The Witcher 3
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Ucross

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About this mod

A modification to Witcher 3 in order to increase balance, challenge, and verisimilitude.

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A modification to Witcher 3 in order to increase balance, challenge, and verisimilitude.   The goal of the mod is for a much more challenging experience that more closely resembles what the world of the Witcher 3 is really like.   To say that Death March is punishing (all the way through) is an understatement.   You will likely die many times if you play on Death March.   You may want to start on one of the easier difficulties where the enemy resistances, stamina, and damage is much less.  Overall combat is more lethal both for you and the enemies.  
 
This mod is for players who want to push the game and don't want it to break.  It makes combat much more enjoyable as using multiple signs and skills are more useful.   If you want combat to have more depth and fun then this mod is for you.  I'm a player that likes to push the limits of every game so I needed a mod that allowed me to do that without becoming boringly easy.   This mod isn't flashy or fancy; it's just well done.
 
*Please endorse if you enjoy this mod*
 
Installation:
Replace the following files with the files from the zip you downloaded:
1) Your "patch.bundle" in "...\The Witcher 3\content\patch0\bundles" directory. 
2) Your "startup.bundle" in "...\The Witcher 3\content\content0\bundles" directory. 
3) Your "xml.bundle" in "...\The Witcher 3\content\content0\bundles" directory. 
4) Copy the "ModHardCore" directory in to your "...\The Witcher 3\Mods" directory.
 
You need to start a new game for this mod to work.
I recommend using the following as well:
 - Auto loot (Herbs Only): http://www.nexusmods.com/witcher3/mods/315/
 - Instant Sign Casting: http://www.nexusmods.com/witcher3/mods/81/
   - Note: you should make sure you set Ciri's Special attack "IK_Q=(Action=CiriSpecialAttack)"
 - Subtitles off
   
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Ucross' Hardcore Mod v4.07
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[Overall]
 - Items cannot be sold
 - Quests give double gold
 - Removed most randomly spawned loot from containers
   - Note: This means most non-quest treasure hunt ?'s will lead to nothing
 - Burning, Poison, Blind and Bleeding damage decreased by 60% but duration doubled
 - Food and drink has a more minimal but longer last effect
 - Being drunk lasts 10s (from 30s)
 - Duration of Enhanced weapons and armours to 60min (from 15) 
 - Repair kits to 5/7/10% (from 15/40/90%)
 - Dismantling and disassembling prices reduced by 90%
 - Trophies add more various and more useful effects
 - Potions/Decoctions/Oils/Bombs/Misc are be sorted nicely
 - Only alcohest can be used to refill bombs, potions, and decoctions
 - You can fast travel from anywhere
 - Death screen appears very quickly on death
 - Alchemy/crafting menus start collapsed, quest menus are start opened
 - You can now jump in shallow water
 - Refilling items during meditation is optional
 - You can now store all items in your stash (1st tab is all but quest, 2nd tab is quest)
 - Places of power to 30% sign intensity for all signs (from 20% for a single sign)
 - Increased the effect low durability has on equipment
 - Equipment costs a lot more to repair
  
[Maps]
 - Default zoom for main map is much larger
 - You can zoom unlimitedly on the main map
 - Minimap is twice as large
  
[Enemies]
 - Enemy health to 100% (from 50%, 110%, 130%, and 180%)
 - Enemy damage to 100/150/200/250% (from 50/130/230/330%)
 - Enemy changes for low/high/deadly level attack damage to 0/60/250% (from -40/120/500%) and health to 0/100/200% (from 0/350/800%)
 - Enemy stamina pool on Death March to 200 (from 100)
 - Enemy resistances on Death March to 20% (from 10%)
 - Human enemy health reduced by 60%
 - Human enemy armour gives more protection
 - Human enemy taunting and parry chances reduced significantly
 - Human enemy dodge and counter chances raised significantly
 - Wild Hunt enemies have more damage resistance
 - Enemy fist fighters have only 20% health and damage
 
[Combat]
 - You cannot access your inventory during combat
 - You do not automatically switch, unsheath or sheath your swords anymore
 - Strong attack does 160% of fast attack damage (from 133%)
 - Base critical hit damage increased to 50% (from 25%)
 - Getting hit removes 0.5, 1, and 3 adrenaline (from 0.05, 0.1, 0.3)
 - Light attack, parry, counter, dodge and evade cost 3 stamina
 - Heavy attack, roll and jump costs 15 stamina and 3s stamina delay
 
[Geralt]
 - The first 5 levels require much less experience
 - Experience from quests to 80% (from 100%)
 - You always receive full experience for quests, regardless of level
 - Base Vitality to 1500 (from 3500)
 - Base Stamina regeneration reduced by 80%
 - Base toxicity degen to 0.04/s (from 0.25/s)
 - Vitality and spell power gain on level up removed
 - Attack power gain on level up to 0-1 (from 1-4)
 - Base Poison and Bleeding resistance to 0% (from 25%)
 - All skill and mutagen slots unlocked from the beginning
 
[Skill Tree Rework]
 
 - INNATE SKILLS
 - - Rage Management: If you do not have enough stamina, using a sign will consume an adrenaline point instead.
 - - Whirl: Spinning attack that strikes all foes in the surrounding area (cost: 200 stamina/sec).
 - - Arrow Deflection: Hold parry to deflect incoming arrows.
  
 - COMBAT SKILLS (each point in each skill increases vitality by 10 when slotted)
 - - (Fast1) Counterattack (5): Next attack 4s after you counter has 50-250% extra damage, increased crit chance, and may knockdown.
 - - (Fast2) Razor Focus (1): Gain 1 adrenaline point when entering combat.
 - - (Fast3) Crippling Strikes (5): Fast attacks cause enemies to lose 5-25 vitality/sec for 20s.
 - - (Fast4) Fleet Footed (5): Rolling now provides 20-100% damage reduction.
 - - (Strong1) Crushing Blows (5): Increases strong attack critical hit chance by 2-10% and critical hit damage by 10-50%.
 - - (Strong2) Deadly Precision (5): Each adrenaline point adds 1-5% chance to kill an opponent instantly.
 - - (Strong3) Sunder Armor (5): Strong attacks reduce enemy resistances by 10-50%.
 - - (Strong4) Strength Training (5): Increases strong attack damage by 5-25%.
  
 - SIGN SKILLS (each point in each skill increases stamina by 10 when slotted)
 - - (Aard1) Aard Sweep (1): Unlocks Aard Sweep (360 degree Aard).
 - - (Aard2) Far Reaching Aard (1): Increases Aard range by 9 yards.
 - - (Igni1) Fire Stream (5): Unlocks Fire Stream (a no damage flame-thrower that sets targets on fire for 9s) and reduces the cost by 0-60%.
 - - (Igni2) Pyromaniac (2): Increases the chance to apply burning by 50-100%.
 - - (Yrden1) Sustained Glyphs (5): Increases the duration of Yrden by 3-15 seconds.
 - - (Yrden2) Supercharged Glyphs (5): Yrden now causes enemies to lose 10-50 vitality per second.
 - - (Quen1) Exploding Shield (5): Quen can cause knockback, knockdown, and slight damage when it breaks.
 - - (Quen2) Quen Discharge (5): Quen reflects 20-100% of the damage back at the attacker.
 - - (Axii1) Delusion (3): Increases Axii effect in dialogues, decreases cast time, failed axii staggers, and immobilizes targets undergoing Axii.
 - - (Axii2) Domination (3): Allows Axii to affect 2 targets with 50-0% decreased effectiveness.
  
 - ALCHEMY SKILLS (each point in each skill increases toxicity by 2 when slotted)
 - - (Potions) Heightened Tolerance (5): Increases overdose threshold by 5-25% (overdose is eliminated at 25%).
 - - (Potions) Acquired Tolerance (1): Every known formula increases toxicity by 1.
 - - (Potions) Refreshment (5): An imbibed potions heals 10-50% of max vitality.
 - - (Oils) Fixative (3): Increases charges on blade oils by 50%, 100%, and then makes them unlimited.
 - - (Oils) Poisoned Blades (5): Adds a 6-30% chance to poison a target if a blade oil is in use.  Increased chance with higher level oils.
 - - (Oils) Protective Coating (5): Adds 5-25% protection from the monster type of the current blade oil.
 - - (Mutagens) Frenzy (5): When toxicity is above 0, time slows by 6-30% for 0.8-4.0s when an opponent begins a counter attack.
 - - (Mutagens) Tissue Transmutation (5): Mutagen decoctions increase vitality by 100-500 for their duration.
 - - (Mutagens) Synergy (1): Doubles the effectiveness of all mutagens and mutagen links.
  
 - GENERAL SKILLS
 - - Cat School Tech (1): Increases fast attack damage by 3% and critical hit damage by 10% for each piece of light armour.
 - - Griffon School Tech (1): Increases sign intensity by 5% and stamina regeneration by 0.5/s for each piece of medium armour.
 - - Bear School Tech (1): Increases strong attack damage by 3% and vitality by 3% for each piece of heavy armour.
  
[Base Signs]
 - Stamina cost for Yrden/Axii/Quen, Igni/Aard/AardSweep to 80/80/80, 40/40/40 (all from 100)
 - Igni damage to 75 (from 100) and does not cause burning
 - Quen duration to 6s (from 30s), base health to 10 (from 200), damage reduction to 80% (from 100%), and works on non-lethal fall damage
 - Yrden to 40-60% slow (from 20-45%)
 - Axii duration to 3s (from 5s)
 
[Potions]
 - Clearance Potion (respec potion) to 10 gold (from 1000)
 - White Honey Potion quantity to 0 and you don't begin with the recipe (unusable)
 - Quantity of all potions to 1/1/2 except swallow (from 2/3/4 and other various combinations)
 - Toxicity of all potions increased significantly (min is 40 except swallow)
 - Duration of all potions to 5 min (except quest potions and swallow)
 - Black Blood to 30-50% returned damage (from 15-30%)
 - Maribor Forest also increases critical hit chance by 10-30%
 - White Rafford to 30/40/50% healing (from 35/60/100%) and 100 toxicity (from 30)
 - Full Moon increases vitality by 200/300/400 (from 150/250/350)
 - Golden Oriole also increases vitality by 100/200/300
 - Petri’s Philter now adds 40/60/80 maximum stamina
 - Swallow to 20/40/80 vitality/sec, quantity to 4/5/6, duration to 20s, toxicity to 10 and reduces vitality by 96-99% (!)
 - Thunderbolt to 30-40% attack power (from 30-35%) and critical chance removed
 - Tawny Owl stamina regen to 3-4/sec (from 5-10)
 
[Decoctions]
 - Duration of all decoctions to 60 min (from 30)
 - Katakan decoction to 30% crit chance (from 10%)
 - Archgriffin decoction to 1% of total hp damage per hit (from 10%)
 - Foglet decoction to 50% sign intensity (from 25%)
 - Wyvern decoction to 2% extra damage per hit (from 1%)
 - Dopler decoction to double crit damage from behind (from 50%)
 - Troll decoction to 5/1 regen (from 100/20)
 - Fiend decoction to 80 weight (from 20)
 - Grave Hag decoction to 1 regen/kill (from 5)
 - Ekhidna decoction to 0.1% of stamina to health (from 10%)
 - Ancient Leshen decoction to 0.1 stamina regen / sign cast (from 2)
 - Reliever's decoction to 30% extra damage against and 30% less damage taken from wraiths (from 10% and 15%)
 
 [Oils and Bombs]
 - Oils to 50/75/100% attack power (from 10/30/50) and to 6/8/10 charges (from 20/40/60)
 - Human, Elementa and beast oil to 30/40/50%
 - Necrophage and wraith oil to 100/150/200%
 - Ammo of all bombs to 2 (from 1-5)
 - Level 1 bombs do 1/3 damage, level 2 bombs do 1/2 damage
 
[Mutagens and Runestones]
 - Greater Mutagens and normal mutagens require 5 of their lower counterparts to craft (from 3)
 - Mutagens lose their innate (non-link) bonus when you reload a save (vanilla bug - can't fix - re-equipping each time fixes this)
 - Red mutagens/links to 1, 1, 2 (from 5, 7, 10)
 - Blue mutagens/links to 2, 3, 5 (from 5, 7, 10)
 - Green mutagens/links to 20, 30, 40 (from 50, 100, 150)
 - Runestones are ~3x as powerful as vanilla
 
[Gwent]
 - Players cannot acquire scorch, dummy and horn cards
 - Far fewer cards are heroic (except spies are heroic)
 - A lot more cards have medic/scorch/etc.
 - Balance changes