About this mod
Skills and Gameplay Tweaks. Fixes some broken aspects of the combat system, as well as balancing overpowered mechanics and adding some custom changes.
- Requirements
- Permissions and credits
-
Translations
- Polish
- Changelogs
What you can expect from this mod?
1. Changes to the way DOTs are being calculated.
2. Quality of life changes to Encumbrance max cap.
3. Changes to Oil system - you can no longer rely on having 24/7 free bonus from oils.
4. Changes to Mutation system - you can now upgrade your mutations.
5. Minor change to Dodge system.
6. Quality of Life changes to POIs - you can now see the suggested level for the POIs when you over-mouse any of them on the map. This new Q&L is also required for some of the new experience calculations.
7. New way of calculating Experience - experience accumulation increases as you progress through the game, following the standard logic of most RPG games.
8. Balancing of potions and decoction (their duration, toxicity cost and max charges).
9. Changes to Resistances and damage dealt of enemies in New Game and New Game+.
10. Quality of life, bug fixes, improvements and balancing to many Skills.
DOTs
1. All Burning effects scale off of 1% of target's total health + % of target's current health + base damage (if the source has) as follows:
- Igni Burning damage - 1.8% from target's current health.
- Firestream Burning damage - 0.5% from target's current health.
- Dancing Star bomb Burning damage - 0.1% from target's current health.
- Dancing Star bomb base Burning damage is now reduced from 20 to 15.
- Enhanced Dancing Star bomb Burning damage - 0.3% from target's current health.
- Enhanced Dancing Star bomb base Burning damage is now reduced from 30 to 20.
- Superior Dancing Star bomb Burning damage - 0.5% from target's current health.
- Superior Dancing Star bomb base Burning damage is now reduced from 40 to 25.
2. Igni Burning chance Sign Intensity scaling is nerfed from (1 + LogF(Sign Intensity)) / 2 to (1 + LogF(Sign Intensity)) / 3.
Bleeding:
1. Bleeding damage health multiplier is reduced from 0.8% to 0.4%.
2. Duration of Bleeding effects is reduced from 10 sec to 8 sec.
3. Base damage of Bleeding effects is increased from 0 to up to 40.
4. Broadhead Bolts base Bleeding damage is increased from 10 to up to 40.
5. Broadhead Bolts health multiplier is increased from RNG value between 0.1% and 0.2% to constant value of 0.2%.
6. Broadhead Bolts Bleeding duration is reduced from ~20 sec to ~8 sec.
7. All base Bleeding damage will now increase proportionally to its maximum value as the enemies health decreases. In short, this change follows the logic that enemies should bleed more the more you hit them. The opposite to the Burning DOT system, this change is intended to make all the different DOT effects unique, rather than just calculated the same way.
Poison:
1. The damage of all Poison effects is reduced by 35%.
Encumbrance
2. The Encumbrance limit is increased by 10 per level.
Oils
1. Oil ammo will no longer reload while you are in combat (nor can you do it manually).
2. You can no longer change oils during battle. If you have the Fixative skill, the mod will scan all enemy types you have engaged and apply the maximum number of oils allowed. If the Auto Apply Oils option is turned off, you can still manually apply oils up to the maximum number allowed while in combat, but you have to be very careful not to apply the wrong oil because there is no going back.
3. Oils can only be applied to one sword of each type (steel and silver) during combat. This means that you can no longer cheat by having other oiled weapons prepared in your bags, waiting to be replaced when your imposed oils run out. To solve this problem, any oils applied to swords that are not equipped will be automatically removed when you enter combat, regardless of whether the Auto Apply Oils option is set to Off or On.
4. When the Auto Apply Oils option is enabled, all oil applied to all weapons in inventory will be automatically removed when leaving combat. There is also an option to do this manually via keybind for players who keep the Auto Apply Oils option set to Off. I think this is the easiest and most logical way to solve the problem of starting a new combat with fully loaded oils.
5. To justify all of the above changes, attacking the enemy will only reduce the ammo of the corresponding oil, not all oils as it was before.
6. The Attack Power oils provide is increased from 10/25/50% to 20/40/60%.
If you try to challenge the system, several types of pop-up notifications will appear on the screen.



Mutations
Conductor of Magic:
- Vanilla effect - When drawn, magic, unique and witcher swords increase Sign damage dealt by 50% of their own damage dealt.
- New effect - When drawn, magic, unique and witcher swords increase Sign damage dealt by 20% of their own damage dealt.
- Upgrades - When drawn, magic, unique and witcher swords increase Sign damage dealt by 25/30/40/50% of their own damage dealt.
Magic Sensibilities:
- Vanilla effect - Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 20% chance to deal an additional 100% damage). Opponents killed by critical hits from Signs explode.
The mutation stats scale with your Sign Intensity as follows:
crit chance = 20% + sp.valueMultiplicative * 10%
crit damage = 100% * sp.valueMultiplicative
- New effect - Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 14% chance to deal an additional 60% damage). Opponents killed by critical hits from Signs explode.
- The crit chance coefficient for sp.valueMultiplicative is reduced from 10% to 7% and is also upgradable.
- Upgrades - Signs can deal critical hits. Their critical hit chance and damage increase with Sign Intensity (currently 15/16/18/20% chance to deal an additional 70/80/90/100% damage). Opponents killed by critical hits from Signs explode.
- The crit chance coefficient for sp.valueMultiplicative is 7.5/8/9/10%.
Bloodbath:
- Vanilla effect - Each fatal blow dealt by a sword dismembers the enemy or activates a finisher. Each blow dealt by a weapon in melee combat increases Attack Power by 5% until combat ends (to a maximum of 250%). The bonus is lost if you take damage (not including damage from Toxicity).
- New effect - Each fatal blow dealt by a sword dismembers the enemy or activates a finisher. Each blow dealt by a weapon in melee combat increases Attack Power by 2% until combat ends (to a maximum of 100%). The bonus is lost if you take damage (not including damage from Toxicity).
- Upgrades - Each fatal blow dealt by a sword dismembers the enemy or activates a finisher. Each blow dealt by a weapon in melee combat increases Attack Power by 2.5/3/4/5% until combat ends (to a maximum of 125/150/200/250%). The bonus is lost if you take damage (not including damage from Toxicity).
Toxic Blood:
- Vanilla effect - Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 3% of damage dealt for every point of your Toxicity level (currently 3% * your current toxicity, to a maximum of 3% * your max toxicity).
The damage from this mutation is not calculated correctly in the scripts as described, and actually returns 1% of the received damage for each toxicity point. However, I fixed this via the upgrade path.
The damage return is calculated as follows:
damage return = final damage taken * 0.01 * current Toxicity (value of 0.01 is being scripted in the xml file instead of 0.03)
damage return /= 3 (damage return is split on 3 ticks)
Here I'd like to point out that the final damage taken in the math equation is not the raw damage of the enemy but the true damage you receive after your armor, damage reduction effects etc. This is why Toxic Blood mutation becomes weaker the more gear and damage reduction stats/effects you have.
- New effect (actual Vanilla) - Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 1% of damage dealt for every point of your Toxicity level (currently 1% * your current toxicity, to a maximum of 1% * your max toxicity).
- Upgrades - Each time you are injured in melee combat, the attacking opponent receives damage in the amount of 1.5/2/2.5/3% of damage dealt for every point of your Toxicity level (currently 1.5/2/2.5/3% * your current toxicity, to a maximum of 1.5/2/2.5/3% * your max toxicity).
Mutated Skin:
- Vanilla effect - Each Adrenaline Point decreases damage received by 15% (to a maximum of 45%).
- New effect - Each Adrenaline Point decreases damage received by 7% (to a maximum of 21%).
- Upgrades - Each Adrenaline Point decreases damage received by 9/11/13/15% (to a maximum of 27/33/39/45%).
I've also fixed an issue where the mutation's visual effect would play if you dodged an attack.
Piercing Cold:
- Vanilla effect - When the Aard Sign is cast, it additionally has a 30% chance of freezing enemies. This chance scales with your available Adrenaline Points. Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 1500 * sp.valueMultiplicative damage.
The way the description is worded is very confusing and ambiguous, leading to misdirection as it claims you have a 30% initial chance of freezing enemies, which can be further increased by your Adrenaline Points. In reality you have up to a 30% chance depending on your available Adrenaline Points. I've fixed the description, and added a real-time value to keep track of your current chance.
- New effect - When the Aard Sign is cast, it additionally has up to 18% chance of freezing enemies depending on your available Adrenaline Points (current chance is 6% * Adrenaline Points). Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 900 * sp.valueMultiplicative damage.
- Upgrades - When the Aard Sign is cast, it additionally has up to 21/24/27/30% chance of freezing enemies depending on your available Adrenaline Points (current chance is 7/8/9/10% * Adrenaline Points). Enemies knocked down and frozen simultaneously die immediately. Enemies who are not frozen are dealt an additional 1000/1100/1300/1500 * sp.valueMultiplicative damage.
Adrenaline Rush:
- Vanilla effect - At start of combat, sword Attack Power and Sign Intensity increase for 30s by 30% for each foe (after first). So, when fighting 11 foes, the bonus is 300%. Once it wears off, sword Attack Power and Sign Intensity drop by 10% for each participating foe after first (modifier cannot exceed 70%). Duration: 30s.
I've slightly corrected the description since it says that the mutation provides sword attack power, meaning that it should only increase sword attacks, but in reality the attack power provided by the mutation also increases crossbow and fist damage.
- New effect - At start of combat, Attack Power and Sign Intensity increase for 30s by 18% for each foe (after first). So, when fighting 11 foes, the bonus is 180%. Once it wears off, Attack Power and Sign Intensity drop by 6% for each participating foe after first (modifier cannot exceed 42%). Duration: 30s.
- Upgrades - At start of combat, Attack Power and Sign Intensity increase for 30s by 21/24/27/30% for each foe (after first). So, when fighting 11 foes, the bonus is 210/240/270/300%. Once it wears off, Attack Power and Sign Intensity drop by 7/8/9/10% for each participating foe after first (modifier cannot exceed 49/56/63/70%). Duration: 30s.
Deadly Counter:
- Vanilla effect - Sword attacks deal 25% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 25%, a counterattack immediately triggers a finisher.
- New effect - Sword attacks deal 13% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 13%, a counterattack immediately triggers a finisher.
- Upgrades - Sword attacks deal 16/19/22/25% more damage to human opponents immune to counterattacks and monsters. In all other cases, if the attacker's Vitality is less than 16/19/22/25%, a counterattack immediately triggers a finisher.
Cat Eyes:
- Vanilla effect - Crossbow damage is now increased from X to +150 (values depend on crossbow used), and crossbow critical hit chance is increased by 50%. Crossbow bolts pierce and knock down or stun opponents. Opponents struck when they have full Vitality lose 15% of Vitality.
- New effect - Crossbow damage is now increased from X to +90 (values depend on crossbow used), and crossbow critical hit chance is increased by 30%. Crossbow bolts pierce and knock down or stun opponents. Opponents struck when they have full Vitality lose 10% of Vitality.
- Upgrades - Crossbow damage is now increased from X to +105/120/135/150 (values depend on crossbow used), and crossbow critical hit chance is increased by 35/40/45/50%. Crossbow bolts pierce and knock down or stun opponents. Opponents struck when they have full Vitality lose 12/14/16/18% of Vitality.
Euphoria:
Incorporated Euphoria Mutation Fix (No Longer Applies Twice) mod!
- Vanilla effect - Each point of Toxicity increases damage dealt by swords and Sign Intensity by 0.75% (to a maximum of 0.75% * your max toxicity).
I've slightly corrected the description since it says that the mutation increases sword damage, but in reality the mutation provides attack power which also increases crossbow and fist damage.
- New effect - Each point of Toxicity increases Attack Power and Sign Intensity by 0.45% (to a maximum of 0.45% * your max toxicity).
- Upgrades - Each point of Toxicity increases Attack Power and Sign Intensity by 0.5/0.55/0.65/0.75% (to a maximum of 0.5/0.55/0.65/0.75% * your max toxicity).
Second Life:
- Vanilla effect - When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% Vitality. This effect can only be triggered once every 120s.
This is the only mutation I had to slightly rework to justify the upgrade path.
- New effect - When Vitality reaches 0, you become temporarily invulnerable and regenerate 50% Vitality. This effect can only be triggered once every 120s.
- Upgrades - When Vitality reaches 0, you become temporarily invulnerable and regenerate 60%/70%/85%/100% Vitality. This effect can only be triggered once every 105/90/75/60s.
To achieve this and to justify the huge cooldown reduction that comes with mutation upgrades, I made some changes to the mutation mechanics:
- While the shield is active, damage from enemies will no longer cause additional healing.
- Attacks from enemies when the shield is active will no longer cause you to lose stamina, but your stamina regeneration still remains on pause.
- Since you get a “second chance to live” once the mutation effect manifests, all effects of potions, decoctions, and foods will automatically be removed from you. If you are under the influence of alcohol, only the vitality regeneration effect will be removed, and the effect of drunkenness will remain.
Metamorphosis:
- Vanilla effect - Applying critical effects to opponents activates a random decoction for 120s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 5. Witcher Senses help you see better in dark places.
- New effect - Applying critical effects to opponents activates a random decoction for 60s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 2. Witcher Senses help you see better in dark places.
- Upgrades - Applying critical effects to opponents activates a random decoction for 90/90/120/120s with no Toxicity cost. The maximum number of decoctions that can be activated simultaneously by the mutation is 2/3/3/4. Witcher Senses help you see better in dark places.
Dodge System
Take a look at the image below to see exactly what the Dodge is and how it works to understand the changes I made.

Points of Interest
- If the POI requires to fight enemies such as Bandit Camps or Monster Nests, the suggested level for it is equal to their average (no fake) level.
- If the POI is accessible only during a certain part of the game (be during main or secondary quest), the suggested level for it is equal to the suggested level of that quest.
- If the POI is so-called free loot without monsters, the suggested level is equal to the lowest suggested level of all the POIs on the current map.
2. The suggested level for any POI is visible until you clear it.

Experience
The New Experience System is fully progressive and consistent, meaning that the higher your level, the more experience you get and vice versa. In this line of thought, the amount of experience required to reach the next level also increases with every next level (to up to level 40), and follows a different pattern (which lots of RPG games use) to Vanilla's.
Before I explain how the experience is calculated, I'd like to give you more information on what the mod menu is for and what the Vanilla Exp. System Protection (Requires loading a saved game) option does:
1. You can completely disable the New Exp System by turning it ON, this way the mod will use the Vanilla Exp System. It is compatible with Balanced Damage and Scaling mod and Always Full Exp (NEXT GEN) mod but cannot work simultaneously, meaning that when the option is set to On it will use the changes from these mods, and when it is Off it will use the changes from my mod.
2. Most importantly, and why this option actually exists, the level manager or experience required to reach the next level is kept in the save file, meaning that even if you remove my mod, any save file that was made with the mod will remain "buggy" and it will be impossible to level up with the experience gained from Vanilla.
That being the case, if for some reason you decide to remove my mod, you should do the following:
- Turn the "System Protection for Vanilla Exp. (Requires loading a saved game)" option to On.
- Load any save file you want and save it again. This option will actually correct and repair any save file of yours that is made with a level manager other than Vanilla's.
The mod will recalculate the experience proportionally for the current level you are at.
For example, let's say you are level 3 and your current experience is 300/900. If you activate the option and flip to Vanilla, you would be 333/1000.
CDPR Way
When it comes to experience gained from killing enemies, CDPR uses a way of calculating that is essentially a good idea, but in my opinion is very poorly implemented and feels incomplete. Their base experience for each enemy is calculated based on the base enemy's damage, armor and health. They then add bonus points to the base if that enemy has various abilities like Rage, TongueAttack, Hypnosis, etc, or remove points if the enemy is WeakToAard for example. In the end, the base experience gain of the enemy is calculated as follows:
exp = (Damage + Armor + Vitality + Bonus) / 99
Nothing wrong for now until we get to the next part with some very questionable conditions. After a series of these conditions (which, frankly, I got lost there because they make no sense) they "said":
if (exp > 50) exp = 50;
I did some testing by killing different enemies at different levels, and even if my script calculates 200 epx for a particular enemy, it ends up limiting you to 50. This whole concept is pointless, and CDPR could totally come up with some different way to make XP acquisition work.
Let's move on to the next problem, which is trophies, and in particular those that give 5% more experience - be it from humans, non-humans or monsters. Since CDPR uses the RoundF function to round floating experience, you basically get the lower integer before the modifier from trophies or weapons. For example, if your script calculates 5.99999 experience, it will be rounded to 5. The modifier from trophies or weapons then returns MathRound experience, which means it will round the integer in the common way - if you have 5.5, it will give you 6 as the result, and if you have 5.4, it will return 5.
Why do you think I took the time to write all this?
Well, if we do simple math, we find that to get at least 1 bonus experience point from trophies, the enemy must give you at least 10 experience points before the trophy modifier, because
10 * 1.05 = 10.5, which would then be rounded to 11 or +1.
Considering how base experience is calculated, I can guarantee you that until you get at least halfway through the game, you'll have almost no use for these trophies because there are almost no mobs that will give you 10 experience points, and before that part of the game it's almost impossible if you're playing on Death March difficulty because CDPR made a "big brain move" to add the game difficulty modifier before the trophy or weapon modifier. This means that if you play on Death March, the enemy normally has to give you 13 exp points to get the 1 exp bonus from trophy or:
13 * 0.8 = 10.4 which will be rounded to 10 and then 10 * 1.05 = 10.5 which will be rounded to 11.
In my opinion CDPR could easily fix that issue if they gave some condition for trophies such as:
if(exp < 10) exp += 1;
...or just something that would justify the fact you wear such trophy.
The problem here isn't that trophies only give a 5% experience bonus, it's the whole idea and way of calculating experience gained per enemy killed. I could understand if you see almost no use for trophies until you reach, say, level 5, but to be level 10 and beyond and have trophies remain almost completely useless is something I can't understand. And if their original idea was to use these trophies later in the game, why did they make these trophies drop so early in the game? The very first contract you complete in White Orchad rewards you with +5% for humans and non-humans trophy when they could have put +5% more gold trophy, for example...
Moving on to the experience gained from the quests. The base experience they give is basically hard-coded, which I don't mind, but a lot of them are very unbalanced and inconsistent, leading to some quests giving too little or too much experience, which is also a problem in general.
In conclusion, to summarize, the game is built around gaining the majority of your experience from quests. Probably about 80% (if not even more) of all the experience you gain comes from quests. That's an understandable concept in a game with a story, but in doing so CDPR also partially excluded the RPG element of the game, which isn't just about the game's story. Until you reach the middle or end of the game, you feel almost no rewarded from killing mobs, and the same is true even if you activate the Enemy upscaling option - you get no bonus experience for your efforts.
New Experience System
Base Experience from killing Enemies
You will gain NO experience if the enemy is Guard, Swimming enemy or has a tag for Zero_XP.
modOther = a modifier for additional experience points that depends on the enemy's abilities or tags.
modBonus = FloorF(Your Level / 10).
For every 10 levels you gain, modBonus increases by 1. Тhe reason for this is to better highlight the difference in basе experience of different mobs - these that have more abilities will gain more experience and vice versa.
Bonus for enemy's abilities or tags as follows:
AcidSpit -> modOther += modBonus + 2
Aggressive -> modOther += modBonus + 2
Charge -> modOther += modBonus + 3
ContactBlindness -> modOther += modBonus + 2
ContactSlowdown -> modOther += modBonus + 2
Cursed -> modOther += modBonus + 2
BurnIgnore -> modOther += modBonus + 2
DamageBuff -> modOther += modBonus + 2
Draconide -> modOther += modBonus + 2
Fireball -> modOther += modBonus + 2
Flashstep -> modOther += modBonus + 2
Flying -> modOther += modBonus + 10
Frost -> modOther += modBonus + 4
EssenceRegen -> modOther += modBonus + 2
Gargoyle -> modOther += modBonus + 2
Hypnosis -> modOther += modBonus +
IceArmor -> modOther += modBonus + 5
InstantKillImmune -> modOther += modBonus + 2
JumpAttack -> modOther += modBonus + 2
Magical -> modOther += modBonus + 2
MistForm -> modOther += modBonus + 2
MudTeleport -> modOther += modBonus + 2
MudAttack -> modOther += modBonus + 2
PoisonCloud -> modOther += modBonus + 2
PoisonDeath -> modOther += modBonus + 2
Rage -> modOther += modBonus + 2
Relic -> modOther += modBonus + 5
Scream -> modOther += modBonus + 2
Shapeshifter -> modOther += modBonus + 5
Shout -> modOther += modBonus + 2
Spikes -> modOther += modBonus + 2
StaggerCounter -> modOther += modBonus + 2
StinkCloud -> modOther += modBonus + 2
Summon -> modOther += modBonus + 2
Tail -> modOther += modBonus + 5
Teleport -> modOther += modBonus + 5
Thorns -> modOther += modBonus + 2
Throw -> modOther += modBonus + 2
ThrowFire -> modOther += modBonus + 2
ThrowIce -> modOther += modBonus + 2
Vampire -> modOther += modBonus + 2
Venom -> modOther += modBonus + 2
VitalityRegen -> modOther += modBonus + 5
Wave -> modOther += modBonus + 2
WeakToAard -> modOther -= modBonus + 2
TongueAttack -> modOther += modBonus + 2
Base Exp = Min(Your Level, 10) + modOther
If the enemy is beast animal (wolf, bear, panther, boar), or human (bandits for example)
Base Exp = (Min(Your Level, 10) + modOther) * 0.5
If the enemy is harpy or siren
Base Exp = (Min(Your Level, 10) + modOther) * 0.75
If the enemy is boss, contract monster or in general any special mob
Base Exp = (Min(Your Level, 10) + modOther) * 2
Base Experience from killing Nest's Boss
Apart from gaining experience by killing the Nest's boss as a normal enemy, you also gain a bonus experience from it.
Base Exp = Clamp(your level, 5, 50)
For those who don't know what this function does it means
If you are level 1 to 4 -> Base Exp = 5
If you are level from 5 to 50 -> Base Exp = your level
If you are level from 51 to 99 -> Base Exp = 50
Base Experience from destroying Monster Nests
Base Exp = your level * 3
Base Experience from completing Quests
In the game you have several type of quests:
1. Main Quests
2. Secondary Quests
3. Monster Hunt (Contracts) Quests
4. Treasure Hunt Quests
5. Minor Quests
Quests that should NOT give you experience will continue to give NO experience as mostly they give other rewards for being completed.
Base Exp (Main Quest) = your level * 30
Base Exp (Secondary Quest) = your level * 20
Base Exp (Monster Hunt Quest) = your level * 10
Base Exp (Treasure Hunt Quest) = your level * 5
Base Exp (Minor Quest) = your level * 3
Keep in mind that some Secondary Quests in your Quest Journal are tagged as Main Quests in game files due to the fact that initially they were planned to be Main Quests from CDPR so keep in mind that for those you will gain experience as a Main Quest.
Grey Level
The Grey Level is the actual (non fake) enemy level or the level of the quest from which you start getting NO experience.
If your level is from 1 to 5 -> Grey Level = 0
This means you will gain experience from any mob or quest that is below your level.
If your level is from 6 to 99 -> Grey Level = Your Level - FloorF(Your Level / 10) - 5
Example:
If you are level 6 -> Grey Level = 1, this means that you will normally gain no experience from killing enemies or completing quests level 1.
If you are level 23 -> Grey Level = 16, this means that you will normally gain no experience from killing enemies or completing quests level 16 or below.
If you are level 67 -> Grey Level = 56, this means that you will normally gain no experience from killing enemies or completing quests level 56 or below.
If you are level 99 -> Grey Level = 85, this means that you will normally gain no experience from killing enemies or completing quests level 85 or below.
Zero Difference
The Zero Difference is a modifier which will determine your experience gain per source when this source is below your level but higher than the Grey Level. This modifier is as follows:
If your level is from 1 to 9 -> Zero Difference = 5
If your level is from 10 to 19 -> Zero Difference = 6
If your level is from 20 to 29 -> Zero Difference = 7
If your level is from 30 to 39 -> Zero Difference = 8
If your level is from 40 to 49 -> Zero Difference = 9
If your level is from 50 to 59 -> Zero Difference = 10
If your level is from 60 to 69 -> Zero Difference = 11
If your level is from 70 to 79 -> Zero Difference = 12
If your level is from 80 to 89 -> Zero Difference = 13
If your level is from 90 to 99 -> Zero Difference = 14
Final Experience
1. Removed the experience modifiers depending on the difficulty of the game. It just doesn't make sense to have them under the new experience system.
2. Determining the final experience you get depends on the difference between:
- Your level and the enemy's actual (no fake) level.
- Your level and the level of the quest.
- your level and the level of the monster's nest.
- your level and the monster nest boss actual (no fake) level.
3. If the experience source is 21 or more levels above you, you do NOT get experience from that source.
4. When the Enemy upscaling option is enabled, it guarantees that you will gain at least 1 experience point no matter what.
5. As long as experience is > 0 before the bonus experience modifier (from trophies and weapons), this guarantees you will gain at least 1 bonus experience point if you have any + experience bonus.
If the source level is 4 levels to up to 20 levels above your level:
Final Exp = RoundF(base source exp * (1 + 0.05 * (source level - your level)))
This means that if the level of the source is 20 levels above you, you will gain double experience.
If the source is 3 levels below to 3 levels above your level:
Final Exp = RoundF(base source exp)
If the source is more than 3 levels below your level but above the Grey Level:
Final Exp = RoundF(base source exp * (1 - (your level - source level) / Zero Difference))
If the source is at or below the Grey Level:
- Enemy upscaling option is Off:
Final Exp = 0
- Enemy upscaling option is On:
Final Exp = RoundF(base source exp * (1 - (your level - source level) / (your level - source level + 1)))
Reward for being a true Witcher!
Example
You are completing Main Quest level 24.
1. If you are level 33:
Base Exp = 33 * 30 = 990
Grey Level = 33 - FloorF(33 / 10) - 5 = 25
- Enemy upscaling option is Off:
Final Exp = 0
Because the Quest is below the Grey Level you will gain NO experience from it when Enemy upscaling option is Off.
- Enemy upscaling option is On:
Final Exp = RoundF(990 * (1 - (33 - 24) / (33 - 24 + 1))) = 99
2. If you are level 29:
Base Exp = 29 * 30 = 870
Grey Level = 29 - FloorF(29 / 10) - 5 = 22
Zero Difference = 7
Final Exp = RoundF(870 * (1 - (29 - 24) / 7)) = 248
3. If you are level 22:
Base Exp = 22 * 30 = 660
Because you are 2 levels below the Quest level you will gain the FULL experience from it.
Final Exp = 660
4. If you are level 15:
Base Exp = 15 * 30 = 450
Final Exp = RoundF(450 * (1 + 0.05 * (24 - 15))) = 652
If you see examples 3 and 4, you might ask - How come I get less experience when I'm level 15 and more experience when I'm level 22, since it should be the other way around?
Not really cause this is the experience gaining element of roleplaying, where you have to plan in advance how to play in order to get maximum experience from a given source and therefore level up faster. When it comes to gaining experience, it is always diminishing returns on both ends - if you are at a much higher or much lower level than the experience source. Ofc, that doesn't mean you should always follow a strategy, nor does it tell you how to play the game. You can play the game however you want, and you'll still have your progression in the game, but in doing so I'm just giving you another option and choice whether to be just a player diving into the story, or a true RPG player.
Amount of Experience required for the Next Level
Considering the new changes in experience gaining, I had to change the level manager otherwise by using Vanilla's you would reach level 100 in mid game of New Game which would make New Game+ somehow irrelevant and not fun.
Experience required for the next level is as follows:
Level 1 - 100
Level 2 - 400
Level 3 - 900
Level 4 - 1600
Level 5 - 2500
Level 6 - 3000
Level 7 - 3500
Level 8 - 4000
Level 9 - 4500
Level 10 - 5000
Level 11 - 5500
Level 12 - 6000
Level 13 - 6500
Level 14 - 7000
Level 15 - 7500
Level 16 - 8000
Level 17 - 8500
Level 18 - 9000
Level 19 - 9500
Level 20 - 10000
Level 21 - 10500
Level 22 - 11000
Level 23 - 11500
Level 24 - 12000
Level 25 - 12500
Level 26 - 13000
Level 27 - 13500
Level 28 - 14000
Level 29 - 14500
Level 30 - 15000
Level 31 - 15500
Level 32 - 16000
Level 33 - 16500
Level 34 - 17000
Level 35 - 17500
Level 36 - 18000
Level 37 - 18500
Level 38 - 19000
Level 39 - 19500
Level 40 - 20000
.
.
.
Level 99 - 20000
Keep in mind that this level manager may be subject to additional tuning. I will know with sure when I complete my full playthrough. A feedback from you is also very appreciated.
Potions and Decoction
1. Black Blood:
- toxicity - from 25 to 20/25/30
- duration - from 30/45/60 to 30/35/45
2. Blizzard:
- toxicity - from 20 to 20/25/30
- duration - from 8/10/12 to 6/8/10
The duration of Blizzard potions is no longer increased by additional effects such as the passive gain from alchemy skills and 1st bonus of Netflix set.
- ammo - from 2/3/4 to 3/4/5
Level 3 of the Blizzard potion will now reduce the stamina cost of abilities by 50% instead of free stamina cost.
3. Cat:
- toxicity - from 15 to 13/16/20
- duration - from 60/120/180 to 60/90/120
4. Full Moon:
- toxicity - from 25 to 20/25/30
- duration - from 60/90/180 to 40/70/90
5. Golden Oriole:
- toxicity - from 25 to 20/25/30
- duration - from 60/120/180 to 40/70/100
6. Maribor Forest:
- toxicity - from 20 to 17/20/25
- duration - from 30/60/90 to 30/45/60
7. Petri's Philter:
- toxicity - from 25 to 20/25/30
- duration - from 30/60/90 to 30/45/60
8. Swallow:
- toxicity - from 20 to 17/20/25
- duration - from 20 to 12/16/20
9. Tawny Owl:
- toxicity - from 20 to 17/20/25
- duration - from 30/45/60 to 25/35/45
10. Thunderbolt:
- toxicity - from 25 to 20/25/30
- duration - from 30/60/90 to 30/45/60
11. White Honey:
ammo - from 1/2/5 to 3/4/5
12. White Raffard's Decoction:
- toxicity - from 25 to 25/27/30
- ammo - 2/2/3 to 3/4/5
The duration of Decoctions is also meaningless to me, as I feel like CDPR just pulled some number and said "That'll do!". I mean, let's be realistic, their duration is so extended that long before any of them expire, you'll need meditation to refill bombs, potions, etc... and as you know, meditation also clears decoction effects.
1. Basiliks Decoction:
- toxicity - from 40 to 50
- duration - from 5760 to 900
2. Rest of Decoctions:
- duration - from 1800 to 600
Enemies
- Enemies deal 10% more damage in New Game.
- Enemies deal 20% more damage in New Game+ increased from 10%.
Skills
1. Fast Attack skill tree:
- Fixed Muscle Memory skill no longer applies twice for Fast Attack.
- Precise Blows skill critical hit chance is reduced from 4/8/12% to 3/6/9%.
- Precise Blows skill critical hit damage is reduced from 25/50/75% to 15/30/45%.
- Reworded Whirl tooltip to make it clearer of what the ability actually does.
- Crippling Strikes skill now deals up to 60/90/120 base damage and additional damage equals to 0.2/0.3/0.4% of the target's maximum health. Base Bleeding damage will now increase proportionally to its maximum value as the enemies health decreases.
- Reworded Crippling Strikes tooltip to represent the new changes. In addition, corrected the bleeding duration from 5 sec to 8 sec.
2. Strong Attack skill tree:
- Strong Attack Armor reduction is reduced from 1000 to 100.
- Reworded Strong Attack skill tooltip to represent the new change.
- Fixed Strength Training skill no longer applies twice for Strong Attack.
- Fixed Strong Attack and Rend ability no longer benefit by innate 5% Attack Power.
- Strength Training skill critical hit chance is reduced from 4/8/12% to 3/6/9%.
- Strength Training skill critical hit damage is reduced from 25/50/75% to 15/30/45%.
- Rend ability critical chance bonus is reduced from 20/40/60% to 10/20/30%.
- Adrenaline Points will now increase the base weapon damage for Rend ability by 10/20/30% instead of the fixed 33%.
- Rend multiplier for stamina used is reduced from 1.5 to 1.3.
- Rend Armor reduction is reduced from 1000 to 100 + another 100 in proportion to Stamina loss.
- Reworded Rend skill tooltip to represent the new changes.
- Sunder Armor skill enemy damage resistance reduction is reduced from 10/20/30% to 8/16/24%.
- Sunder Armor skill effect no longer applies by Rend ability. On the one hand cause of balancing purposes, and on the other - following the concept that the Crippling Strikes effect can be applied by Fast Attack but not by Whirl ability.
1000 Armor Reduction for Strong Attack and Rend ability was most likely another random number drawn from CDPR that "would work". As far as I went through the xml file, there is actually only one quest enemy in the game with 250 armor, the rest are below that value. Even the bosses have around 100-150 armor. And Armor does not scale with enemy level or game difficulty. In my opinion, having abilities that completely remove armor is very unbalanced and completely invalidates the Armor Piercing stat or Melt Armor skill.
3. Defense skill tree:
- The damage caused by reflected arrows from Arrow Deflection skill (level 2) is reduced by 50%.
- Counterattack skill has been reworked - the chance to knockdown your enemy will now apply only for level 3 of the skill and the 100% crit chance at level 3 of the skill is now removed, instead you will have +10% * skill level chance to crit with your counterattack.
- Reworded Counterattack skill to represent the new changes.
- The cooldown of your chance to instant kill an enemy is increased from 15 sec to 20 seconds. This also affects Deadly Precision skill.
4. Marksmanship skill tree:
- Crippling Shoot skill effect duration is reduced from 10/20/30 sec to 5/10/15 sec.
5. Battle Trance skill tree:
- Resolve skill effect is reduced from 33/67/100% to 20/40/60%.
- Sign Intensity gain by Flood of Anger skill is reduced from 100/200/300% to 60/120/180%.
- Sign skills at max points that have not been equipped will now be also triggered by Flood of Anger effect.
- Changed Undying skill healing calculation - now the skill will return this amount of health as follows:
at level 1 = total health * 0.2083334 (healing factor) * 1.2 (healing_bonus) * Adrenaline Points
at level 2 = total health * 0.2083334 (healing factor) * 1.4 (healing_bonus) * Adrenaline Points
at level 3 = total health * 0.2083334 (healing factor) * 1.6 (healing_bonus) * Adrenaline Points
Basically now you will need Undying skill at level 3 with 3 Adrenaline Points in order to return 100% of your health.
- The cooldown of Undying skill effect is now 60/50/40 sec instead of the fixed 30 sec for all levels.
- Reworded Undying skill tooltip for level 1. In addition, a new text is added for all levels showing the effect's cooldown.
- Razor Focus skill has been fixed to now "ceiling" your Adrenaline Points when entering combat. The reason for this change is because the description states for one Adrenaline Point not the first one! Previously, if you had between 0 and 1 Adrenaline Points you would start the fight with 1 full Adrenaline Point. Now this applies if you have between 1 and 2 or 2 and 3 Adrenaline Points which means you would start with 2 and 3 full Adrenaline Points respectively.
Signs
1. Aard Sign skill tree:
- Shock Wave damage is reduced by 50% but the damage will now scale off of the target's total health rather than target's current health.
- Added Sign Intensity scaling to Shock Wave tooltip to be clearer what the damage from Shock Wave scales from.
- The base damage of Shock Wave when used with 2nd bonus of Netflix set is reduced from a random value between 325 and 375 to a constant 325. In addition, a damage multiplier for the 2nd bonus of Netflix set is also slightly nerfed to make the damage more balanced.
2. Igni Sign skill tree:
- Melt Armor skill maximum Armor reduction is reduced from 25/50/75% to 15/30/45%. Along with this, I fixed the issue where previously Melt Armor would reduce enemy Armor to 100% with enough Sign Intensity, meaning that stacking more Sign Intensity will no longer reduce Armor above the upper limit.
- Melt Armor Sign Intensity scaling is reduced from Sign Intensity / 2 to Sign Intensity / 3.
- Reworded Melt Armor skill tooltip to represent the new changes. In addition, a real time armor reduction value is added to inform the player for the current state of the skill.
Basically Melt Armor skill affects and reduces only the base Armor of enemies but not their bonus (additive) Armor. This is why the skill has no effect against some enemies with only bonus Armor.
Let's give an example to see how everything works. If we assume that we have capped Melt Armor level 3 and we fight an enemy with base Armor of 100 and bonus Armor of 150.
armor.valueAdditive = 150
armor.valueBase = 100
armor.valueMultiplicative = 1 (this is always 1 by default and the value Melt Armor skill affects)
Armor = armor.valueAdditive + armor.valueMultiplicative * armor.valueBase, or:
150 + 1 * 100 = 250 Armor
With Melt Armor it will be:
Armor = 150 + (1 - 0.45) * 100 = 205 Armor
Strong Attack would further reduce it to 205 - 100 = 105 Armor
Striking with Rend using the full Stamina would be 205 - 200 = 5 Armor.
In both scenarios there is some Armor left that can be further reduced through Armor Piercing stat.
- Firestream base damage is increased from 30 to 50.
- Firestream damage per second is now affected by the skill's level - 70/85/100 damage per second instead of 70 damage for all levels.
- Firestream full channeled duration is reduced from 2/2.67/4 sec to 1.5/2.25/3 sec. The duration will dynamically change (visible on the skill's tooltip) in case mods such as Restored Content - Yellow Mutagens which increase total stamina capacity are being used.
- Stamina regen after Firestream cast is now paused for 2 sec instead of 1 sec.
- Reworded Firestream skill tooltip to represent the new changes.
- Pyromaniac skill now provides 10/20/30% burning chance reduced from 33/67/100%. The huge gain this skill gives never made any sense to me, considering that at the time of earning it you already have about a 50-70% chance of burn against most enemies even on Death March difficulty. Also, it's not exactly normal to get a 100% burn chance on certain enemy types that you would otherwise have a 0%-10% chance against in endgame and New Game+.
3. Yrden Sign skill tree:
- Slightly reworded Sustained Glyphs skill tooltip. The effect remains unchanged.
- Magic Trap base shock damage reduced from 120 to 100.
- Reworded Magic Trap skill tooltip. In addition, a real time dynamic values is added for Magic Trap range, duration, damage and number of hits.
- Supercharged Glyphs skill damage has been reworked - the problem is that the damage is ridiculously OP in endgame with a lot of Sign Intensity (understand Griffin set) and against mobs with more health and very weak in mid game against mobs with lower health and for builds we don't aim for Sign Intensity despite the fact it is the last skill in Yrden tree. It's also mostly a free damage which gives you the opportunity to just kite the mobs inside your Yrden while Supercharged Glyphs does all the job. In addition, there are no resists against Supercharged Glyphs as the damage is direct (aka chaos or pure damage). However, CDPR took this note and they implemented specific condition scripts that greatly reduce this damage against bosses, mini bosses, contract monsters and in general any "special" type of enemies but those are just one small percentage of all the enemies you would fight against in Witcher world. That being said, I made some balances to how the scaling goes for Supercharged Glyphs so I'd like to give some explanation so you can better understand the changes I've made.
The damage scales with both - your Sign Intensity and enemy total health. Basically your Sign Intensity determines what will be the coefficient for enemy health. For example let say that you have 400% Sign Intensity against enemy with 10000 health:
sp.valueMultiplicative = 5
multiplier = sp.valueMultiplicative / 100 = 0.05 multiplier += 0.001 * skillLevel = 0.053 (at level 3) and this is basically the health modifier which will kind of determine your final damage per second.
final damage per second = 10000 * 0.053 + 10 * skillLevel = 560 (at level 3)
Now imagine what would be the damage with twice more Sign Intensity against enemy with twice more health... Yeah you are right it would be 1890! and if in the first case the mob would lose ~5.6% of his health each second, in the second case it would lose ~9.5% health each second.
This exponential increase in damage is very unbalanced in my opinion so the changes I've made you can read below:
- Base damage is increased from 10/20/30 to 30/60/90.
- Additive spell power modifier is increased from 0.001 to 0.0016667.
- Sing Intensity scaling will now follow diminishing return curve which means that it will yields more rapid gain in damage with low and average amount of Sing Intensity and less gain in damage with higher amount of Sign Intensity.
If I have to take the example from above we have:
sp.valueMultiplicative = 5
multiplier = 1 + LogF(sp.valueMultiplicative) * 0.7 = 2.13
multiplier /= 100 = 0.0213
multiplier += 0.0016667 * 3 = 0.0263
final damage per second = 10000 * 0.0263 + 30 * 3 = 353 damage
In the second case the final damage would be 698.
Some people may say that my way of reducing the damage with end game Sign Intensity build is too much but it is not! It has been proven Supercharged Glyphs to be one of the most overpowered and broken mechanics together with burning system. You still can end mobs pretty fast but not in ridiculous way where a single and completely free source of damage used to drop about 10% of enemy's health per second...well, this is not anymore the case.
4. Quen Sign skill tree:
- Quen skill has been reworked to absorb 50% of the incoming damage. The effect scales with Sing Intensity or Attack Power (whichever is higher) to up to 100%. Quen Sign Intensity skill and the Sign Intensity gain by Flood of Anger skill will also count toward your Attack Power in case your base Attack Power is higher than your Sign Intensity. The scaling goes as follows:
1 + LogF(max(AP, SI)) * 0.91025.
You will need 200% Attack Power or Sign Intensity to reach the cap.
- Reworded Quen skill tooltip to represent the new changes. In addition, a real time value for current percent absorption is added.
- Active Shield skill has been reworked. Previously the shield did last for 6.67/13.33/infinite sec before the damage. Now it lasts for 8/12/16 sec before the damage. The duration will dynamically change (visible on the skill's tooltip) in case mods such as Restored Content - Yellow Mutagens which increase total stamina capacity are being used.
- Active Shield health factor multiplier has been changed to scale with skill's level - from a constant 10 for all levels to 8/9/10.
- Active Shield now scales with Sing Intensity or Attack Power (whichever is higher). Quen Sign Intensity skill and the Sign Intensity gain by Flood of Anger skill will also count toward your Attack Power in case your base Attack Power is higher than your Sign Intensity. By this I've fixed also an issue where Quen Sign Intensity skill did not contribute to Active Shield regardless if the skill was equipped or Active Shield was Supercharged (Flood of Anger skill has been triggered).
- Reworded Active Shield skill tooltip to represent the new changes. In addition, a real time value is added to inform the player for the maximum amount of shield's absorption.
Since Quen and Active Shield are pretty much our only defensive abilities, I decided to include also Attack Power scaling for builds where we don't stack Sign Intensity. Damage dealt by Signs however, will still only scale with Sign Intensity so that part remains unchanged.
- Exploding Shield skill base damage is increased from a random value between 3 and 12 to a constant value of 10.
- Quen Discharge skill effect increased from 10/20/30% to 15/30/45%.
5. Axii Sign skill tree:
- The damage of allies affected by Puppet skill is increased from 20/40/60% to 33/67/100%.
- The duration of Puppet skill effect is increased from 9 sec to 12 sec and from 11/13/15 sec to 15/18/21 sec when combined with Axii Intensity skill.
Alchemy
Potion duration per Alchemy skill level is reduced from 5% to 3%.
1. Brewing skill tree:
- The healing from Refreshment skill is reduced from 10/20/30% to 7/14/21%.
- The effect of Delayed Recovery is reduced from 85/70/55% to 90/80/70%.
2. Oil Preparation skill tree:
- Hunter Instinct skill has been reworked - Instead of providing 33/67/100% critical hit damage when you reach 3 Adrenaline Points, now the skill provides 10/20/30% critical hit damage per Adrenaline Point. This means that at 3 points you will gain 30/60/90% critical hit damage. It's slightly less than the normal effect but now you will gain a true dynamic bonus from this skill so this is basically an increase. In addition, the tooltip has been slightly reworded to make it clear when it takes effect - only against the enemies you have the respective oil applied to your blade.
3. Mutation skill tree:
- Tissue Transmutation skill Vitality gain is reduced from 300/600/900 to 200/400/600.
- Adaptation skill complete rework:
For each fully synergized type of mutagen placed in a mutagen slot, you gain different bonuses.
Red: +1/2/3% Sword and Crossbow damage
Blue: +1/2/3% Sign damage
Green: +3/4/5% potion Toxicity cost reduction
Yellow: +0.5/1/1.5/s Stamina regeneration in combat
4. Trial of the Grasses skill tree:
- Fast Metabolism skill is reduced from 1/2/3 points per sec to 0.25/0.5/0.75 points per sec.
This is very OP skill that just makes the game very unbalanced and basically gives you the opportunity to cheat with potions considering how toxicity system works. In addition, there are other skills as well that works great and support Fast Metabolism skill. In short, your natural toxicity drain is 0.25 points per second or 1 point per 4 seconds. Normally with this skill you can reach up to 3.25 toxicity points drained per second. Potions in the game "cost" from 15 to 25 toxicity. If I have to make a simple math, on average it would take 6-7 seconds to completely drain the toxicity of 1 potion which means that you can drink 1 potion each 6-7 seconds without any penalty. Well considering the average duration of a potion which is further increased by its level and the number of alchemy skills you have equipped at a time, in end game you can pretty much use most if not all of your potions per fight which would give you a lot of power. Well, it's true that a normal fight against trash mobs doesn't last too long, but this skill definitely gives you a huge advantage against bosses.
- Killing Spree skill critical hit chance bonus is reduced from 10/20/30% to 5/10/15%.
General
- Cat School Techniques perk critical hit damage gain per light Armor piece equipped is reduced from 25% to 15%.
- Fixed Griffin School Techniques perk stamina regeneration - The problem is that instead of increasing current stamina regeneration by 5% for each Medium Armor, the perk actually gives a flat +5 stamina regeneration per second for each piece of Medium Armor equipped. This makes the perk super OP, providing +20 stamina regen per second when equipped 4 x Medium Armor. Adding to this the additional stamina regeneration from Sign skills, at the end of the game Sing builds become extremely strong. Well, this shall be no longer the case! This fix is fully compatible with Restored Content - Yellow Mutagens, however if you use the Optional File Stamina Regen Decoupled from Total Stamina as well, download the compatibility patch!
- Bear School Techniques perk Vitality gain per heavy Armor piece equipped is reduced from 5% to 4%.
- Strong Back perk maximum weight is increased from 60 to 150.
- Battle Frenzy perk critical hit chance is reduced from 8% to 7%.
How to Install
2. Run Witcher Script Merger and merge all files.
3. Navigate to Documents\The Witcher 3 folder and open input.settings file. Copy and paste:
BASE_PanelsShortcuts]
IK_P=(Action=RemoveOilsOutOfCombat)
[Boat]
IK_P=(Action=RemoveOilsOutOfCombat)
[BoatPassenger]
IK_P=(Action=RemoveOilsOutOfCombat)
[Combat]
IK_P=(Action=RemoveOilsOutOfCombat)
[Combat_Replacer_Ciri]
IK_P=(Action=RemoveOilsOutOfCombat)
[Diving]
IK_P=(Action=RemoveOilsOutOfCombat)
[EMPTY_CONTEXT]
IK_P=(Action=RemoveOilsOutOfCombat)
[Exploration]
IK_P=(Action=RemoveOilsOutOfCombat)
[Exploration_Replacer_Ciri]
IK_P=(Action=RemoveOilsOutOfCombat)
[Horse]
IK_P=(Action=RemoveOilsOutOfCombat)
[Horse_Replacer_Ciri]
IK_P=(Action=RemoveOilsOutOfCombat)
[ScriptedAction]
IK_P=(Action=RemoveOilsOutOfCombat)
[Swimming]
IK_P=(Action=RemoveOilsOutOfCombat)
4. Navigate to The Witcher 3 Wild Hunt\bin\config\r4game\user_config_matrix\pc and open input.xml file:
Find the line
<!-- [BASE_CharacterMovement] -->
Copy and paste
<!-- MRD Starts -->
<Var builder="Input" id="RemoveOilsOutOfCombat"displayName="remove_oils_out_of_combat"displayType="INPUTPC" actions="RemoveOilsOutOfCombat"/>
<!-- MRD Ends -->
above it
5. You can now change the keybind through in-game Key Bindings menu.
6. Use Menu Filelist Updater to add the menu or do it manually.
The files this mod edits
dlc\ep1\data\gameplay\abilities_plus\geralt_skills_ep1.xml
gameplay\abilities\effects.xml
gameplay\abilities\geralt_skills.xml
gameplay\abilities\geralt_stats.xml
gameplay\abilities_plus\effects.xml
gameplay\abilities_plus\geralt_skills.xml
gameplay\abilities_plus\geralt_stats.xml
gameplay\items\def_item_alchemy_mutagens.xml
gameplay\items\def_item_alchemy_oils.xml
gameplay\items\def_item_alchemy_potion.xml
gameplay\items_plus\def_item_alchemy_mutagens.xml
gameplay\items_plus\def_item_alchemy_oils.xml
gameplay\items_plus\def_item_alchemy_potion.xml
gameplay\gui_new\icons\skills\alchemy\alchemy_s14.xbm
scripts\game\gameParams.ws
scripts\game\r4Game.ws
scripts\game\gameplay\ability\abilityManager.ws
scripts\game\gameplay\ability\NonPlayerAbilityManager.ws
scripts\game\gameplay\ability\PlayerAbilityManager.ws
scripts\game\gameplay\actions\attackAction.ws
scripts\game\gameplay\actions\baseAction.ws
scripts\game\gameplay\damage\damageManagerProcessor.ws
scripts\game\gameplay\effects\effectManager.ws
scripts\game\gameplay\effects\effects\dotEffect.ws
scripts\game\gameplay\effects\effects\auto\vitalityRegen.ws
scripts\game\gameplay\effects\effects\mutations\mutation3.ws
scripts\game\gameplay\effects\effects\mutations\mutation4.ws
scripts\game\gameplay\effects\effects\mutations\mutation5.ws
scripts\game\gameplay\effects\effects\mutations\mutation7Buff.ws
scripts\game\gameplay\effects\effects\mutations\mutation7Debuff.ws
scripts\game\gameplay\effects\effects\mutations\mutation10.ws
scripts\game\gameplay\effects\effects\mutations\mutation11Debuff.ws
scripts\game\gameplay\effects\effects\regen\regenEffect.ws
scripts\game\gameplay\effects\effects\skill\axiiGuardMe.ws
scripts\game\gameplay\interactive\monsterNestEntity.ws
scripts\game\gameplay\items\spells\quenEntity.ws
scripts\game\gameplay\items\spells\signEntity.ws
scripts\game\gameplay\items\spells\yrdenEntity.ws
scripts\game\gameplay\leveling\levelManager.ws
scripts\game\gameplay\projectile\signs\signProjectiles.ws
scripts\game\gui\_old\components\guiPlayerInventoryComponent.ws
scripts\game\gui\_old\components\guiTooltipComponent.ws
scripts\game\gui\menus\characterMenu.ws
scripts\game\gui\menus\mapMenu.ws
scripts\game\gui\popups\CharacterStatsPopup.ws
scripts\game\gui\popups\ItemSelectionPopup.ws
scripts\game\npc\npc.ws
scripts\game\player\playerInput.ws
scripts\game\player\playerWitcher.ws
scripts\game\player\r4Player.ws
scripts\game\projectile\advancedProjectile.ws
scripts\game\quests\quest_function.ws
Compatibility
This mod is fully compatible with Brothers in Arms and it's safe to merge all files.
Additional Information
Thumbnail image thank to SP3CNAZ.
Be sure to join Brothers in Arms and Wolven Workshop Discords if you have questions about modding.
Check out Essential Mods List - Next Gen 4.04 Guide by ElementaryLewis for a ready to use mod list.
Check out ULTIMATE MOD LIST (W3EER) - GUIDE by SP3CNAZ for a ready to use mod list.
Check out ULTIMATE MOD LIST - GUIDE by SP3CNAZ for a ready to use mod list.