the "cleardevelop" command.