Talyn82 wrote: Sorry for the hiatus, real life issues. But can someone give me suggestions on how to better balance the armor and weapons?
Also do you want the Witcher monsters in or out? I don't know how to do a menu for SkyUI.
urwis123 wrote: I would say focus on balancing weapons / armor and then maybe add in witcher monsters
Talyn82 wrote: Do you have any suggestions on what stats to give the weapons and armor?
urwis123 wrote: I would say make them similar armor / damage as daedreic or dragon, if you try to stay vanilla, it should be balanced and then if people want to make it compatible with overhaul mods like Perkus Maximus or something, they can make a patch.
Talyn82 wrote: Okay, thanks for the suggestions.
Foodu wrote: Do you need AlphaWolF,s mod as well, Or is it standalone.
Talyn82 wrote: AlphaWolf's mod is included in the archive. Just install both his and mine.
I sent you a PM, but in case you didn't see it (that's not very difficult, after all), I'll say it here, too. I'm rebalancing every single piece armour and every weapon, their enchantments, keywords, their spelling (for consistency), and fixing crafting for everything. So far I've finished weapons and armour stats, keywords, and enchantments. Right now I'm working on crafting (where it's supposed to exist) and tempering recipes for everything. I'd like to know if, when I'm finished, I could post it, or let you see it and change what you'd like or something like that.
Well, I've finished weapon and armour stats, enchanting, keywords and crafting/tempering. All that's left is distribution. I've made a chart that says what's supposed to be sold, what's supposed to be found in loot, what's supposed to be crafted only and everything in between. However, there are a few items I felt needed special placement (Forgotten Vran Sword for example). If you could help me with that, that would be great xD Still waiting on your answer!
Although this hasn't been updated in quite a while, I just want to let you know that consuming some ingredients crashes my game. Happened just now with Harpy Eggs. I don't have many mods that could conflict, no mod changing alchemicals' behavior and as a creature mod I only have Immersive Creatures besides this one. Only saw drowners and Nekkers until now, weapons are rendering okay, and overall the mod doesn't seem too intrusive. Haven't tested the notice board missions yet, not sure if that will work out or not, but decided not to mess with it, as I wanted the weapons and monsters mainly. I was kind of hopeful that the Witcher Experience would include some bounties, not just a fight club and a template quest, but that's cool.
I'd was thinking of downloading this, but I'd really like to know what it does first. Can someone who has experience with this mod tell me a little about it? The mod author just used his description page to whine about not getting paid to do his hobby.
Is there a fix for the missing Quen sign after reading the tome? One thing I noticed about looking at the tome in Belethor's shop is that it doesn't state the school of magic in the top corner of the description like the other tomes do so that could possibly help
This is coming from a definite novice, but from what I've seen/done, you can go into the CK, find the spell / minor power for quen (whichever it's classified as), then go down to the casting perk dropdown (idk if i got the name of that right, but it's going to be the one that says NONE in the dropdown box. Then change that to the school of magic you want to assign quen to. That should allow the spell to be equipped from the magic menu.
ok for some reason all the stock is gone from Belethor's inventory and mine when I open the dialogue to buy from him, hoping to buy the witcher spell books - can someone help me get the inventory back? - please help - All I have is the quen spell from Farangar, which was another mod
Is there any chance that this will get ported to SSE? or it requires SKSE? ty
EDIT : Ok so i tested it really fast in SSE. It works, kind of. 1. creatures work( killed a drowner) 2. The NPC in riverwood exists and you can buy witcher stuff from him yet he has the black face bug 3. Spells work ( except from quen sign as always) 4. Armor textures are visible ( i didn't test them all) yet, weapons are invisible ( i will try niff opt. later and see if that works) That's it so far. I will update you guys when i test it more EDIT 2: Also the Geralt face preset works but the Geralt race is invisible
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Well, I've finished weapon and armour stats, enchanting, keywords and crafting/tempering. All that's left is distribution. I've made a chart that says what's supposed to be sold, what's supposed to be found in loot, what's supposed to be crafted only and everything in between. However, there are a few items I felt needed special placement (Forgotten Vran Sword for example). If you could help me with that, that would be great xD
Still waiting on your answer!
Only saw drowners and Nekkers until now, weapons are rendering okay, and overall the mod doesn't seem too intrusive. Haven't tested the notice board missions yet, not sure if that will work out or not, but decided not to mess with it, as I wanted the weapons and monsters mainly.
I was kind of hopeful that the Witcher Experience would include some bounties, not just a fight club and a template quest, but that's cool.
https://www.youtube.com/watch?v=ymq-p4LZ19s
(first of about 5 or so Witcher mods discussed).
EDIT : Ok so i tested it really fast in SSE. It works, kind of. 1. creatures work( killed a drowner) 2. The NPC in riverwood exists and you can buy witcher stuff from him yet he has the black face bug 3. Spells work ( except from quen sign as always) 4. Armor textures are visible ( i didn't test them all) yet, weapons are invisible ( i will try niff opt. later and see if that works) That's it so far. I will update you guys when i test it more
EDIT 2: Also the Geralt face preset works but the Geralt race is invisible
edit : didn't work. did you open the mod through the CK?