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About this mod
Bring elements from The Witcher to Skyrim! Signs, Potions, more than 40 Swords, new Ingredients, new Monsters, a new Worldspace, a new Skill Tree with 33 Perks and lots of new mechanics to use!
- Requirements
-
Nexus requirements
Mod name Notes powerofthree's Papyrus Extender Skyrim Script Extender (SKSE) SkyUI Spell Perk Item Distributor Mods requiring this file
Mod name Notes A Witcher's Adventure - LE Backport - Polish Translation A Witcher's Adventure - LE Deutsch 1.39Bata - Permissions and credits
-
Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
Translations:
You are free to make translations for this mod, and you can host them outside of Nexus. All I ask is that you don't reupload the whole mod, just the translated files.Patches:
You are free to make patches for this mod.Assets:
-There are assets that belong to CD Projekt Red (Check the Credits below), which I cannot grant permission. If you want to use an asset that belongs to them, you MUST contact them first. I'd like to also state that CD Projekt Red is NOT my official partner, co-author of this derivative work or take any responsability by it. They simply gave me permission to use some of their assets.
-You can use my potions and oil assets, they were made by me from scratch on Blender. (meshes only! textures belong to Bethesda)
-Modified Skyrim assets belong to Bethesda, and as per their rules, you can only use them on their games.
-I can't give permission for assets of other Nexus authors. You need to ask them to use their assets.
-I can't give permission for other assets that I found on the internet, but all of them are Creative commons (MUST attribute the author). Some are for non-commercial use only, other are 'share-alike'. Check the link for the ones you'd like to use on the list below.
File credits
-CD Projekt Red for their Witcher 3 Assets, which can be found on:
-everything inside meshes/Gardden/weapons
-everything inside textures/Gardden/Weapons
-everything inside meshes/Gardden/Monsters
-everything inside textures/Gardden/Monsters
-everything inside sounds/FX/Gardden/Monsters
-"GW_MESH_AlghoulClaw", "GW_MESH_NekkerClaw", "GW_MESH_GriffinFeathers" and "GW_MESH_MonsterFeathers" inside meshes/Gardden/Alchemy/MonsterIngredients.
-SKYUI Team for the source files used to create the MCM Menu and the UI bars for this mod.
-Elianora for her 'Elianora's Extra Resources' - Assets used can be found on:
meshes/Elianora
-T4gtr34um3r for 'Majestic Mountains' free assets, which I modified for the mountain with holes - Can be found on
meshes/Gardden/landscape/GW_MESH_MajesticKaerFendarghCliff01Hole.nif
meshes/Gardden/landscape/GW_MESH_MajesticKaerFendarghCliff01Hole2.nif
-junin for 'The Griffin Mod' (and Zerofrost for textures used on the mod) - Assets used can be found on
meshes/JVBlackGryphon
meshes/Actors/Gryphon
textures/JVBlackGryphon
-LWatson95 for his 'Liam's Clutter Resource' - Assets used can be found on
meshes/Liam
-Jokerine for 'Jokerine's Misc Resources' - Assets used can be found on
meshes/Jokerine
-lolikyonyu for 'Lolicept Resources' - Assets used can be found on
meshes/Lolicept
-Blary for 'Ingredients in a Jar Resource', 'OpenBooks Resource', 'FoodContainer Resource', 'BookSets Resource', 'Alchemy Clutter Resource' and 'Ingredients Wall Art Resource' - Assets used can be found on
meshes/aars
textures/aars
-DarkFox127 for 'Darkfox127 Resource Collection' - Assets used can be found on
meshes/DarkFox127
-Oaristys and Tony67 for 'Modder's Resource Pack' - Assets used can be found on
meshes/Oaristys/clutter
meshes/Oaristys/food
-Oaristys for 'Modder's Resource Pack - The Witcher Extension' (These assets belong to CD Projekt Red) - Assets used can be found on
meshes/Oaristys/The Witcher
textures/Oaristys/The Witcher
-Stroti and Tamira for 'Streoti's Tree House Resource' - Assets used can be found on
textures/Stroti
-mathy79 for permission to use assets from 'Medieval Spirits' - Assets can be found on
meshes/mathy79/Bottles
textures/mathy79/Bottles
-LorSakyamuni for 'The Witcher 3 Mega Resource Pack' (These assets belong to CD Projekt Red) - Assets can be found on
meshes/lor/converted
textures/lor/custom
-InsanitySorrow for 'Insanity's Bath Towels', 'Insanity's Room Dividers', 'Insanity's Folded Blankets' and 'Insanity's Wahing Stuffs' - Assets can be found on
meshes/Insanity
textures/Insanity
-Lilith for 'Ready Clutter and Furnishings' - Assets can be found on
meshes/Lilith
textures/Haecceity
-Artisanix for 'Paintings and Frames' - Assets can be found on
meshes/ax
textures/ax
-stoverjm and all DeviantART artists for 'Open Books Library' (and Blary for original idea) - Assets can be found on
meshes/clutter/books/openbooknew
textures/clutter/books/openbooknew
-Estroya for 'Estroya Resources' - Assets can be found on
meshes/EstroyaResources
-OperatorCactus for permission to use assets from 'Mastercrafted Cat Armour - new textures and maps' - Assets can be found on
meshes/OperatorCactus
textures/catarmor
-Kalilies and Stealthic for 'KS Hairdos SSE' free assets, which I used for NPCs - Assets can be found on
meshes/KS Hairdo's
textures/KS Hairdo's
-Monk_ide and Icecreamassassin for 'Upper Class Furniture Pack V2.0' - Assets can be found on
meshes/azs
textures/azs
-Tamira for 'New Flowers Resource' - Assets can be found on
meshes/Tamira/New Flowers
textures/Tamira/New Flowers
-patobek for permission to use assets from 'Armor Of Intrigue' and as per mod's original credits, thanks to these authors: L0rd0fWar, Berenarion, Natterforme, Witcher5688 - Assets can be found on
meshes/armor/ArmorofIntrigue
textures/armor/ArmorofIntrigue
-Humus (creation) and billyro (conversion) for Humus Cubemaps for Skyrim - Assets can be found on
textures/gardden/cubemaps/GW_TEXT_WitcherSilverSwords_e.dds
textures/gardden/cubemaps/GW_TEXT_WitcherSteelSwords_e.dds
-Sound of Sign Quen's shield: FunExplosion02 by user newagesoup on FreeSound.org - Assets can be found on
Sound/FX/Gardden/Signs/GW_SOUD_SignQuenExplosion.wav
-Sound of Sign Aard: G08-18-Aircraft-Sonic Boom by user craigsmith on FreeSoung.org - Assets can be found on
Sound/FX/Gardden/Signs/GW_SOUD_SignAardRelease.wav
-Liver Model: Human liver by user hdyuan on Sketchfab.com - Assets can be found on
meshes/Gardden/Alchemy/MonsterIngredients/GW_MESH_MonsterLiver.nif
-Brain Model: Brain by user JuanG3D on Sketchfab.com - Assets can be found on
meshes/Gardden/Alchemy/MonsterIngredients/GW_MESH_DrownerBrain.nif
meshes/Gardden/Alchemy/MonsterIngredients/GW_MESH_MonsterBrain.nif
-Bone Model: Cougar - FW 643 - L Humerus by user osuecampus on Sketchfab.com - Assets can be found on
meshes/Gardden/Clutter/Loot/GW_MESH_MonsterBone.nif
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterBone.dds
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterBone_n.dds
-Claw Model: Deinonychus (Velociraptor) Claw by user Ian Sayers on Sketchfab.com - Assets can be found on
meshes/Gardden/Alchemy/MonsterIngredients/GW_MESH_MonsterClaw.nif
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterClaw.dds
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterClaw_n.dds
-Tooth Model: Fossilized Megalodon Tooth 4.29 inches by user rankinstudio on Sketchfab.com - Assets can be found on
meshes/Gardden/Alchemy/MonsterIngredients/GW_MESH_MonsterTooth.nif
textures/Gardden/Clutter/Loot/GW_TEST_MonsterTooth.dds
textures/Gardden/Clutter/Loot/GW_TEST_MonsterTooth_n.dds
-End Table Model: BedsideTable by user Avelina on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghEndTable.nif
textures/Gardden/Furniture/GW_TEXT_KaerFendarghEnTable.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghEnTable_n.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghEnTable_m.dds
-End Table Model: Trim Sheet Example Dresser by user Chris Sweetwood on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghEndTable02.nif
textures/Gardden/Furniture/GW_TEXT_KaerFendarghEnTable02.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghEnTable02_n.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghEnTable02_m.dds
-Ship in Bottle Model: Ship in a bottle by user Loïc Norgeot on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_ShipBottle.nif
ALL textures/Gardden/Furniture/GW_TEXT_ShipBottle(...).dds
-Samovar Model: Samovar by user hellotaia on Sketchfab.com - Assets can be found on
meshes/Gardden/furniture/GW_MESH_Samovar.nif
textures/Gardden/Furniture/GW_TEXT_Samovar.dds
textures/Gardden/Furniture/GW_TEXT_Samovar_n.dds
textures/Gardden/Furniture/GW_TEXT_Samovar_m.dds
-Mermaid Box Model: Mermaid Jewel Box by user ioan on Sketchfab.com - Assets can be found on
meshes/Gardden/furniture/GW_MESH_MermaidBox.nif
ALL textures/Gardden/furniture/GW_TEXT_MermaidBox(...).dds
-Beer Barrel Model: Beer Barrel by user pronko.tata on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_BeerBarrel.nif
textures/Gardden/furniture/GW_TEXT_BeerBarrel.dds
textures/Gardden/furniture/GW_TEXT_BeerBarrel_n.dds
textures/Gardden/furniture/GW_TEXT_BeerBarrel_m.dds
-Beer Mug Model: Mary Rose: A wooden tankard by user MicroPasts on Sketchfab.com - Assets can fe found on
meshes/Gardden/Alchemy/GW_MESH_BeerMug.nif
textures/Gardden/Alchemy/Food/GW_TEXT_BeerMug.dds
textures/Gardden/Alchemy/Food/GW_TEXT_BeerMug_n.dds
textures/Gardden/Alchemy/Food/GW_TEXT_BeerMug_m.dds
-Table model: Wooden Table by user shedmon on Sketchfab.com - Assets can be found on
meshes/Gardden/furniture/GW_MESH_KaerFendarghTable01.nif
ALL textures/Gardden/furniture/GW_TEXT_KaerFendarghTable01(...).dds
-Cabinet Model: Cabinet With Glass Pattern Windows by user Frank Heuver on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghCabinet.nif
ALL textures/Gardden/furniture/GW_TEXT_KaerFendarghCabinet(...).dds
Outdoor Toilet Model: Toilet by user Yulia_vet.doc on Sketchfab.com - Assets can be found on
meshes/Gardden/furniture/GW_MESH_KaerFendarghToiletOut.nif
textures/Gardden/furniture/GW_TEXT_KaerFendarghToiletOut.dds
textures/Gardden/furniture/GW_TEXT_KaerFendarghToiletOut_n.dds
textures/Gardden/furniture/GW_TEXT_KaerFendarghToiletOut_m.dds
Indoor Toilet Model: Medieval Toilet by user lilyjoyhanna on Sketchfab.com - Assets can found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghToiletIn.nif
ALL textures/Gardden/furniture/GW_TEXT_KaerFendarghToiletIn(...).dds
Wolf Table Model: Wolf Rokoko Table by user E.Dejnes on Sketchfab.com - Assets can found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghTable02.nif
ALL textures/Gardden/furniture/GW_TEXT_KaerFendarghTable02(...).dds
-Chest Model: Medieval Chest by user AIV on Sketchfab.com - Assets can found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghGransmasterChest.nif
textures/Gardden/Furniture/GW_TEXT_KaerFendarghGransmasterChest.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghGransmasterChest_n.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghGransmasterChest_m.dds
-Chees Board Model: Chessboard by user Oleksandr Zymohliad on Sketchfab.com - Assets can found on
meshes/Gardden/Funriture/GW_MESH_ChessBoard01.nif
ALL textures/Gardden/furniture/GW_TEXT_ChessBoard01(...).dds
-Chees Board Model: Chessboard by user Lawrence on Sketchfab.com - Assets can found on
meshes/Gardden/Funriture/GW_MESH_ChessBoard02.nif
ALL textures/Gardden/furniture/GW_TEXT_ChessBoard02(...).dds
-Paladin Statue Model: Paladin by user 3DMaesen on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_PaladinStatue.nif
ALL textures/Gardden/furniture/GW_TEXT_PaladinStatue(...).dds
-Scroll Model: Old / Ancient Scroll by user Kigha on Sketchfab.com - Assets can found on
meshes/Gardden/clutter/GW_MESH_OlsScroll.nif
textures/Gardden/clutter/Paper/GW_TEXT_OldScroll.dds
textures/Gardden/clutter/Paper/GW_TEXT_OldScroll_n.dds
textures/Gardden/clutter/Paper/GW_TEXT_OldScroll_m.dds
-Garden Set Model: Garden Set by user Prudence on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_GardenSet.nif
ALL textures/Gardden/furniture/GW_TEXT_GardenSet(...).dds
-Birdcage Model: Birdcage by user Maria Stashko on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_Birdcage.nif
ALL textures/Gardden/furniture/GW_TEXT_BirdCage(...).dds
-Wolf Head Statue Model: Wolf Head Statuine by user Abimael Gonzalez on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_StatueWolfHead.nif
textures/Gardden/furniture/GW_TEXT_StatueWolfHead.dds
textures/Gardden/furniture/GW_TEXT_StatueWolfHead_n.dds
textures/Gardden/furniture/GW_TEXT_StatueWolfHead_m.dds
-Ibex Statue Model: Ibex Statue Scan - Berlin - Tierpark by user Christian Rambow on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_StatueIbex.nif
textures/Gardden/furniture/GW_TEXT_StatueIbex.dds
textures/Gardden/furniture/GW_TEXT_StatueIbex_n.dds
textures/Gardden/furniture/GW_TEXT_StatueIbex_m.dds
-Snake Statue Model: Snake Statue by user Ville Seppänen on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_StatueSnake.nif
ALL textures/Gardden/furniture/GW_TEXT_StatueSnake(...).dds
-Woman Bust Statue Model: Portrait of the artist's spouse by user Geoffrey Marchal on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_StatueWomanBust.nif
textures/Gardden/furniture/GW_TEXT_StatueWomanBust.dds
textures/Gardden/furniture/GW_TEXT_StatueWomanBust_n.dds
textures/Gardden/furniture/GW_TEXT_StatueWomanBust_m.dds
-Box of Bottles Model: Box Of Bottles by user Blender3D on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_BottleBox.nif
textures/Gardden/furniture/GW_TEXT_BottleBox.dds
textures/Gardden/furniture/GW_TEXT_BottleBox_n.dds
textures/Gardden/furniture/GW_TEXT_Bottlebox_m.dds
-Old Books Model: Stack Of Old Books by user Arjun Perayil on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_OldBooksStack.nif
textures/Gardden/furniture/GW_TEXT_OldBooksStack.dds
textures/Gardden/furniture/GW_TEXT_OldBooksStack_n.dds
textures/Gardden/furniture/GW_TEXT_OldBooksStack_m.dds
-Chest Model: Wood Chest Photoscan PBR (Free Download) by user Kless Gyzen on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_KaerFendarghFelineChest.nif
textures/Gardden/furniture/GW_TEXT_KaerFendarghFelineChest.dds
textures/Gardden/furniture/GW_TEXT_KaerFendarghFelineChest_n.dds
textures/Gardden/furniture/GW_TEXT_KaerFendarghFelineChest_m.dds
-Alembic Model: Alembic by user FlukierJupiter on Sketchfab.com - Assets can found on
meshes/Gardden/alchemy/GW_MESH_Alembic.nif
textures/Gardden/furniture/GW_TEXT_Alembic.dds
textures/Gardden/furniture/GW_TEXT_Alembic_n.dds
textures/Gardden/furniture/GW_TEXT_Alembic_m.dds
-Alchemy Table Model: Alchemy Table - game model by user Marcin Cecot on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_KaerFendarghAlchemyTable.nif
textures/Gardden/furniture/GW_TEXT_KaerFendarghAlchemyTable.dds
textures/Gardden/furniture/GW_TEXT_KaerFendarghAlchemyTable_n.dds
textures/Gardden/furniture/GW_TEXT_KaerFendarghAlchemyTable_m.dds
-Scales Model: Scales by user FlukierJupiter on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_Scales.nif
textures/Gardden/furniture/GW_TEXT_Scales.dds
textures/Gardden/furniture/GW_TEXT_Scales_n.dds
textures/Gardden/furniture/GW_TEXT_Scales_m.dds
-Mortar Model: Pestle And Mortar by user FlukierJupiter on Sketchfab.com - Assets can found on
meshes/Gardden/alchemy/GW_MESH_WitcherMortar.nif
textures/Gardden/alchemy/GW_TEXT_WitcherMortar.dds
textures/Gardden/alchemy/GW_TEXT_WitcherMortar_n.dds
textures/Gardden/alchemy/GW_TEXT_WitcherMortar_m.dds
-Heart Model: Heart Anim by user imaginashaun on Sketchfab.com - Assets can found on
meshes/Gardden/alchemy/monster ingredients/GW_MESH_NekkerHeart.nif
textures/Gardden/clutter/loot/GW_TEXT_NekkerHeart.dds
textures/Gardden/clutter/loot/GW_TEXT_NekkerHeart_n.dds
-Witcher Medallion Model: Witcher Medalion by user polish_farmer on Sketchfab.com - Assets can found on
meshes/Gardden/magic/GW_MESH_Witcher Medalion.nif
textures/Gardden/magic/GW_TEXT_WitcherMedalion.dds
textures/Gardden/magic/GW_TEXT_WitcherMedalion_n.dds
textures/Gardden/magic/GW_TEXT_WitcherMedalion_m.dds
textures/Gardden/magic/GW_TEXT_WitcherMedalion_g.dds
-Chandelier Model: Medieval Chandelier by user Kevin.Popescu on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_KaerFendarghChandelier.nif
textures/Gardden/furniture/GW_MESH_KaerFendarghChandelier.dds
textures/Gardden/furniture/GW_MESH_KaerFendarghChandelier_n.dds
textures/Gardden/furniture/GW_MESH_KaerFendarghChandelier_g.dds
-Candelabra Model: Medieval Candelabra (Free Download) by user NeverSleep on Sketchfab.com - Assets can found on
meshes/Gardden/furniture/GW_MESH_KaerFendarghCandelabra.nif
textures/Gardden/furniture/GW_MESH_KaerFendarghCandelabra.dds
textures/Gardden/furniture/GW_MESH_KaerFendarghCandelabra_n.dds
textures/Gardden/furniture/GW_MESH_KaerFendarghCandelabra_m.dds
- Bottle Model: Bottle Old wine by user VITALIY MARUSEV on Sketchfab.com - Assets can be foun on
meshes/gardden/alchemy/GW_MESH_WhiteGull.nif
textures/gardden/alchemy/GW_TEXT_WhiteGull.dds
textures/gardden/alchemy/GW_TEXT_WhiteGull_n.dds
-Skeleton Ground Model: Remains by user seenoise on Sketchfab.com - Assets can be found on
meshes/Gardden/Clutter/Container/GW_MESH_SkeletonGround.nif
ALL textures/Gardden/clutter/container/GW_TEXT_SkeletonGround(...).dds
-Torture Tools Model: Torture tools by user Cyril43 on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_TortureTools.nif
textures/Gardden/Furniture/GW_TEXT_TortureTools.dds
textures/Gardden/Furniture/GW_TEXT_TortureTools_n.dds
textures/Gardden/Furniture/GW_TEXT_TortureTools_m.dds
-Ballista Model: Ballista by user Trash on Sketchfab.com - Assets can be found on
meshes/Gardden/Architecture/Kaer Fendargh/GW_MESH_KaerFendarghBallista.nif
ALL textures/Gardden/Architecture/GW_TEXT_Ballista(...).dds
-Archery Target Model: Medieval Archery Target by user CaptainHC on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghArcheryTarget.nif
textures/Gardden/Furniture/GW_TEXT_ArcheryTarget.dds
textures/Gardden/Furniture/GW_TEXT_ArrcheryTarget_n.dds
textures/Gardden/Furniture/GW_TEXT_ArcheryTarget_m.dds
-Elemental Essence Model: Space Rock | Free Game Asset | Agustin Honnun by user Agustín Hönnun on Sketchfab.com - Assets can be found on
meshes/Gardden/Clutter/Loot/GW_MESH_ElementalEssence.nif
textures/Gardden/Clutter/Loot/GW_TEXT_ElementalEssence.dds
textures/Gardden/Clutter/Loot/GW_TEXT_ElementalEssence_n.dds
-Golem Heart Model: Glowing Rock by user laboratorija on Sketchfab.com - Assets can be found on
meshes/Gardden/Clutter/Loot/GW_MESH_GolemHeart.nif
textures/Gardden/Clutter/Loot/GW_TEXT_GolemHeart.dds
textures/Gardden/Clutter/Loot/GW_TEXT_GolemHeart_n.dds
textures/Gardden/Clutter/Loot/GW_TEXT_GolemHeart_g.dds
-Notice Board Model: Medieval Notice Board by user avelium on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_NoticeBoard.nif
textures/Gardden/Furniture/GW_TEXT_NoticeBoard.dds
textures/Gardden/Furniture/GW_TEXT_NoticeBoard_n.dds
textures/Gardden/Furniture/GW_TEXT_NoticeBoard_m.dds
textures/Gardden/Furniture/GW_TEXT_NoticeBoardPNote.dds
-Notice Board Frame Model: Picture Frame by user Wyme on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_NoticeBoardFrame.nif
textures/Gardden/Furniture/GW_TEXT_NoticeBoardFrame.dds
textures/Gardden/Furniture/GW_TEXT_NoticeBoardFrame_n.dds
textures/Gardden/Furniture/GW_TEXT_NoticeBoardFrame_m.dds
-Cart Model: Old dray cart by user jura on Sketchfab.com - Assets can be found on
meshes/Gardden/Furniture/GW_MESH_KaerFendarghBuilderCart.nif
textures/Gardden/Furniture/GW_TEXT_KaerFendarghBuilderCart.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghBuilderCart_n.dds
textures/Gardden/Furniture/GW_TEXT_KaerFendarghBuilderCart_m.dds
-Wolf Skull Model: Wolf Skull - FW2415 by user osuecampus on Sketchfab.com - Assets can found on
meshes/Gardden/Clutter/MastercraftedAltar/GW_MESH_MastercraftedWolf.nif
-Eyes Texture: Colored eyes Free Vector by FreePik on FreePik.com - Assets can be found on
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterEye and GW_TEXT_MonsterEye.dds
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterEye and GW_TEXT_MonsterEye_n.dds
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterEye and GW_TEXT_NekkerEye.dds
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterEye and GW_TEXT_NekkerEye_n.dds
-Griffin Egg Texture: Realistic egg Free Vector by user GarryKillian on FreePik.com - Assets can be found on
textures/Gardden/Clutter/Loot/GW_TEXT_GriffinEgg.dds
-Monster Egg Texture: Pale fluffy texture pattern Free Photo by user kues1 on FreePik.com - Assets can be found on
textures/Gardden/Clutter/Loot/GW_TEXT_MonsterEgg.dds
-Endrega Embryo Texture: Goop Texture by user Matt Richards on Flickr.com - Assets can be found on
textures/Gardden/Clutter/Loot/GW_TEXT_EndregaEmbryo.dds
-Water Essence Texture: Abstrato com textura de mármore Vetor grátis by user mons.design on FreePik.com.br - Assets can be found on
textures/Gardden/Clutter/Loot/GW_TEXT_WaterEssence.dds
-Gem Dusts Texture: Silver colored glitter background Free Photo by user kdekiara on FreePik.com - Assets can be found on (mixed with Bethesda's textures)
textures/Gardden/Clutter/Loot/GW_TEXT_Aether.dds
textures/Gardden/Clutter/Loot/GW_TEXT_Albedo.dds
textures/Gardden/Clutter/Loot/GW_TEXT_AmethystDust.dds
textures/Gardden/Clutter/Loot/GW_TEXT_DarkEssence.dds
textures/Gardden/Clutter/Loot/GW_TEXT_EmeraldDust.dds
textures/Gardden/Clutter/Loot/GW_TEXT_InfusedDust.dds
textures/Gardden/Clutter/Loot/GW_TEXT_LightEssence.dds
textures/Gardden/Clutter/Loot/GW_TEXT_Nigredo.dds
textures/Gardden/Clutter/Loot/GW_TEXT_PowderedMonsterTissue.dds
textures/Gardden/Clutter/Loot/GW_TEXT_Quebrith.dds
textures/Gardden/Clutter/Loot/GW_TEXT_Rebis.dds
textures/Gardden/Clutter/Loot/GW_TEXT_Rubedo.dds
textures/Gardden/Clutter/Loot/GW_TEXT_RubyDust.dds
textures/Gardden/Clutter/Loot/GW_TEXT_SapphireDust.dds
textures/Gardden/Clutter/Loot/GW_TEXT_SpecterDust.dds
textures/Gardden/Clutter/Loot/GW_TEXT_Vermilion.dds
textures/Gardden/Clutter/Loot/GW_TEXT_Vitriol.dds
textures/gardden/Clutter/Loot/GW_TEXT_WraithEssence.dds
-Rune Stone Texture: Empty brown rusty stone or metal surface texture Free Photo by user denamorado on FreePik.com - Assets can be found on
textures/Gardden/Magic/Runes/GW_TEXT_RuneBlood.dds
textures/Gardden/Magic/Runes/GW_TEXT_RuneFire.dds
textures/Gardden/Magic/Runes/GW_TEXT_RuneLesser.dds
textures/Gardden/Magic/Runes/GW_TEXT_RunePoison.dds
- Mage Quarter's Magic Circle Texture: Geometric star astrological tarot card Free Vector by user rawpixel.com on FreePik.com - Assets can be found on
textures/Gardden/FX/gw_text_magequartercircle.dds
textures/Gardden/FX/gw_text_magequartercircle_n.dds
-Dimeritium, Meteorite and Silver Meteorite Ingots Textures: Texture background Free Photo by user yingyang on FreePik.com - Assets can be found on
textures/Gardden/Clutter/Mining/gw_text_ingotdimeritium.dds
textures/Gardden/Clutter/Mining/gw_text_ingotmeteorite.dds
textures/Gardden/Clutter/Mining/gw_text_ingotmeteoritesilver.dds
- Human Footprints Texture: Shoes footprint set Free Vector by user macrovector_official on FreePik.com - Assets can be found on
textures/Gardden/FX/Footprints/GW_TEXT_FootprintBootLeft.dds
textures/Gardden/FX/Footprints/GW_TEXT_FootprintBootLeft_n.dds
textures/Gardden/FX/Footprints/GW_TEXT_FootprintBootRight.dds
textures/Gardden/FX/Footprints/GW_TEXT_FootprintBootRight_n.dds
-Witcher Runes Font: Vid's Norse by user Vid the Kid on Dafont.com
-Wolf Image from mod's main image: https://www.pngguru.com/free-transparent-background-png-clipart-kgymu/downloadNot used anymore:
-Eye model and texture by user 3dhaupt on Free3d.com
-Liver Model by user abdurmpowerarts on Free3d.com
-Brain Model by user bejek_2812 on Free3d.com
-Streoti's Outdoor Toilet Resource by Stroti and Tamira
-Interior Decorations by RoboBirdie
-Blue lightning collection on transparent background Free Vector by user pikisuperstar on FreePik.comDonation Points system
This mod is not opted-in to receive Donation Points
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Translations
- Polish
- German
- Changelogs
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-
Version 1.390Beta
- From Hotfix 3.9: Fixed Sign Quen not registering physical/magical damage if you change sign mode while it's active.
- From Hotfix 3.8: Fixed and prevented the bug in which even if you chose the Dunmer mage, the other one goes to the fortress in her place.
- Bug Fix: Fixed a critical bug that would prevent the character from changing spells while the Sign's Widget is active.
- Bug Fix: Fixed Enhanced/Superior Axii not removing Alghoul's Reflect Damage.
- Bug Fix: Fixed Destructable Ice Barrier Mesh being extremely bright.
- Bug Fix: Fixed objective of returning to get Aerondight from Kaer Mage not being completed.
- Adjust: Improved scripts that handle blacksmith/court wizards orders to create/rune witcher weapons.
- Adjust: Kaer Fendargh Blacksmith will have separate dialogue options for regular/mastercrafted weapons.
- Adjust: Less visible Quen's Shield is now incorporated in the main file.
- New: Kaer Fendargh Mage will now be able to rune witcher weapons.
- New: Kaer Fendargh's Blacksmith and Mage will sell stuff / create and rune witcher weapons for half the price of regular blacksmiths/court wizards.
- Kaer Fendargh: Moved Blacksmith/Builder quarters and Mage Tower to the area that was previosly inaccessible (following the path after the stone bridge, to the right of the fortress).
- Kaer Fendargh: Created a new access to the prison.
- Kaer Fendargh: Reorganized the front area of the fortress.
- Kaer Fendargh: Tweaked occlusion planes for better performance.
- Kaer Fendargh: Main Hall was reorganized again.
- Signs: Aard: Unrelenting force decreased (15 -> 10 Regular / 10 -> 5 Alternate)
- Signs: Aard: Large foes will now be sttagered and receive half damage on both Regular and Alternate modes (before - no stagger, full damage on regular, 0 damage on Alternate)
- Signs: Aard Branch Perk will now give a 50% chance of freezing the target(s) for 5 seconds on Both Regular and Alternate modes.
- Misc: Source folder is now outside of BSA
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Version 1.380Beta
- Bug Fix: Last patch I introduced some 'dialogue checkpoints' to conversations with Arrald and the Blacksmiths. After you go trough a few lines, if you exit the dialogue, you won't have to start it all over again, and instead start in the 'checkpoint'. Some of thoses were not appearing at the right time, so I fixed all of them.
- Bug Fix: Fixed some typos in dialogues and conditions for them to show up.
- Bug Fix: When doing the Quest 'Kaer Fendargh' (and going to Kaer Fendargh Worldspace for the first time), Arrald and the Blacksmiths would appear there and stand still in their positions. This should not happen now.
- Bug Fix: Vampires were given the "Specter" tag erroneously in last version.Fixed it now.
- Adjust: The script that handles the courier quest to deliver the letter of people you can hire was adjusted to be more reliable, specially if you remove the note from the notice board before getting the responses.
- Adjust: Removed Obsolete options from the 'debug page'
- New: You relationship with the people you hire now affect the prices of things they sell.
- New: Added MCM option that shows a message once the courier start looking for you to deliver the job letters responses.
- New: Added MCM option to change the effect shader from potions (3 options - regular - subtle - none)
- New: You can now hire a Mage. The quest will automatically start if you already rebuilt the mage quarters.
- New: Aerondight can now be restored by the mage you hire.
- Kaer Fendargh: Mage quarters redecorated.
- Kaer Fendargh: Main Hall receveied a new wall (dividing it in two) to improve performance.
- Kaer Fendargh: Multiple adjusts to existing occlusion planes / added a lot of new ocllusion planes to improve performance.
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Version 1.370Beta
- Bug fix: Black Blood Potion was poiting to two unused keywords. Fixed both.
- Bug Fix: Superior White Honey Potion was not giving Witcher Experience. Fixed.
- Adjust: Necrophage Oil was renamed to 'Necroplasma Oil'.
- Adjust: The mod now adds it's 'ActorType' keywords using scripts. All Oils and Silver Swords are now more consistent in their caracterization of affected creatures.
- Adjust: Khajiit and Argonian are now affected by Hybrid Oil instead of the Hanged Man Oil.
- Adjust: More Axii dialogue options for NPCs added by this mod. Axii chance of success on those NPCs was overhauled.
- Adjust: Reworked almost all Arrald lines in Quest 03 - Time for Some Changes.
- Adjust: Reworked almost all blacksmiths lines in Quest Witcher's Forge.
- Adjust: Reworked almost all guards/bandit lines in Quest Helping a Friend.
- New: You can now adjust the amount of gold you ask to Jarls directly during the dialogue. You can swap between this mode and the older one using the MCM.
- New: Created the foundation for a relationship system for the mod's NPCs and the player. (For now the only actual feature from thsi is that depending how you answer Arrald before hiring him, the prices of the rooms will change a bit).
- New: More options to control the XP gain for Witcher Skill on MCM.
- New: New MCM Page: Relationships and Stats.
- Kaer Fendargh: Redecoration of the Library.
- Kaer Fendargh: Redecoration of the War Room.
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Version 1.360Beta
- From Hotfix 3.5: Fixes the bug described on Sticky post.
- From Hotfix 3.6: Fixes a wrong collision marker at the stairs of the Lighkeeper's tower.
- From Hotfix 3.7: Blacksmith quest should now start for old saves that have the Blacksmith quarters built.
- Fixes: Improved Gerard's journal (changed some words, fixed typos).
- Improvement: Rewrote some lines of the bandit in the Arrald's quest to make the conversation have more sense.
- Improvement: Improved the note you find on the bandit corpse during 'Kaer Fendargh' quest.
- Improvement: New visual effect for High Toxicity (the screen will create a "double vision" effect).
- Improvement: Added option on MCM to change high toxicity effect (for now options are health damage per second or stamina regeneration 90% slower).
- Improvement: Made a separate perk to manage Aerondight increased damage to monsters (instead of being managed by the Witcher Silver Sword Perk)
- New: Made the two possible blacksmith you can hire have different bonuses to witcher mastercrafted weapons. (and added option on MCM to swap the bonuses if you'd like.
- New: Added option on MCM to set minimal player level requirement for witcher monsters to spawn in Skyrim.
- Fix: This should fix problems with the notes in the Notice board.
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Version 1.350Beta
- From Hotifx 3.4: Aard won't affect large creatures. Added recipes for Mastercrafted Runed Swords.
- From Hotifx 3.3: Fixed Sign Quen Alternate blocking potions.
- From Hotifx 3.2: Fixed the signs requiring 75 Stamina to cast even if you changed the value in MCM.
- Bug Fix: Fixed Sign Axii's cost not going down if you took the perk "Witcher Heavy School - Griffin".
- Bug Fix: Fixed one destructable wall not going down after you used Aard on it.
- Bug Fix: Fixed one destructable ice wall not going down after you used Igni on it.
- Bug Fix: Fixed Witcher Senses Configuration Quest running twice when you start a new game.
- Improvement: Re-recorded 3 Arrald lines: "I'll need to add the trip cost to the price", "I hope you don't mind me staying in this tower" and "we should do one room at a time".
- Improvement: Added new lines for Arrald to serve as shortcuts so you don't need to go through all the dialogue again. Ex: if you talk to him for the first time in Kaer Fendargh, but don't have the gold to build the first room, you won't have to go thorugh all the dialogue again, there will be a option to go directly to the room dialogue.
- Improvement: Quest 'A Witcher's Adventure' will now have quest markers for the passage to Kaer Fendargh.
- Improvement: Scripts for the diagrams were rebuilt to be more reliable. Now the quest to find the diagrams will advance when you read a diagram, not when you open it's container.
- Improvement: Quest marker of a diagram's container will now disappear after open it. (This may not work on existing saves if the quest is already started)
- Improvement: Removed unused records from the esp.
- Adjust: Reorganized Arrald's packages between the base actor and his quests. (Arrald will now approach you in Rorikstead even if you haven't read his letter)
- Adjust: Changed 'Right Side tower' to 'Eastern tower' on the dialogue to rebuild the rooms.
- Adjust: MCM option to Disable/Enable Map Fast travel will be locked while map is open to avoid being selected by mistake.
- Adjust: Water Essence now only has 33% chance of appearing on dead drowners.
- Adjust: Make impossible to meditate at a Sign Stone if there are enemies nearby.
- Adjust: Disabled player controls while meditating, otherwise jumping/sheathing could break the animation.
- New: Witcher Potions will now show their toxicity in their description.
- New: Added option on MCM to enable Witcher XP from any sword/greatsword.
- New: The size of the bars (Quen Shield, Adrenaline, Toxicity, Skill) is now adjustable on MCM.
- New: Added option on MCM to automatically unequip a witcher signs after it is casted.
- New: Room prices are now adjustable on MCM. Default price of all rooms have been increased (won't change on a existing save).
- New: New Quest "Witcher's Forge". It will start once you have the Blacksmith Quarters restored. (should start automatically on an existing save that has the quarters done)
- New: Mastercrafted swords now need to be bought from the Blacksmith you hire on the quest "Witcher's Forge". Wolf Skull was removed from Kaer Fendargh.
- Kaer Fendargh: Closed holes on the ground around the exterior patio.
- Kaer Fendargh: Removed the destructable wall on the Kitchen's corridor. Once you restore the kitchen, the area where the wolf skull was in will be restored as well.
- Kaer Fendargh: The area where the builder cart is will now have a roof after you rebuild the exterior area.
- MCM: 'Witcher Options' renamed to 'Abilities Options'
- MCM: New page - "Equipment Options'
- MCM: Reorganized the pages in alphabetical oder. (expect for the 'Debug and Shortcuts' page, which remain last)
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Version 1.340Beta
- From Hotfix 3.1: Fixed Toxicity and XP not working after you reach Witcher level 100.
- From Hotifx 3.0: Fixed the conditions of the NPCs-use-witcher-weapons and the Iron/Steel-weapons-with-witcher-properties features.
- Bug fix: Fixed quest "Time for some changes" lacking one of the dialogue options (War Room), which prevented the room to be rebuilt and the quest completed.
- Bug fix: Fixed arrows on the roof of Main Hall having the quiver models instead of the arrows.
- Bug fix: Fixed Potion Full Moon (Enhanced and Superior) not working correctly.
- Bug fix: Fixed wall in the Deposit not breaking when using Aard on it. (just one of the walls, the other is still closed)
- Bug fix: Added a missing keyword to Aard to prevent it from affecting large creatures.
- Improvement: New footprint models for Witcher Senses.
- Improvement: Multiple layout and script changes on MCM.
- Improvement: Multiple changes in quests logs/scripts.
- Improvement: All Arrald's lines were rewritten and he is now fully voiced with the help of xVASynth.
- Improvement: Fixed some holes in the ground on Kaer Fendargh's patio.
- New: Added temper recipe for Aerondight.
- New: New quest that will start randomly while you are rebuild the fortress. You will need to finish it before continue to rebuilt the rooms. Fully voiced with help of xVASynth.
- New: Arrald will become a merchant after you complete the above quest.
- New: Witcher Senses and quest messages will now be message boxes. (Can be turned back to notifications on MCM)
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Version 1.33Beta
- Mesh Fix: Reduced Triangle Count of 'Ship inside Bottle' model (Grandmaster Room).
- Mesh Fix: Fixed floating ornaments of Desk model (Grandmaster Room).
- Mesh Fix: Fixed Seams on Glass Window models.
- Mesh Fix: Candelabras and Chandeliers will now have fire on the -some (to avoid high fps drops)- candles.
- Fix: Typos and substitution of the word "percent" for "%" in the mod's messages.
- Kaer Fendargh: Added Smelter (after you rebuild Blacksmith Quarters)
- Kaer Fendargh: Redecorated Grandmaster's Room. Now the room will change dramatically after you rebuilt it.
- Kaer Fendargh: There are now 4 chests around the fortress from which you can collect a piece of armor. 2 of them can be found right after you get to the fortress and the other two will become avaliable after you restore the right room. No markers, you will have to look for them.
- Added one new armor, the "Witcher Armor" with assets from Armor of Intrigue (permission was given). Armor is male only (can be used by females but will look strange).
- Adjust: If you change the witcher sign using the favorites or magic menu while the widget is visible, the sign shown in the widget will change to match the new one.
- Rework: Changed how tha toxicity level of vanilla potions is calculated. Is now: [(Potion's price * Mult1) + (Potion's duration * Mult2) + (Potion's magnitude * Mult3) + Bonus] You can change the multipliers values and/or diable each variable on the MCM.
- MCM: MCM's "Witcher's Options" page reorganization.
- MCM: MCM's "Debug and Shortcuts" page small layout changes.
- MCM: New Debug option: You can now add the Witcher Signs and skip the Sign Stone hunting. This option can also be used if for some reason you meditated at a sign stone and didn't get the sign.
- Witcher Abilities will be restarted every time you load the game. This helps avoiding the Ability Condition Bug if you don't have "Cob's Bug Fixes" installed.
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Version 1.32Beta
- Bug Fix: Correct the position of some wood beams that were clipping with the ceiling in the Main Hall.
- Bug Fix: Fixed "Whitcher" typo on MCM.
- Kaer Fendargh: The window glass on Kaer Fendargh will appear only after you restored the room they are located. There are now 5 new window models.
- MCM: Added a debug option to start "Time for some Changes" if it doesn't automatically start after "Kaer Fendargh".
- MCM: You now have an option to make NPCs benefit from the damage/critical chance of the Witcher Weapons when using them.
- MCM: You now have an option to make all iron/steel/silver weapons have the damage/critical chance from witcher weapons (same as basic-witcher version)
- Weapons: Added one extra keyword to all Witcher weapons for consistency with the two changes above.
- Added cough sound to Poison Mist (the same from poison blooms)
- Perk: Killer Instinct now have a new slider on MCM to choose the maximum health percentage the target must have for the perk to work. Default is 30% of maximum health. Setting it to 100% will make it how it was before. Setting it to 0 will effectively disable the perk effect.
- Perk: Killer Instinct description updated.
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Version 1.31Beta
- MCM: You can now change the Stamina Cost of Signs.
- Bug Fix: For some reason the script for the Diagram Hunting Quest was missing, which would prevent the quest to work properly.
- Bug Fix: Typo fixes on Perks descriptions.
- Rework: Sign Quen Alternate Effect now works like the Regular Version. A bar (light blue) will appear and the sign will absorb magical damage.
- Rework: Witcher Swords can be bought from any blacksmith and can be runed on any court wizard. (This is up since version 1.3, but I forgot to add it to the description)
- Rework: Witcher Skill progression now follows the vanilla formula. It will be much easier to advance the skill on lower levels. Around level 60 it will strart to be more difficult to improve level than before.
- Rework: Buying witcher perks now require only one Witcher Skill point, but you gain one every three levels instead of every level.
- Adjust: Bear and Viper School Perks will work with any sword/greatsword.
- Adjust: Aard and Igni projectiles are now "Cone" instead of "Missivel", meaning it will behave properly with the effect and will be easier to hit enemies. (This was supposed to be on version 1.3, but I didn't know how to make cone projectiles work with the destructable walls. Not it's all working fine)
- Added a workaround to prevent condition bug, but I highly suggest that you install "Cobb Bug Fixes"
- From Hotfix 2.7: Improvements to Older saves handling.
- From Hotfix 2.71: Third Quest not starting fix.
- From Hotfi 2.8: Fixed issue with Arrald face mesh.
- From Hotfix 2.8: Adjustment to Sign Quen to prevent it from permanently decreasing magic damage.
- From Hotfix 2.9: Fixed Arrald not taking the gold to rebuild rooms.
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Hey! The description of this mod is quite big, but you don't need to read it all if you dont want to. However, there are some thing to note:
1 - If you are in doubt about why this mod is on Beta and if it will
2 - If you have any questions about the mod, I'll gladly answer them on the 'Posts' tab. But I advise you to read the description first, just so the comments don't get overflown by stuff that's already explained here :D
3 - If you are new to modding and/or just want to know about the mod's requirements, I suggest you to read "Requirements and Recommended Mods".
4 - People who want to make translations, patches or use assets from this mod should also read the "Permissions and Credits" tab above.
Note: In the description, important information will be marked in Blue.
I advise you to track the mod so you don't miss any Hotfixes.

- The new Worldspace (Kaer Fendargh) in not 100% done yet. Althought the Swamp is finished and the fortress can now be repaired, I want to expand the worldspace adding cave systems, a new huge city and some villages all without loading screens. These new areas will have quests and contracts.
- Create at least two questlines: (1) abou the Witcher Guild, rebuilding it with new recruits and discovering it's mysteries and a quest about a group of mages up to no good, and the introduction of a new guild of mage hunters, giving more uses for dimeritium.
-More integration between the mod and vanilla quests and NPCs, giving more importance to the Witcher Senses functionality.
-Misc improvements, like books, notes, npcs with things to say.
-New monsters and a fully functional notice board.

Requirements:
SKSE - Skyrim uses Scripts to make a lot of things happen in the game. For example, the Unrelenting force shout uses a script to send actor flying when you shout at them. This scripts uses Functions, like Unrelenting Force's "PushActorAway". SKSE adds new functions, which this mod uses, and won't work (and cause problems) if you haven't SKSE installed.
SKYUI - This mod has an MCM (a Menu that you can change some settings of the mod), which needs SkyUI to appear. It also uses some bars (like health, stamina and magicka) on some abilities, which also need SKYUI to be able to work.
Spell Perk Item Distributor - This mod, as the name states, adds perks, spells and itens to NPCs based on an ini file. My mod uses it to add some perks and spells to NPCs. Without it, some mechanics won't work. Note: No need to use the xEdit scripts on my mod, it already contains the file to make SPID work. Just download the main file and install it.
powerofthree's Papyrus Extender for SSE - This mod is required for the Axii Bounty Dialogue option, which uses one of the mod's script events. Without it, the quest won't work.
IMPORTANT: If Adrenaline Perk is not working (Adrenaline bar not showing when you hit someone in battle) and you are not gaining Witcher XP from hitting nemies in battle (can be checked on MCM), you need to uptade Microsoft Visual C++ to it's latest version, as it is required for "Spell Perk Item Distributor" to work. (Huge thanks to NateTheBoz for finding this out).
Recommend:
-Combat Gameplay Overhaul: I highly recommend this mod, so you can change grips (one handed / two handed) of the witcher swords and still have the sign on your left hand. This mod is the reason I didn't include two-handed versions of the sword.
-Deithwen - Witcher Inspired Home: If you want a Witcher home to stay while you are not slaying monsters.
-XP32 Maximum Skeleton Special Extended: So you can put the one-handed swords on your back, alongside with the next mod:
-AllGearedUP Derivative: So you can see both your witcher weapons on your back.
-Missives: While I don't add the contract boards, you can use this mod, which is really really good.
-Honed Metal: So you don't have to increase the smithing skill to be able to get better swords.

Videos:
A short video showing the Witcher's Signs and the swap.A better version of the previous video.


To start the quest, you need to find the corpse in Helgen. The location is now right after the bridge that collapses when you cross it with either Hadvar or Ralof:


This Quest has adjustable options on MCM.
Walkthrough:
- Find the corpse and take everything from its inventory. (Optional: Also take the swords if you want them)
- Read the corpse's diary to start the quest.
- You can now find the Sign Stones in any order, but the diary have information about the location of one near to Bleakwind Basin (Quen).
- After you find one, the quest markers for the other ones will appear on the map (toggle this option on MCM. Default is Off)
- Once you find all the Stones, you will receive a new power: Witcher Meditation.
-Go to DeepFolk Crossing (which is also mentioned in the journal).
- Find the passage going up the river and activate it (click on it) to go to Kaer Fendargh.

This quests start automatically after you reach Kaer Fendargh's passage.
Walkthrough:
-Follow the path until you reach the swamp.
-Kill all the 11 drowners in the swamp. (ATTENTION: Don't use the console command "killall" or it will break the quest)
-You will receive a new power: Witcher Senses.
-Use your Witcher Senses Power near the gate to find out how to open it.
-With the right Sign equipped, activate the stone.
-Go to Kaer Fendargh and enter the fortress.
-A warning message will appear. Read it.
-Kill the spiders or go straight to the corpse up the stairs.
-Use your Witcher Senses to follow the trail. (Optional: read the note found on the corpse)
-Activate the mage's corpse.
-Kill the Wraith.
-Return to the main hall and read the message about the Skill Tree.

This quests start automatically after you complete 'Kaer Fendargh'.
This Quest has adjustable options on MCM.
Walkthrough
-Go to Riverwood and find the Notice Board.
-Click on the small wooden board to place a job note.
-Wait from 24 to 72h (Adjustable on MCM) for a courier to bring you a response.
-Read the response.
-Meet with the Builder in Rorikstead.
-Wait for the Builder to reach Kaer Fendargh.
-Meet the builder in Kaer Fendargh and ask him to rebuild the first part of the fortress (4 options).
-Wait 48 to 96h (Adjustable on MCM) for the process to finish. (ATTENTION: If you are in Kaer Fendargh's Worldspace when the hour count reach 0, it will add another 24h. Wait somewhere else).
-Everytime the Builder finishes a room, you can ask him to rebuild another, until all of them are finished. Some rooms require others to be rebuild first before they are valiable.

There are 15 containers around the world which contains a random Witcher diagram. They do not have quest markers on the map until you find the first one or find the map when advancing through the Thieve's Guild questline.
For those who already completed the Thieves Guild questline or want to know exactly where the map is:

Everytime you receive a Bounty Quest, before you complete it (kill the bandit/dragon/forsworn/giant), you will have the dialogue option to ask the Jarl of the Hold the quest is attached to for more gold in advance. You must have Axii equipped to do so, and the amount of gold asked is adjustable on the MCM, which will also show your chance of success.

- Witcher's Starter Swords: The Steel and Silver Swords equipped by Geralt at the beggining of The Witcher 3.
- Aerondight: A Silver Relic Sword present in all 3 Witcher's games. The one added by this mod uses the 3d model from The Witcher 3.
- Witcher Schools' Swords: Steel and Silver Swords from the 5 Witcher's Schools: Cat, Bear, Griffin, Viper and Wolf. Each School has 4 ranks for their swords: Basic, Enhanced, Superior and Mastercrafted.

Silver Swords deal MORE damage to monsters (everything that is not an animal, dwarven or a playable race) depending of the sword rank. See below:
- Starter and Basic-rank Swords: +20% damage.
- Enhanced-rank Swords: +35% damage.
- Superior-rank Swords: +50% damage.
- Aerondight and Mastercrafted-rank Swords: +75% damage.

Steel Swords deal LESS damage to monsters (everything that is not an animal, dwarven or a playable race) depending of the sword rank. See below:
- Starter and Basic-rank Swords: -90% damage.
- Enhanced-rank Swords: -80% damage.
- Superior-rank Swords: -70% damage.
- Mastercrafted-rank Swords: -60% damage.
Witcher Steel Swords have some benefits to compensate for their lack of damage agains monsters:
- 30% more chance of performing a critical hit.
- Can be infused with Runes once you take the perk 'Runed Steel' from the Witcher Skill Tree.

Runes are special itens that can be used to create more powerful Steel Swords. Runed Swords have a glowing rune attached to their blade, granting them an effect when they perform a critical hit.
-Blood Rune: The target deals 50% less physical damage for 10 seconds. Can't be reesisted - Doesn't work on undead and ghosts.
-Fire Rune: The target takes 4 points of health damage each second, for 10 seconds. Resisted by target's Fire Resistance.
-Poison Rune: The Target is paralyzed for 5 seconds. Resisted by target's Poison Resistance - Doesn't work on undead.
Runed swords CAN still be enchanted normally.
Runes can be crafted at the Smelter.

- Witcher's Starter Swords: These swords can be found on the corpse in Helgen Keep which starts the Main Quest 1.
- Aerondight: For now you can find a "Rusted" version of Aerondight, which deals 0 damage. The option to restore it to it's former glory will be available in version 1.3. Check the spoiler below if you want to know where to look for it.

- Witcher's School Swords (Basic to Superior): Like in The Witcher 3, in order to be able to obtain the School's Swords, you need to find their diagram.
- Witcher's Runed Swords (Mastercrafted): If you have a Superior version of a Sword, or the Rusted Aerondight in your inventory, you can take them to Kaer Fendargh and find the old Warg Skull somewhere inside the fortress to improve them to their mastercrafted version.

Diagrams are scattered through Skyrim and Solstheim, placed inside special containers. When you open a container, you will find a random diagram. You can find each diagram only once, they won't appear again. After finding a diagram, you just need to read it once and you'll be able to buy (or craft) the swords. (check "Side - Diagram Hunting" section).

By default, you can't craft Witcher Swords. So after you read a diagram, go to any Blacksmith (NEW - Version 1.3). A new dialogue choice will appear, so you can ask the blacksmith to craft the swords for you. This system works like the mod 'Honed Metal'. You must provide the blacksmith with all the materials to craft the sword. After two days, your sword will be ready to collect (you will receive a warning). Go to the blacksmith again, and you will be able to buy the sword.
The same process works for the Runed Swords. But instead of a blacksmith, you need to go to a Court Wizard (NEW - Version 1.3). In this case, as stated before, you must have the perk 'Runed Steel'. You'll also need a Witcher rune, which you can craft at the Smelter.
Note: In order to upgrade the rank of a sword with a Blacksmith (Basic to Enhanced, Enhanced to Superior), you first need to remove any runes from the sword, using the smelter.
If you want to craft the swords yourself, there's an option on the MCM to change the method of obtaining the swords from "Buy Only" (default) to "Craft Only" or "Buy and Craft".Crafting the weapons yourself will require more materials, and by default it needs to be done at the Skyforge (MCM also has a option to remove this requirement).

There are ywo new materials that are used to craft Witcher's Weapons:
Dimerituim: Can be found in form of ore in Dimeritium Deposits and be transformed into ingots to create witcher equipment.
Locations:
-Helgen Keep
-Nchuand-Zel Excavation
-Shor's Stone Redbelly Mine
-Whistling Mine
Meteorite: Can be found in form of ore in Meteorite Deposits and be transformed into ingots to create 'Meteorite Silver Ingots' and witcher equipment.
Locations:
-Near Saarthal (Winterhold)
-Coast below College of Winterhold


- Regular: Aard will push enemies away with an unrelenting force. It also deals damage.
- Alternate: Aard will push all enemies around the caster away with an unrelenting force. It also deals damage.

- Regular: Axii makes the enemy fall unconscious. Enemies that take 10 points of damage by the caster will break free from the effect.
- Alternate: Axii makes the affected enemy assist caster in combat.

- Regular: Igni launches a single fire blaze, dealing health damage and also dealing 25% of that value to the enemy's armor, reducing its damage resistance.
- Alternate: Igni creates an explosion around the caster, dealing damage to all enemies in the area.

- Quen (Regular): Quen conjures a shield that protects the caster from physical damage equal to one quarter of his health points.The shield lasts for some seconds if not broken.
- Quen (Alternate): Quen increases the caster magic resistance for the duration.
When Regular Quen is cast, a bar showing the shield's points will appear below the health bar.
Quen can't be recast while active.

- Regular: Yrden creates a magical area for some seconds. Enemies that stand inside the area are slowed. Specters inside the area can be damaged normally. (more info about specters below)
- Alternate: Yrden creates an orb that lasts for some seconds. The orb has 50% chance of dealing shock damage to enemies in the area every 2 seconds. It also has a 10% chance of staggering the target.
Yrden can't be recast while active.

- You can unlock the Regular version of the Signs by Absorbing the Power of it's respective Sign Stone, which can be found in the Wilderness. When you absorb the power for the first time on a Sign Stone, you will receive the correspondent Witcher's Sign. The next absorptions will give you a boost to that Sign's strenght for 8 in-game hours. Only one boost can be active at a time.
After you absorb the power of all 5 Sign Stones, you will receive the Witcher's Meditation Power (check "Meditation" section).
For those who want to skip exploration and go directly to the stones:
-Axii Stone: Outside Falkreath Watchtower (Falkreath)
-Igni Stone: Between Witchmist Grove and Steamcrag Camp (Eastmarsh)
-Quen Stone: Southwest of Bleakwind Basin (Whiterun)
-Yrden Stone: SouthWest of Four Skull Lookout (The Reach)
- You can Unlock the Alternate version of the Signs by unlocking the 'Alternate Signs' perk from the Witcher's Skill Tree (More information on "Alternate Signs" section).
- You can unlock the higer ranks (Enhanced and Superior) of the Signs through the Witcher Skill Tree (check "Witcher Skill Tree" section).


Alcohol is used to craft Witcher's Potions and some Alchemy Ingredients.

Dwemer Spirit is the most common type alcohol and is used to craft the basic-level Witcher's Potions. It can be bough on the Silver Blood Inn in Markarth, and also be found as loot on bandits and forsworn.

Alcohest is the middle-level Witcher Alcohol. It's used to craft Enhanced-Level Potions and keeping one in your inventory will automaticaly replenish any potions you already crafted, up to it's limit. (check "Potions" section)
Alcohest can be crafted with a Dwemer Spirit, Snowberries and the various alcohols found in Skyrim, using a special Mortal and Pestle, which can be crafted at the smelter after you take the perk 'Witcher Potions' from the Witcher's Skill Tree.

White Gull is the superior-level Witcher's Alcohol, and requires you to have the perk 'Enhanced Alchemy' to be crafted usignt he special Mortar and Pestle. It's used to craft Superior-Level Potions and Also Superior-level Ingredients. (check "Ingredients" section)

Witcher Potions can be crafted using a special Mortal and Pestle, which can be crafted at the smelter after you take the perk 'Witcher Potions' from the Witcher's Skill Tree. Each potions have three ranks (Basic, Enhanced an Superior).
Potions need to/can be crafted only once, as you recover them by meditating with a bottle of Alcohest in your inventory. (check "Meditation" section)
Potions have a limit of how many of them you can craft/replenish through Meditation.

Your blood becomes poisonous to vampires and necrophages for 60 seconds, reflecting 30% of their BASE attack damage back to them.
Enhanced: 90 seconds duration, 40% reflected damage, 50% chance os staggering target after it attacks.
Superior: 120 seconds duration, 50%reflected damage, 50% change of stagger, targets bleed (1 point of health) each second if too close.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

For 45 seconds, time will slow down everytime you kill an enemy.
Enhanced: 60 seconds duration.
Superior: 75 seconds duration, if adrenaline is (or reaches) on level 2 or superior, power attacks won't cost stamina for the duration.
Limit: 2 - Basic / 3 - Enhanced / 4 - Superior.

You have improved Night Vision for 120 seconds.
Enhanced: 240 seconds duration.
Superior: 360 seconds duration.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

Your health is increased by 100 points for 50 seconds.
Enhanced: 200 health points, 180 seconds duration.
Superior: 300 health points, 360 seconds duration. You also recover a total number of health points equal to your current toxicity points.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

You are 100% resistant to poisons for120 seconds. Poisons already on your system are cured.
Enhanced: 240 seconds duration.
Superior: 360 seconds duration. When affected by a poison you will recover health points equal to the poison's magnitude.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

You can breath underwater for 120 seconds.
Enhanced: 240 seconds duration.
Superior: 360 seconds duration.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

For 60 seconds, you gain 50% more Adrenaline Points when you hit an enemy in combat. (check "Adrenaline" section)
Enhanced: 120 seconds duration, 100% more Adrenaline points.
Superior: 120 seconds duration, 100% more adrenaline points, immediately gains 5 adrenaline points.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

For 60 seconds, Aard and Igni cause 50% more damage, and Axii, Quen and Yrden lasts 50% longer.
Enhanced: 120 seconds duration, 75% more damage/duration.
Superior: 180 seconds duration, 100% more damage/duration.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

You regenerate extra 4% of you maximum health each second, for 40 seconds. If hit, the increased regeneration is paused for 4 seconds.
Enhanced: 60 seconds duration, 5% of maximum health.
Superior: 80 seconds duration, 6% of maximum health, no pause if hit.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

You regenerate extra 3% of your maximum stamina each second, for 60 seconds.
Enhanced: 90 seconds duration, 8% of maximum stamina.
Superior: 120 second duration, 10% of maximum stamina. If used after 7pm, potion will last until 5am.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

You deal 30% more damage for 60 seconds.
Enhanced: 120 seconds duration.
Superior: 180 seconds duration, if it's raining, have 100% of critical chance.
Limit: 3 - Basic / 4 - Enhanced / 5 - Superior.

Clears your Toxicity and dispel all effects affecting you. (check "Toxicity" section)
Enhanced: Same.
Superior: Same.
Limit: 1 - Basic / 2 - Enhanced / 3 - Superior.

Immediately recover 35% of your maximum health.
Enhanced: 60% of maximum health.
Superior: 10%% of maximum.
Limit: 1 - Basic / 2 - Enhanced / 3 - Superior.

As with potions, Oils can be crafted using the special Mortar and Pestle, but unlike them, can be crafted multiple times as they are not replenished by meditating. Oils increase your damage by 20% against creatures the oil affects.
- Beast Oil: Animals.
- Cursed Oil: Werewolves/Werebears.
- Draconid Oil: Dragons.
- Elemental Oil: Ice Wraiths, Gargoyles and Atronachs.
- Hanged Man's Venon: Elves, Humans, Orcs, Khajiit and Argonians.
- Hybrid Oil: Hagravens and Griffins.
- Insectoid Oil: Chaurus, Frostbite Spiders and AshHoppers.
- Necrophage Oil: Ghouls, Drowners, Draugr and Death Hounds.
- Ogroid Oil: Nekkers, Trolls, Giants and Rieklings.
- Relict Oil: Spriggans, Dremoras, Falmers, Seekers and Lurkers.
- Specter Oil: Wraiths and Ghosts.
- Vampire Oil: Vampires.

Most of Witcher's Ingredients can be found on dead monsters added by the mod. (Check "Monsters" section)
You can also buy many of them in Arcadia's Cauldron in Whiterun and in Elgrim's Elixirs in Riften. More rare and superior ingredients need to be crafted using the Witcher's Mortar and Pestle.

Common ingredients can be found directly as loot on monsters. They are:
-Alghoul Claw
-Alghoul Rib
-Arachas' Venon (until Arachas are implemented this can only be bought)
-Dark Essence (until Nightwraiths are implemented this can only be bought)
-Drowner Brain
-Drowner Tongue
-Endrega Embryo (until Arachas are implemented this can only be bought)
-Ghoul Blood
-Griffin Egg
-Griffin Feather
-Infused Dust
-Light Essence (until Noonwraiths are implemented this can only be bought)
-Nekker Blood
-Nekker Claw
-Nekker Eye
-Nekker Heart
-Specter Dust
-Water Essence
-Wraith Essence
-Golem Heart (until Golems are implemented this can only be bought)

Rare ingredients can sometimes be found on Drowners, Ghouls and Griffins. They can also be crafted using Common Ingredients and the Witcher's Mortar and Pestle. They are:
-Monster Blood
-Monster Brain
-Monster Claw
-Monster Egg
-Monster Essence
-Monster Eye
-Monster Feathers
-Monster Hair
-Monster Heart
-Monster Liver
-Monster Saliva
-Monster Tongue
-Monster Tooth
-Monster Bone
-Powdered Monster Tissue
-Venon Extract (can sometimes be found on Frostbite spiders and Chaurus)

Superior level ingredients are used to create Superior-level Witcher's Potions and some Witcher's Weapons. They can't be found, only crafted, and you need the 'Alchemy Enhanced' perk to do so. They are:
-Aether
-Albedo
-Nigredo
-Quebrith
-Rebis
-Rubedo
-Vermilion
-Vitriol

-Amethyst Dust (found on Wraiths - can be crafted at the forge)
-Emerald Dust (found on Wraiths - can be crafted at the forge)
-Ruby Dust (can be crafted at the forge)
-Sapphire Dust (can be crafted at the forge)

- In order to access the skill tree, you need to go to Kaer Fendargh (check "Kaer Fendargh" section). When you enter the fortress, you will find a stone craved on the floor right in front of the main door, from which you can select the perks. When you enter the Main Hall, a bar will appear above your health bar to show your progress on the Skill (Skill progress can also be consulted on the MCM).
- You can advance in the Witcher's Skill Tree by casting Witcher's Signs, Drinking Witcher's Potions and Hitting enemies with Witcher's Swords.
-The Skill is divided in 3 main branches:
Signs (Blue Perks)
Alchemy (Green Perks)
Combat (Red Perks)
Each Major Branch has 5 sub-branches with two perks each (apart from the branch initial perk), totalizing 11 perks per branch, 33 perks in total.
Obs: the color of the perks may be more/less visible depending if/which enb is used.

-Alternate Signs: You can now use the alternate version of the Witcher Signs. Also unlocks Sign's Widget. (check "Sign's Widget" section)
-Aard Enhanced: Aard's range is increased by 25 percent, and it can now destroy some walls and barriers. Casting Aard will earn 2 times more Witcher's Skill Experience.
-Aard Superior: Aard's reach and damage are increased by 50 percent. Casting Aard will earn 3 times more Witcher's Skill Experience.
-Axii Enhanced: Axii's duration is increased by 50 percent. Enemies can take up 20 points of damage before breaking free from Axii. Casting Axii will earn 2 times more Witcher's Skill Experience.
-Axii Superior: Axii's controlled enemy deals 30 percent more damage. Casting Axii will earn 3 times more Witcher's Skill Experience.
-Igni Enhanced: Igni's range and melting armor damage are increased by 50 percent. Casting Igni will earn 2 times more Witcher's Skill Experience.
-Igni Superior: Enemies affected by Igni will burn for a period of time. Casting Igni will earn 3 times more Witcher's Skill Experience.
-Quen Enhanced: Quen's duration is increased by 25 percent. Casting Quen will earn 2 times more Witcher's Skill Experience.
-Quen Superior: Quen's shield strenght equals half the caster's health points. Casting Quen will earn 3 times more Witcher's Skill Experience.
-Yrden Enhanced: Yrden's duration is increased by 20 percent. Casting Yrden will earn 2 times more Witcher's Skill Experience.
-Yrden Superior: Enemies inside Yrden's area will have their health damaged each second. Casting Yrden will earn 3 times more Witcher's Skill Experience.

-Witcher Potions: You can create Witcher's potions. Non-Witcher potions have toxicity equal to 1/10 of their gold value, capped at 60. Also, you can recover up tp 3 Witcher Potions of each type that you already crafted (4 for Enhanced Versions), as long as you have a bottle of Ale in your inventory (consumed in the process).
-Alchemy Enhanced: You can create Enhanced-level Witcher's potions. Consuming these stronger Witcher's Potions will earn double Witcher's Skill Experience. You can also create superior-level witcher ingredients and alcohol.
-Alchemy Superior: You can find mutagens on dead monsters, which you can attach to the Mutagen Wall in Kaer Fendargh. (check "Mutagens and Branch Perks" section). You can now also create Superior-level potions, which grant triple experience points.
-Iron Stomach: You become 50 percent resistant to poisons and diseases.
-High Metabolism: You become 75 percent resistant to poisons and diseases.
-Rest Assured: Meditation now takes 8 hours and applies the "Well Rested" effect.
-Drink to That: Meditation now takes 6 hours. After meditating you receive a boost on your maximum stamina for 3 in-game hours.
-A Sensitive Fella: You can use the Witcher Senses to find the 10 closest flora ingredients around you. Perceived ingredients will glow in red. (NEW - Version 1.3Beta)
-Now You See Me: You can use the Witcher Senses to find the 10 closest containers around you. Perceived containers will glow in green. (NEW - Version 1.3Beta)
-Monster's Doom: If you have high toxicity and use a Witcher's oil, you receive 20 percent less damage from monsters the oil affects.
Your maximum Toxicity increases by 50 points.
-Fast Response: When you reach 10 percent of health and you have high toxicity, time is slowed for 10 seconds. After this ability is activated, you need to either meditate or sleep to be able to use it again.

-Adrenaline: Unlocks Adrenaline. (check "Adrenaline" section)
-Runed Steel: You can have your Witcher's Steel Swords reforged with a special Witcher's rune. There are 3 types of runes: Blood, Fire and Poison. When you make a critical hit, the target will be affected by the rune and lose health per second for 10 seconds. The target can resist fire and poison runes, but not blood runes. Blood Runes don't work on undead.
-Extended Runes: Rune's effects lasts 100 percent longer.
-Killer Instinct: Each adrenaline point gives 4 percent chance of instantly killing an hostile target that has current health below a percentage of it's maximum health (defined on MCM).
-Not Quite Dead: If you reach 10 percent of health, you are healed by four times your current adrenaline points, which are consumed in the process. After this ability is activated, you need to either meditate or sleep to be able to use it again.
-Faster is Deadlier: When using witcher weapons from the Light Witcher Schools (Cat, Viper and Wolf), your critical damage and critical chance are increased by 50 percent.
-Witcher Light School: You can choose your favorite Witcher's Light School (Cat, Viper or Wolf) and gain it's ability.
Cat: When a Feline Sword is equipped and you enter sneak mode, you become invisible for 10 seconds. If you attack an enemy during this period, your attack will deal 5 times more damage. This ability have a cooldown of 30 seconds.
Viper: Every third attack made on the same target will apply a random Potent Poison. The effects of the poison can be: Damage Health, Damage Magicka, Damage Stamina, Lingering Damage Health, Lingering Damage Stamina, Lingering Damage Magicka, Fear or Paralyze.
Wolf: Runes (Blood, Fire or Poison) are unlocked to be used on Wolven Silver Swords. All Wolven Silver Swords have 30 percent more chance to do critical damage.
-Stronger is Better: When using witcher weapons from the Heavy Witcher Schools (Griffin and Bear), your power attack damage is increased by 100 percent.
-Witcher Heavy School: You can choose your favorite Witcher's Heavy School (Bear, Griffin or Horker) and gain it's ability.
Bear: Everytime you kill an enemy with a Ursine Sword, your health is incresed by 5 points, to a maximum of 200. When the maximum additional health is reached, your permanently take 10 percent less damage.
Griffin: Witcher Signs cost 20 percent less. Bonuses from Sign Stones lasts for 24 hours.
Horker: When you are hit in combat while blocking, a shockwave is created, pushing away all enemies around you. This ability has a 50 second cooldown.
-Defensive Stance: When fighting against only one enemy, blocking with a Witcher Sword will decrease incoming damage by 80 percent.
-Here We Go Again: If you reach 10 percent of your total stamina while in combat, you recover 90 points of it. After this ability is activated, you need to either meditate or sleep to be able to use it again.


After you unlock the "Alternate Signs" Perk, you can double tap a key (Default "V" - can be changed on MCM), which will swap between Regular and Alternate Sign modes. Each mode unlocks the sign effects of that mode, and locks the effects of the other.
You can also hold the key for more than one second to hide/show the Signs Widget.
While the Widget is active, you can change to next/previous sign using the keys (Default "NumPad4" and "NumPad6" - Can be changed on MCM).

Meditation is used to clean your Body of Toxicity, remove poisons from your system, reset some Witcher Abilities and more important, it's the only way to recover Witcher potions (If you have the "Witcher Potions" perk).
The recovery system works like this:
-All potions that you have already crafted (sperior version replaces / enhanced version replaces / basic version), will be replenished depending of the Limiti (check "Potions" section) of each of the potions.
Ex: If you don't have any basic black blood in your inventory when you meditate, you will recover 3 potions. If you have 1, you will recover 2. If you have 2, you will recover 1. If you have 3 or more, you won't recover anything.
Note: Recovering potions requires that you have a bottle of Alcohest in your inventory (which will be consumed).

When you take the "Adrenaline" Perk, you unlock a new mechanic: the Adrenaline system. You gain an adrenaline point everytime you hit an enemy in combat with a sword or greatsword, and lose two adrenaline points when you don't block attacks. The Higher your adrenaline level, the higher is your attack damage.
When you enter combat, a Adrenaline bar will appear below the Stamina Bar, and as you gain points, it will start to fill.
You can have a maximum of 20 adrenaline points.
Depending of how many points you have, the Adrenaline will be in one of it's 4 stages. Each stage increases your damage with all weapons (up to 5 points +0%/ From 6 to 10 points +50%/ From 11 to 15 points +100%/ From 16 to 20 points +150%). The color of the bar will vary from a redish grey to a bright and vivid red, depending of the Adrenaline stage you are. (Adrenaline damage increase can de adjusted on MCM)
You lose adrenaline when you are hit, and after you leave combat it slowly starts to decay.

Your toxicity increases everytime you drink a Witcher Potion or a Vanilla Potion (You can disable vanilla potions' Toxicity on the MCM). You can have a maximum of 100 points of Toxicity (150 with 'Monster's Doom' Perk). The values of Toxicity that you gain from potions are:
Black Blood: 30
Blizzard: 50
Cat: 30
Full Moon: 50
Golden Oriole: 40
Killer Whale: 30
Maribor Forest: 40
Petris Philter: 50
Swallow: 40
Tawny Owl: 40
Thunderbolt: 50
White Honey: 0
White Raffard: 60
Vanilla Potions: 20% of the potion's value (capped at 70)
If you drink potions that would bring toxicity points above 100 (150 with Monster's Doom), Toxicity will be set to 100/150 and you will be damaged by the difference.
Toxicity also has some side effects:
-Above 70% Toxicity, you will be considered to have a high Toxicity, and will lose 1 point of health per second.
You also have 65/60/55/50% (depending of your toxicity level >85/>80/>75/>70) chance of becoming paralized for 2 seconds (20 seconds cooldown).
-Above 85% Toxicity, potions won't work anymore, and you won't gain Witcher Experience from drinking them, but will still add Toxicity points.
-Toxicity decays by one point every two seconds.
When your Toxicity is higher than 0, a bar will appear below the Magicka Bar to show it's progress. The color of the bar will vary from a light green to an orange-green depending of which toxicity stage you are.

Witcher Senses is a togglable power. When you activate it, enemies around you will be marked and glow with the color of the Witcher Oil that affects them.
The power will also mark important objects near you, like breakable walls and witcher related quest items.
The power updates itself every 3 seconds.
Drawing your weapon or being hit finishes the Witcher Senses Effects.

After you take the perk "Alchemy Superior", you will be able to find mutagens on dead monsters and animals (added by this mod and vanilla). Mutagens can be Blue, Green or Red. You can combine 3 mutagens of the same type to create an enhanced version of the mutagen when using the Witcher Mortar and Pestle.
To use a Mutagen, you need to go to Kaer Fendargh. Go to the door on the right side of the Main Hall, and on the little garden area there is the Mutagen's Stone. When you activate the stone, you can store up to 3 mutagens in it.
The Mutagen Effects are:
Blue: Your attack damage is increased by 10%. If a branch of the same color is attached to the mutagen, attack damage is increased additional 5%.
Green: Your maximum stamina is increased by 10 points. If a branch of the same color is attached to the mutagen, stamina is increased 10 additional points.
Red: Your maximum Health is increased by 10 points. If a branch of the same color is attached to the mutagen, health is increased 10 additional points.
Branch Perks are secondary perks that you automatically gain when you choose the two perks of one of the sub-branches of the Witcher Skill Tree. There are 15 Branch Perks in total. Unlike normal perks, they only work when you assign them on the Mutagen's Stone. You can only have 4 Branch Perks active at once, but you can change them whenever you like.
The Branch Perks are:
Aard Branch: The Sign Aard Branch increases your fall damage resistance by 20 percent.
Axii Branch: The Sign Axii Branch makes you get 10 percent better prices from buying\selling. It also doubles your Axii Bonus to ask gold to Jarls. (NEW - Version 1.3Beta)
Igni Branch: The Sign Igni Branch increases your fire resistance by 20 percent.
Quen Branch: The Sign Quen Branch increases your damage and magic resistance by 20 points.
Yrden Branch: The Sign Yrden Branch increases your shock resistance by 20 percent.
Alchemy Branch: The Alchemy Branch increases your chance of finding mutagens by 10 percent.
Resistances Branch: The Resistances Branch increases your Alchemy skill, meaning that potions you make are 20 percent stronger.
Meditation Branch: The Meditation Branch increases your carry weight by 20 points.
Witcher Senses Branch: The Witcher Senses Branch increases your sneaking success by 20 percent.
Toxicity Branch: The Toxicity Branch increases the duration of poisons and Witcher Oils you use by 20 percent.
Adrenaline Branch: The Adrenaline Branch makes possible to use "Not Quite Dead Perk" twice before needing to meditate again.
Runes Branch: The Runes Branch increases your soul gem's charges when enchanting a weapon by 20 percent.
Light Combat Branch: The Light Combat Branch increases your critical damage with all weapons by 30 percent.
Heavy Combat Branch: The Heavy Combat Branch decreases the amount of Stamina you spend when power attacking by 20 percent.
Defense Branch: The Defense Branch makes possible to use "Second Wind" twice before needing to meditate again.
These branches have the same color of the Witcher Skill Tree (Blue for Signs, Green For Alchemy and Red for Combat). Attaching a branch perk to a mutagen with the same color will increase the mutagen's effect, and make it glow brighter on the stone.

You cannot access it (the map marker and door won't show up in Skyrim World) until you have meditated at all the Sign Stones.
For now the wordspace has two areas (which are completely free of loading screens, aka has no interior cells):
The Swamp (Bloody Valley), which is filled with Drowners and a red mist.
The Fortress (Kaer Fendargh), which is a large imperial-like fort that you can rebuild room by room.
I'll constantly expand this worldspace in future updates until it's big enough to have it's own world map.

Before describing the monsters, I want to add a little warning: I've learned a lot of things in order to be able to build this mod, some of which I've done well and some that I didn't mastered, but if there is one thing that I'm not good at, it's rigging meshes to a skeleton. That being said, the monsters are not the quality that I wanted them to be in terms of animation. Some may look buggy if you look at them for a certain angle. I've added them anyway, so you can check and see if you like them. If you don't, you can disable them on the MCM. (Kaer Fendargh monsters can't be disabled, but they won't respawn once you kill them)
Alright, the monsters are:

Drowners are corpse eaters that live near water. They can be found in groups of at least 2 around the big lakes and rivers in Skyrim warmer holds. Groups of Dronwers can have a Drowned Dead among them.
Type: Necrophage
Abilities:
-Bleed: Each non-blocked attack by a drowner will relase a bleeding effect for 10 seconds.
-Resistance: Weakness to fire.

Drowned Dead are a stronger variant of Drowners.
Type: Necrophage
Abilities:
-Stronger dronwer bleeding.
-Resistance: Weakness to fire.

Ghould are quadruped corpse eaters. They can fe found in groups of at least 2 all around the warmer holds of Skyrim. Groups of Ghouls can have an Alghould among them.
Type: Necrophage
Abilities:
-Rage: When Ghouls reach 30% of their maximum health thei will enter a rage mode, increasing their health regeneration.
-Fever: Ghoul attacks

Alghould are a stronger and more dangerous type of Ghoul.
Type: Necrophage
Abilities:
-Rage: When Alghouls reach 40% of their maximum health, thei enter rage, increasing their attack damage.
-Reflect Damage: Alghould reflect 30% of physical damage taken back to the attacker. When in Rage, deflection increases to 50%. Axii Sign negates this effect.
-Presence: An Alghoul that is close to ghouls will increase their attack damage.

Griffins are huge flying creatures that are very protective of their territory. They can be found in the Rift and Eastmarch.
Type: Hybrid
Abilites:
-Stun: Griffins can stun enemies with their attacks.
-Scream: Griffins can scream to damage and destabilize foes.
-Resistance: Weakness to fire.

Archgriffins are a stronger variation of Griffin.
Type: Hybrid
Abilites:
-Stun: Archgriffins can stun enemies with their attacks.
-Acid: Archgriffins can spit acid on their foes.
-Resistance: Weakness to fire.

Nekkers are small creatures that appear in groups of at least four members. Groups of nekkers can have a nekker warrior as a leader. They can be found in the Reach.
Type: Ogroid
Abilities:
-Call Help: The last alive Nekker that you fight will call for help when badly wounded. A new Nekker will arrive to help it. This ability has a 15 second cooldown, that starts after you kill the Nekker who called for help.
-Ally Mounr: For every Nekker killed (maximum 3) all other Nekkers will have their attack damage increased for 10 seconds.

A stronger nekker variation that can be found as leaders of a group.
Type: Ogroid
Abilities:
-Call Help: The last alive Nekker that you fight will call for help when badly wounded. A new Nekker will arrive to help it. This ability has a 15 second cooldown, that starts after you kill the Nekker who called for help.
-Ally Mourn: For every Nekker killed (maximum 3) all other Nekkers will have their attack damage increased for 10 seconds.

Wraiths are a strong type of ghost. They can be found all around skyrim, near places where a lot of people died.
Type: Specter
Abilities:
-Resistance: Wraiths receive 90% less damage from any weapon. Sign Yrden's area of effect removes this resistance. There's an option on the MCM to add this ability to all Ghost-type enemies.
-Blink: Wraiths have a chance of disappearing and then reapearing behind a target during combat.







