I haven't downloaded yet but I like the idea. I was particularly interested in the bear and necker pheromones... especially the bear pheromones.*
I didn't even know about them until I read this mod's description. As an experiment I added the recipes with the console and could make both potions: good start. I then took a bath in bear pheromones (or whatever Geralt does with such things) and ran up to the bear guarding the place of power in White Orchard... it attacked on sight! No joy there then.
That I could have the recipe added to my alchemy tab and make it from the ingredients proves that it was in the game this far, but maybe CDPR didn't implement the effect on the bears since they never used it?
Does the mod alter something to apply the effects to the neckers and bears?
More experiments on the way, I feel.
*
Spoiler:
Show
I don't like killing bears, or any beasts for that matter. It's about me and how I think Geralt might have been. Why blunt or chip expensive blades on wild animals, when you may need them later against a bunch of thugs or bandits? I think he'd avoid them wherever possible and the idea of disguising himself with a cheap potion rather than damaging his swords would be appealing, should he wish to investigate their territory. Nobody is going to pay him for killing a wolf or bear.
Same goes for monsters, maybe more so. Wandering around slaughtering them without a contract makes no financial sense. He can sense them from miles away, so is unlikely to wander blindly into the middle of them. If he leaves them be, he may find a contract for them in the next village. If not, why damage his silver sword if they aren't harming the human population?
If you ever return to your mod page and read my posts, please know that now I'm sure I can use the mod and nothing I thought was missing from the def_loot_shops.xml was only over-thinking by me(!)
I'll be using your mod.
I'll be endorsing it when I'm able.
Thanks for the mod.
And for anyone else, good luck on your modding as well.
Removed and not "moved" or found anywhere else in file:
loot_entry name="mq3012_noble_statuette"
Q: Is this item of no use in game or should this line be added back to the file?
To answer my own question about the mq3012_noble_statuette
It's a quest item so, I guess it's going back into the file so not to glitch the quest.
Quest info: The Nobleman Statuette is one of the many secondary quests Geralt can embark on in Novigrad.
And as a last resort:
Spoiler:
Show
EdwPhantom on Reddit said:
I know that was 4 month ago but I found the way on PC literally. You need to use Debug console and write: "additem('mq3012_noble_statuette')" (without quotes) This is solution how I finished this quest.
Disregard, these changes were made by cdprojektred when they updated the file.
You really did a lot of re-working and organizing of the def_loot_shops.xml file.
Here's what I've found by comparing line by line "this took so long" your version of def_loot_shops.xml to the def_loot_shops.xml in the Gremist's Superior Recipes by Gimpypirate mod I asked about in my other post.
NOTE - to others viewing this post, I have removed the full formatted lines of code just to show the loot entry I'm asking about.
I would like to know the reason for these changes and if some should be, added back.
Disregard my questions as, I've found out that all you did was add a few things to the default def_loot_shops.xml and these changes were made by cdprojektred when they updated the file.
Thank you BL19 for the hard work you've done on the mod.
9 comments
I didn't even know about them until I read this mod's description. As an experiment I added the recipes with the console and could make both potions: good start. I then took a bath in bear pheromones (or whatever Geralt does with such things) and ran up to the bear guarding the place of power in White Orchard... it attacked on sight! No joy there then.
That I could have the recipe added to my alchemy tab and make it from the ingredients proves that it was in the game this far, but maybe CDPR didn't implement the effect on the bears since they never used it?
Does the mod alter something to apply the effects to the neckers and bears?
More experiments on the way, I feel.
*
Same goes for monsters, maybe more so. Wandering around slaughtering them without a contract makes no financial sense. He can sense them from miles away, so is unlikely to wander blindly into the middle of them. If he leaves them be, he may find a contract for them in the next village. If not, why damage his silver sword if they aren't harming the human population?
If you ever return to your mod page and read my posts, please know that now I'm sure I can use the mod and nothing I thought was missing from the def_loot_shops.xml was only over-thinking by me(!)
I'll be using your mod.
I'll be endorsing it when I'm able.
Thanks for the mod.
And for anyone else, good luck on your modding as well.
To answer my own question about the mq3012_noble_statuette
It's a quest item so, I guess it's going back into the file so not to glitch the quest.
Quest info: The Nobleman Statuette is one of the many secondary quests Geralt can embark on in Novigrad.
And as a last resort:
EdwPhantom on Reddit said:
I know that was 4 month ago but I found the way on PC literally. You need to use Debug console and write: "additem('mq3012_noble_statuette')" (without quotes) This is solution how I finished this quest.
Disregard, these changes were made by cdprojektred when they updated the file.
You really did a lot of re-working and organizing of the def_loot_shops.xml file.
Here's what I've found by comparing line by line "this took so long" your version of def_loot_shops.xml to the def_loot_shops.xml in the Gremist's Superior Recipes by Gimpypirate mod I asked about in my other post.
Your changes and some questions?
Removed all entries of:
Under
COMMON
loot_entry name="Wooden sword"
loot_entry name="Long Steel Sword"
Q: Are these two items not of use in game?
---------------------------
Removed all entries with:
loot_entry name="Rusty
Q: Are these "rusty items" not of use in game?
------------------------
Changed:
Under
GWINT
loot_entry name="gwint_card_blue_stripes3"
TO
loot_entry name="gwint_card_blue_stripes"
AND
Under
GWINT
loot_entry name="gwint_card_blue_stripes2"
TO
loot_entry name="gwint_card_blue_stripes"
Q: Were these "fixes"?
-----------------------
Under
Novigrad
loot name="_store__Fancy_Shop_Owner"
Removed and not "moved" or found anywhere else in file:
loot_entry name="mq3012_noble_statuette"
Q: Is this item of no use in game or should this line be added back to the file?
---------------------------
Under
Novigrad
loot name="_store__Vimme_Vivaldi"
Removed last two entries:
loot_entry name="Florens"
loot_entry name="Crowns"
AND
Novigrad
loot name="_store__Loan_Shark"
Removed first two entries:
loot_entry name="Florens"
loot_entry name="Crowns"
Q: Are these items of no use in game?
---------------------------------
Under
Novigrad
loot name="_store__LW_Novigrad_Merchant_Fish"
Removed:
loot_entry name="Shell"
loot_entry name="Seashell"
Q: Are these items of no use in game?
-----------------------------
NOTE - to others viewing this post, I have removed the full formatted lines of code just to show the loot entry I'm asking about.
I would like to know the reason for these changes and if some should be, added back.Disregard my questions as, I've found out that all you did was add a few things to the default def_loot_shops.xml and these changes were made by cdprojektred when they updated the file.
Thank you BL19 for the hard work you've done on the mod.
Is your mod an "update" of this mod http://www.nexusmods.com/witcher3/mods/571/?
Or does it add something new to the other mod?
I'd like to know, before installing one or the other, or both if necessary?
Thanks
If not, you can consider that a request. Not that you need to do it, but I would appreciate it greatly.
Either way, great work on this and thanks.