0 of 0

File information

Last updated

Original upload

Created by

junicave

Uploaded by

junicave

Virus scan

Safe to use

5 comments

  1. Akatoshka7
    Akatoshka7
    • member
    • 65 kudos
    Hmm ... I wonder if you saw my version of correction Delayed Recovery. https://www.nexusmods.com/witcher3/mods/9677
    1. junicave
      junicave
      • member
      • 12 kudos
      Hey! 😊 Thanks for sharing your version. I haven’t come across it yet, but I’ll definitely take a look 👀. Your mod seems pretty interesting as it changes many skills, not limited to those I was focused on. It’s always interesting to see a new approach! ⚙️ Appreciate you pointing me toward yours! 👍
      From what I can gather from your description, it sounds like a really creative idea to have the skill affect potion duration. 🍾 That’s definitely an interesting direction! I noticed that quite a few skills in the Alchemy tree already extend potion effects, maybe not as drastically, but still noticeably. For my version, I was aiming to stay as close to the original intention of the skill as possible, making just the minimal adjustments needed to get it working as described. But I love seeing how different perspectives approach the feature—it’s always inspiring! ✨
    2. Akatoshka7
      Akatoshka7
      • member
      • 65 kudos
      Well, to be honest, the vanilla design of many skills, especially alchemical - to put it mildly, complete shit. And their interaction is even worse. Therefore, I decided to adhere to only the general idea of ​​the skills that I changed, but in fact, recruiting them from scratch where the design was especially terrible. Glad you found it interesting.
  2. ElementaryLewis
    ElementaryLewis
    • premium
    • 645 kudos
    I guess I have to explain the "why" those skills are in vanilla:

    Acquired Tolerance
    The integrated mod FCR3 of Next Gen patch nerfed the overall toxicity system to avoid the possibility of having 3 drunk decoctions. That include this skill that went from 1/2/3 toxicity per recipe to 0.5/1/1.5 toxicity per recipe.

    Metabolism Boosts
    The missing AP consuming is a bug fixed by Brothers In Arms. Although you find an interested bug and manage to fix that. That would be great if you share it to Brothers In Arms authors.
    1. junicave
      junicave
      • member
      • 12 kudos
      Hi. Thank you so much for taking the time to explain the reasoning behind those skill behaviors! 😊 I really appreciate the context regarding Acquired Tolerance and how FCR3, integrated into the Next-Gen patch, adjusted the overall Toxicity system. I did take a look at the FCR3 change list to understand this better.

      While I definitely see how the general Toxicity reduction was intentional—especially to prevent stacking 3 decoctions without consequence—I’m not entirely convinced that the specific behavior of Acquired Tolerance was meant to function exactly as it does now. 🤔

      That said, after reflecting on your point, I think I see where the numbers come into play! In the Old-Gen version (and please correct me if I’m mistaken—I've only started playing The Witcher 3 in 2025! 😅), each decoction had a Toxicity of 75. So, 75 x 3 = 225. FCR3 reducing it to 214 makes sense in that context, aiming for a final Toxicity digit of 4 rather than 5. However, in the Next-Gen version, each decoction now has only 50 points of Toxicity, making the resulting 214 feel somewhat arbitrary with the new system.

      As for Metabolism Boosts, I really appreciate the heads-up about the missing AP consumption being a bug fixed by Brothers In Arms! I wasn’t aware of that. I'll mention that a fix exists