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Cthulhu Original SOTR Team CD Projekt RED
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Changelogs
Version 2.6
Overhauled the combat skill "Flood of Anger". Please, refer to the in-game description for more details.
Silverspiked Blow will now apply its own type of bleeding effect (Lethal Bleeding).
Enemies cannot resist Lethal Bleeding, regardless of their strength and type.
Lethal Bleeding prevents any type of health regeneration.
Lethal Bleeding effect will be removed once the NPC gets out of combat.
Greatly increased the range of primary mode Yrden as to make the sign more useful.
Supercharged Glyphs will now drain the stamina of enemies instead of their health.
Fixed several vanilla bugs related to Yrden.
Overhauled the magic skill "Exploding Shield" into "Quen Recharge". Please, refer to the in-game description for more details.
Fixed damage dealt by Quen Discharge scaling with Geralt's Quen spell power (vanilla bug).
Crossbows will now gain bonus damage based on Geralt's level.
Fixed crossbows firing with great speed while Geralt is in a combat stance.
Fixed Wraith Decoction draining stamina when casting its related Quen shield (vanilla bug).
Fixed Glyph of Warding not applying the proper bonus value.
Fixed Glyph of Binding not applying the proper bonus value.
Improved responsiveness of several School of the Roach keys.
Greatly improved dodging for NPCs.
Removed NPC dodging on projectile, as it didn't work well in vanilla.
Removed NPC dodging on bombs, as it didn't work well in vanilla.
Human NPCs holding a sword have a chance to parry arrows or bolts. The chance depends on the skill of the NPC.
Human NPCs holding a sword have a chance to parry bombs. The chance depends on the skill of the NPC.
Wraith teleporting stagger attack will now only stagger Geralt if he is currently parrying.
NPCs will no longer attempt to dodge, parry or counter if they don't have enough stamina for them.
Stamina drains for dodge, parry and counter will now use proper values for NPCs.
NPCs will no longer attempt to cast signs if they don't have enough stamina for them.
Stamina drains for sign casting will now use proper values for NPCs.
NPCs holding large secondary weapons will no longer raise their guards, however, they can still counter.
Fixed NPCs not parrying in unarmed combat.
Version 2.5e
Improved some custom combat animations speeds... AGAIN!
Axii in dialog no longer requires the Delusion skill. However, having the Delusion skill level match that of the dialog will ensure an 100% chance for the Axii option to be available.
Axii in dialog chances (for when your Delusion skill level is lower than that of the dialog) are: 35% (if your level is just one level lower than the dialog's level), 15% (if your level is two levels lower than the dialog's level), 5% (if your level is three levels lower than the dialog's level).
Version 2.5d
Updated "Familiar Music Replacement" mod.
Version 2.5c
Fixed Roach spawning in the wrong position on a game (re)load.
Version 2.5b
Fixed a race condition within Quen (vanilla bug).
Version 2.5a
Random attribute bonus(es) for Master and Magic items will now always be maxed when crafted from a weaponsmith or armorsmith.
Further adjusted some custom combat animations and their speed.
Increased stamina cost for parry, dodge and roll.
When using a steel sword you will have a bonus stamina cost reduction from parrying, but a penalty stamina cost increase from dodging and rolling.
When using a silver sword you will have a bonus stamina cost reduction from dodging and rolling, but a penalty stamina cost increase from parrying.
You can no longer dodge or roll without the required stamina.
Increased movement and sprinting speeds while in combat when using a steel sword (+50% for basic movement and +15% for sprinting).
Increased movement and sprinting speeds while in combat when using a silver sword (+75% for basic movement and +25% for sprinting).
Geralt will no longer stagger when getting hit while dodging and with at least one level of Fleet Footed active.
Fixed "Chance to deflect projectiles with Quen" (Vanilla bug).
Version 2.5
Fixed broken textures for some of The Witcher 2 armors.
Fixed horse spawn on (re)load implemented by 2.4b not actually triggering.
Half-swording on humans will now only trigger if the human enemy has plate armor covering his torso.
Half-swording will now always trigger on Wild Hunt warriors.
Added sound cues for the Special Attack toggle.
Version 2.4b
Roach will now always spawn in her last known position when (re)loading a savegame. This was added to prevent players from loading a game in the middle of nowhere with a missing Roach.
Potions from Tir ná Lia will now play the Drinking animation instead of the Eating animation.
Some small adjustments.
Version 2.4a
Improved animation speed for all newly added animations for Realistic Combat Animations and Half-swording (boost speed ranges from 30% to 50% depending on the animation type).
Increased minimum distance for playing medium distance combat animations as to allow small distance combat animations to play more often.
Added a new Fast Attack and Strong Attack mode for keybinding. In this mode you cannot hold the key to perform specials, instead you perform specials by toggling it on through a newly added toggle key and then pressing and holding the aforementioned Fast Attack and Strong Attack buttons. This was added as to solve issues with the game's input system.
Version 2.4
Added several new combat animations for Realistic Mode.
Added a half-swording mechanic. You can toggle it on/off via the School of the Roach/Combat Animations menu. Once turned on, the animations from strong attacks will turn into half-swording animations for heavily armored enemies.
Rebalanced ingredients and ingredient costs for some dilutors.
Reduced enemy stamina regeneration penalty from blocked one handed charge attacks from 8 seconds to 5 seconds.
Alchemy Table buff will now only apply for Potions, Oils and Bombs.
Updated Familiar Music Replacement mod.
Updated Pesky sword trails begone mod.
Version 2.3d
Improved realistic combat animations for Geralt.
Removed "Human Behavior" mod as it doesn't suit School of the Roach.
Greatly improved human enemy AI.
Now only human enemies holding a sword will parry. All others will dodge.
Nerfed one-handed enemy charge attacks. By blocking the charge attack, you will both stagger aswell as deplete the enemy's stamina entirely. The enemy will start recovering his stamina after 8 seconds.
Mismatched weapon damage (e.g. steel on monsters) will now only apply for the player.
Fixed a possible bug while detecting fistfights.
Version 2.3c
(Friendly HUD) Fixed an issue which could prevent Witcher Sense modules from not being disabled when Witcher Sense was set as toggle.
Version 2.3b
Applied lastest version of Familiar Music Replacement mod.
Version 2.3a
Fixed an issue which could cause the game not to detect a fistfight.
Version 2.3
Adapted to work with The Witcher 3 patch 1.31.
Added a realistic set of combat animations for Geralt. This can be switched between vanilla and realistic in the School of the Roach's menu.
Included the Familiar Music Replacement mod.
Version 2.2d
Fixed AI behavior for Fiends and Chorts (vanilla bug).
Version 2.2c
Fixed not being able to switch bolts when bolt level was greater than the player's in the Radial Menu.
Version 2.2b
Speed bonus from not wearing any armor reduced from 35% to 10%.
Medium armor speed penalty increased from 1% to 5%.
Heavy armor speed penalty reduced from 20% to 10%.
Fast attack speed bonus from skills increased from a maximum of 27% to 36%.
Strong attack speed bonus from skills increased from a maximum of 21% to 30%.
Removed speed bonus/penalty from casting signs.
Version 2.2a
Reduced armor ingredient minimum player level drop for some monsters.
Rebuilt soundbanks as to prevent an issue with sounds.
Version 2.2
Adapted to work with The Witcher 3 patch 1.30.
Rebalanced several aspects of the game (skills, enemies, foods, etc).
Hitting essence-based monsters with your steel sword will deal half the steel sword's damage (with the exception of cursed, vampire, magical and wraith creatures, which are immune to steel).
Hitting vitality-based enemies with your silver sword will deal 1/6 of the silver sword's damage.
Greatly decreased the buff values for human enemies with a significant greater level than the player.
Food and drink no longer provide health regeneration while in combat.
Acquired Tolerance skill now only applies for Potion, Decoction and Alcohol recipes.
Fixed the Undying skill (vanilla bug).
State of Rage and State of Focus skills no longer hide the HUD.
Alchemy table buff now allows for you to craft one additional alchemical item for an hour.
Fixed some impossible to beat fistfights.
Fixed Quen applying a minimum damage of 1 to the player.
Added four new music tracks to Gwent. Please refer to the FAQ section for more info.
Version 2.1i
Increased duration length of "Tavern at the End of the World" as to prevent engine enforced silences between loops.
New sounds no longer require quickbms or any special installation. Just unpack them like any other file within the mod.
Version 2.1h
Preservation runeword now works with School of the Roach's custom weapon/armor enhancement system.
Fixed lower level alchemy items and recipes from being removed upon crafting a higher level version of the item.
The weapon damage/armor value display in the inventory's tooltip is now back to vanilla values to prevent confusion (before it also applied the bonus from enhancements). Enhancement condition can still be checked in the tooltip, next to weapon damage/armor value.
Replaced Gwent music with the song "Tavern at the End of the World" from the first The Witcher game.
Version 2.1g
Improved settlement check while in Skellige.
Improved character panel screen for School of the Roach's changes.
(Random Encounters) Fixed player in forest check always failing.
(Random Encounters) Added Swamp and Swamp Forest conditionals for some monsters.
Version 2.1f
(Random Encounters) Erynias will now only spawn in Skellige.
Version 2.1e
Fixed Axii Ultimate being applied on secondary Axii cast.
Fixed Aard Ultimate not causing enemies to freeze (bug caused by 2.1d).
Version 2.1d
Improved drinking animation.
Rebalanced adrenaline cost for Aard Ultimate (1 bar). Axii Ultimate (2 bars) and Yrden Ultimate (3 bars). You still need to have 3 bars to trigger any of them.
Improved some of the code.
Version 2.1c
Oil applying animation will now only play if the oil is applied from the radial's quick item menu.
Version 2.1b
(Random Encounters) Added conditional checks for player in forest and near water. Some monsters will only spawn in encounters if certain conditions are met.
Version 2.1a
Fixed a vanilla bug where the game would make the effects of oils permanent upon removing the weapon from the player's inventory.
Version 2.1
Fixed damage values while fistfighting.
Fixed several mismatched armor models and icons.
Added an exception list for the bolts on Geralt's back (some armors will hide the bolts as to prevent clipping).
Fixed hair templates for several armor models.
Changed Grandmaster Manticore armor template to Legendary Manticore armor model as to look more medium than light armor.
Version 2.0p
As to deal with the new mechanic for Quen, secondary Quen shield health has been increased by 10 times.
Since secondary Quen shield health has been increased, now only 10% of the absorbed damage will be converted into health for Geralt.
Version 2.0o
(Random Encounters) Fixed level fixes not being applied.
Version 2.0n
Fixed being able to whistle Roach anywhere while in Skellige.
(Random Encounters) Fixed encounters not triggering in Skellige.
(Random Encounters) Removed monsters that didn't scale well and those that were practically broken.
(Random Encounters) Split Vampires into Ekimmara and Katakan.
(Random Encounters) Fixed scaled levels for ekimmaras, katakans, werewolves and wolves.
(Random Encounters) Kikimores limited to two warriors per encounter.
(Random Encounters) Added level restriction to some monsters to prevent you from facing impossible powerful monsters while low-level.
Version 2.0m
Half-dodge mechanic implemented to simulate grazes. Dodging an enemy's attack 90 degrees away from the attack will apply a random damage reduction between 20% and 50% if the attack still lands after you dodge it.
Version 2.0l
Guard levels are now the same as Geralt.
(Random Encounters) Limited Archspore (Echinops) and Centipede spawn quantity to 2.
Version 2.0k
Fixed some issues caused by hotfix 2.0j.
Fixed Fleet Footed still reducing dodge damage by 100% when maxed.
Dodge is now much harder to pull off. You need to completely avoid the enemy's attack to dodge (this makes Feet Flooted a lot more useful).
Version 2.0j
Base Quen shield health is 10 times greater than vanilla (from 200 to 2000), however, Quen no longer applies damage reduction from armors and other sources. This makes standard Quen a good skill to use at the beginning of the game (able to sustain more than one hit at a time where you are both skill and equipment weak), but if not upgraded, it will still be destroyed with a single hit later on.
Version 2.0i
Fixed duplicate bomb display on Radial Menu's Quick Items.
Version 2.0h
(Random Encounters) Further removed invincible quest related monsters from the encounter list.
Version 2.0g
Fixes Geralt being able to create campfires without any timber.
(Random Encounters) Further removed quest related monsters from the encounter list.
Version 2.0f
Increased the range for whistling Roach for when the mare is nearby.
Version 2.0e
Updated Thoughtful Roach to its lastest version.
Added Gwent Plus Plus.
Version 2.0d
Fixed critical values for the Manticore armor.
Updated Polish translation.
Version 2.0c
Fixed broken skills caused by hotfix 2.0b.
Added polish translation.
Version 2.0b
Improved the character stats screen.
You can now whistle roach if he is nearby
Implemented Thoughtful Roach mod.
Version 2.0
Compatibility with The Witcher 3 patch 1.22.
All included mods updated to their lastest versions.
All custom strings are now localized.
Greatly improved the code.
Added dyes to Yoanna (Crow's Perch) and Einhal (Outskirts of Novigrad).
Cloak and cape will be automatically toggled off when (un)equipping a new armor.
You can no longer toggle cloak and/or cape on without an armor.
Items on Geralt's back will be automatically hidden when using a cape.
You can now craft a Thunderbolt potion during the crafting tutorial without needing to meditate.
Greatly rebalanced the game and the mod.
Disabled set bonuses with the exception of Hen Gaidth set (SOTR adds a lot of customization through armor, set bonuses only limit the combinations you can do).
Trophies no longer provide bonuses. Instead, their prices have been increased as to sell them for more money now.
Heavy Artirelly now provides a 25% bomb damage bonus with no penalties.
Removed obsolete features.
School of the Roach
The Witcher 3 - Wild Hunt: School of the Roach Edition is a complete overhaul of The Witcher 3: Wild Hunt, covering everything from weapons, armor, combat and skills, to alchemy, meditation, potions, bombs, and oils, to re-balancing the economy and adding new craft-able armor, stopping at every little place we could think of along the way. School of the Roach is a very, very big mod - with dozens of new meshes and textures, thousands of lines of code (in over 60 files), and more XML edits than we have thus far been able to shake multiple sticks at (and they were big sticks, too). Please understand that a full list of how all of our features work is impossible on a single Nexus page. We will go over them all briefly.
Gameplay
Greatly increased difficulty: Let's face it, the vanilla game was too easy and pretty unbalanced. We've spent a very long time increasing the difficulty in many ways while retaining a fun, balanced, lore-friendly game that rewards strategy and smarts in combat. Difficulty levels do what they say on the box. You will get bloodied and broken on Blood and Broken Bones, and you will continually march to your death on Death March.
All enemies are possible to kill: We've removed the ridiculous buffs and vitality of monsters well above your level. Now, if you have the skill to kill it, it's possible.
Improved swordsmanship: Remember how heavy attack and other stuff used to be pretty much useless? Well, now it's not. Heavy attacks have been balanced to fit in well as a part of your combat, as have counter-attacks (which will hurt a lot now), and everything else. Your best bet is to use all of Geralt's skills and resources in tandem - the way a true Witcher would.
Economy overhauled: Like in the books, Geralt will always be poor. You want that new custom armor you just found a schematic for? Sure, but prepare to have it cost you. Things cost a lot more now, and crafting new armor isn't a simple matter of 30 gold.
Brand new "Encumbrance System": Gone are the days when Roach's saddlebags magically allowed Geralt to carry around a dozen suits of armor in his pockets. Every object in your inventory will weigh you down, slowing your movements and making it harder to swing your sword, use your Witchers' signs, etc. But don't worry, because we have...
Real, working saddlebags: That's right! You can store all that loot in your saddlebags, attached to Roach. Simply press a hotkey when you're close to your stalwart, equine companion and it will bring up your Stash/Saddlebags. Put all those goodies in there and let Roach do the carrying.
Realistic horse-whistling: You will only be able to call Roach when Geralt is close to a fast travel signpost, a city or village, a campfire, or in eye shot of the mare herself. You'll need to actively bring Roach along on your adventures if you want to make use of all she has to offer.
No more level requirements: Always wondered why that awesome-looking armor you just had made magically won't go on your body? We did too. No more level requirements. Instead, there are organic restrictions in place, such as requiring rare crafting ingredients in order to make higher level equipment.
Individually re-balanced enemies: Some enemies were far easier than we remembered them being in the books. We've tweaked the ones we felt needed an edge against Geralt, in order to increase the drama and bring about a real sense of danger. Be prepared when facing vampires (especially at night), werewolves (especially during a full moon), leshens, and anything concerning the Wild Hunt.
Overhauled trophies: Trophies no longer magically give you bonuses. Instead all their bonuses have been removed and their prices increased. Do you want to make some extra money? Sell your trophies!
Real quickslots: Why have quickslots if you can access your inventory during combat? We've turned that off, so now Geralt will only be able to access what is within his reach during combat. You'd better be prepared, Witcher!
Random Encounters have been added to SOTR. Tired of a large empty world? No longer, with Random Encounters will be ambushed while in the wild.
NPCs will finally store their swords into scabbards.
Human enemies will be much tougher, being able to parry, dodge and counter much more often.
Stamina (for both you and enemies) will regenerate slower once health is below 50%. It becomes slower once health is below 25%.
Improved food system. You can now cook food.
Alchemy
Complete overhaul of potion/oil/bomb/decoction effects, costs, and durations.
Real-time potion drinking animations: You want to use that White Raffard's Decoction? Better plan it out. Geralt will actually drink the potion, and he needs to be in a safe place to do so while in combat!
A return to the good old days: Geralt now needs to individually create each alchemy item. (No more magic bottles of booze refilling your bombs!)
SOTR's patented alchemy dilution system: The first time you craft any given alchemical item, it will require the normal vanilla ingredients. The second time, you will be able to dilute that item with a 'Dilutor'. A dilutor is an alchemical ingredient that will allow Geralt to dilute his potions, bombs, oils and decoctions.
Dilutor crafting: Dilutors are crafted in the alchemy menu, and can be crafted using common ingredients found throughout the game wold. (No longer is White Orchard the only place you have to gather herbs. Keep an eye out, Geralts!)
A few new oils Geralt will be able to apply to his swords that give more general bonuses.
Alchemy takes concentration: You will no longer be able to go through the arduous process of alchemy in the middle of a busy Novigrad street or while going toe to toe with a fiend. You'll need a campfire present in order to do all of the heating and boiling involved. But don't worry, because you'll be able to make your own campfire via a hotkey. (You'll need wood, of course, in order to make it.)
Skills
Complete overhaul of all Geralt's skills: All of the original, vanilla skills have been re-worked and re-balanced in order to provide a fun, challenging, and rewarding combat experience for all the Geralts out there, regardless of play-style. This includes all four categories of skills.
Five all new skills: State of Rage: Enabled via a hotkey when the adrenaline bar is full, this skill lets Geralt unleash that pent up rage in a cinematic way! Silverspiked Blow: Rend + bleeding = Silverspiked Blow. When you rend opponents with full adrenaline, Silverspiked Blow will make sure those wounds never close! Rage Blast: When Geralt's adrenaline is full, using the alternate Aard sign will momentarily slow time, freezing all enemies in its radius with the power of that Aard push like a cold wind! Axii Blast: When at full adrenaline, every enemy around you that is susceptible to Axii will be affected by it! And State of Focus: State of Focus allows Geralt to go into an adrenaline enhanced state of perfect reaction, shutting down all non-essential senses and concentrating on his improved speed and reaction times, making the world around him seem to slow down until the effect ends.
All skills can be active at once: Ever wonder why Geralt had to forget how to do one thing in order to do something else? We did too. Now you can use all of Geralt's skills in tandem. And you'll need to!
Skill tree changes/upgrades during meditation: It requires a bit of quiet time to concentrate on what you've learned. You'll need to meditate in order to spend that skill point you just earned.
Some skills will increase attack and evasive maneuevers speed
New Armor System/Encumbrance Expanded
All new system of encumbrance based on armor weight: Wearing light armor will give you full range of motion in combat, providing bonuses to: attack speed, sign speed and evasive maneuvers but at the cost of protection. Heavy armor will do the exact opposite, providing much more protection and a vitality bonus, but at the cost of speed and flexibility. Medium armor is a direct intersection of the two, providing decent protection without slowing you down too much. Relic armors are, in fact, relics and will provide special bonuses of their own as well.
New craft-able armor: Instead of all that old, boring stuff, Geralt now has access to all your favorite armor from The Witcher 2 in our new crafted armor system. Each one has its proper name, visual representation, and custom-made icon! The stats have been improved as well, making all craft-able armor viable options to wear, even after you've found your Witcher gear. But we're not going to make things easy on you. Finding the ingredients to craft that armor can get difficult! Which brings us to...
New crafting ingredients: Because of the upgrade craft-able armors have gotten and the lack of level restrictions, there has to be something balancing it all out, right? We've done this in a myriad of ways, most notably the introduction of brand new crafting ingredients that can found throughout the game world. You'll need at least one of these to craft that awesome armor you want so badly. Each one has its own custom icon and has been designed to fit seamlessly into the world of The Witcher.
Crafting costs: Geralt of Rivia is a poor Witcher. In vanilla TW3, however, by mid-game, he's got more money than most nobles ever see and can freely spend it with abandon. No longer! You'll have to save up that gold, and one of the things you'll be saving for is the much better balanced armor crafting. Witcher gear is designed to be light-weight and provide protection, and as such is it expensive and difficult to make. Think hard before spending willy-nilly!
Witcher Armors have been rebalanced. Cat School is light weight and provides a major attack bonus. Griffin School is medium weight, providing some decent protection, a small attack bonus and a major sign bonu. Bear School is heavy weight and provides major protection and decent adrenaline gain bonus. Wolf School is medium weight, providing decent protection, a small attack bonus and a major adrenaline gain bonus. Viper School is medium weight, providing good all-around protection and a small attack bonus. Manticore Set is medium weight, providing decent protection, a small attack bonus, a good toxicity bonus and a major critical damage bonus.
Menus
Camera options: Choose the camera angle that best suits you for each situation with our camera menu sliders! Want a new combat camera on the fly? No problem!
Enable/Disable soft-lock targeting: Ever get sick of randomly sticking your sword out at a drowner that's behind you and to your left instead of the one you're looking at? We did too. This adds a bit more strategic difficulty to combat, so turn off at your own risk!
Friendly HUD options are available aswell.
Enhanced Targeting allows you set how Geralt target his enemies.
You can set which random bonuses will be applied to Master and Magic items.
The mod is fully localized, making it easy for translators.
Download the main file and any hotfixes posted.
Unpack all files to your The Witcher 3 folder.
Make sure to reset your keybindings when installing for the first time.
PS: School of the Roach is not compatible with NMM. Install the mod manually.
Compatibility
This mod is not compatible with most script/xml mods due to the massive amount of changes. This mod is also not compatible with New Game Plus, New Game - Hearts of Stone and New Game - Blood and Wine. You need to start a new game from the beginning.