The Witcher 3
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Koaalar

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Koaalar

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About this mod

Changes the Alchemy System to be more like in the first Witcher game.

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!!!IMPORTANT: Only works up to Patch 1.12. Don't expect an update anytime soon.
Cyberpunk 2077 will probably be released earlier than an update of this mod !!!


"Meh... but I don't like the vanilla alchemy system" you say? Try using a different Alchemy mod: PRIMER






Those of you new to The Witcher series may not be aware but the alchemy system in The Witcher 3 suffered dramatic changes when compared to its predecessors. Whether these changes were favorable or not is a matter of opinion. What is undeniable though is that the changes streamlined and simplified the alchemy system removing much of the depth and character the system had in previous games.

This mod is an attempt to bring some of that complexity and dimension back in a way that fits the current game.




Alchemy ingredients are now composed of primary substances, Vitriol, Rebis, Aether, Quebrith, Hydragenum and Vermilion. They are the basic building units of all potions, oils and bombs. They can be extracted from different plants and monster remains. When extracted, these substances can be used to create any alchemy concoction. Because the recipes for all alchemical items now require a combination of these substances, you are not bound to a single ingredient anymore.

Potions, decoctions, and bombs are not refilled anymore when meditating. The maximum count has been increased to 100 and the minimum potion duration has been changed to 10 minutes. The duration is still subject to in-game alchemy modifiers though, that may further extend the total time the potion is active. The potion count and duration are customizable through the mod's config file.

Oils are not infinite anymore. They will behave similarly to potions, can be stacked and their count will diminish as you use them on your weapons.

The toxicity system has been reworked to account for the longer duration of potions. Now the majority of a potion's toxic effects will remain latent for as long as the potion is active in your system. Your witcher's metabolism however, will be able to clear a small percentage of the toxins over time. This provides opportunity for interesting gameplay mechanics. The changes are implemented purely by script to ensure compatibility with other mods.

Alchemy can now be performed only near campfires. This brings an extra layer of depth and an element of survivalism into the game as you need to prepare before venturing out; you never know what you may need. Spotting a campfire in the distance can be a welcome sight after a long day of adventuring, when your supplies are dwindling. (This feature can be customized and disabled in the mod's configuration file)


The mod's configuration file is located in:
modWitcher1Alchemy0X\content\scripts\game\local\w1aclhemy_configuration.ws



There are two different versions of mod: the standard and the alternate branch. What is the main difference between the two branches ?

In the standard version primary substances are obtained by means of distilling herbs or extracts of monster parts in high quality alcohol (Alcohest).  Recipes for this process are added to your alchemy panel upon first launching the mod, as well as the means to distill lower quality alcohols into Alcohest.

In the alternate branch primary substances are looted directly from herbs, there is no intermediate step. Therefore the recipes for substances are gone. Necessary ingredients like Alcohest/Alchemical paste/Alchemists powder are obtained by dismantling strong alcohol/ Stammelfords dust / Sulfur / Dog Tallow etc at a blacksmith/armorer. Some recipes for potions/oils/bombs might differ from branch to branch.






I tried to keep changes to the original game scripts to a minimum, writing my solutions to the mod's own class whenever possible. Still these scripts had to be modified:

  • playerWitcher.ws
  • guiBaseInventoryComponent.ws
  • alchemyManager.ws

Use Script Merger  to merge conflicting scripts.
This mod's scripts are incompatible with the Preparations mod. If you wish to use both mods, simply delete the scripts from this mod's scripts folder.




 changed files: Recipe version

  • alchemy_recipes_alcohol.xml
  • alchemy_recipes_mutagens.xml
  • alchemy_recipes_petards.xml
  • alchemy_recipes_potions.xml
  • alchemy_recipes_oils.xml
  • alchemy_recipes_substances.xml
  • def_loot_herbs.xml
  • def_loot_monsters.xml
  • def_item_edibles.xml


changed files: Loot version

  • effects_potions.xml
  • def_item_alchemy_mutagens.xml
  • def_item_alchemy_petards.xml
  • def_item_alchemy_potion.xml
  • def_item_edibles.xml
  • def_item_ingredients.xml
  • alchemy_recipes_alcohol.xml
  • alchemy_recipes_mutagens.xml
  • alchemy_recipes_petards.xml
  • alchemy_recipes_potions.xml
  • alchemy_recipes_oils.xml
  • alchemy_recipes_substances.xml
  • def_loot_herbs.xml
  • def_loot_monsters.xml
  • def_loot_shops.xml


Recommended Mods:

Eating and drinking animations : http://www.nexusmods.com/witcher3/mods/1040/?

Installation:

a, Download with manager

or

b, Download archive manually and extract "modWitcher1Alchemy*" folder to "'Witcher 3 game directory'/mods" 




Issues:
Tooltips and quick item slots depict the wrong potion count and duration. This is only a cosmetic issue. Correcting it would require modifying more core scripts which is detrimental for compatibility. I might address this in the future if people request it.


Credits: 
Thanks and Kudos to wghost81 whose code showed me how to make oils work as potions.