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Gerwant

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gerwant30

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About this mod

This mod adds 13 unique talent trees and over 200 new skills to choose from, inspired by the original Witcher 1 system. Customize your build like never before and bring back the classic RPG feel to The Witcher 3.

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Witcher 1 Talent Trees. Skill System Remake in Witcher 3


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Polish & English Version Included


This mod adds a complete remake the original talent trees of The Witcher 1. It includes 13 new talent trees and over 200 new skills, and gives you to have a lot more control over Geralt development.This mod attempts to recreate that feeling and philosophy within The Witcher 3, replacing the standard skill trees with a more layered and, hopefully, rewarding progression system.


IMPORTANT!
The mod is still in BETA STAGE. Not all skills and features are finished. Things that are not yet finished but are planned I have marked [TODO]. Just a heads-up: you might run into unexpected bugs, and not all features have been implemented yet. I have a plan in mind and I'm following it step by step, while working on two large mods at the same time.
I have been working on this mod for about 8 months with some breaks for work on my Tales of The Witcher. Your feedback is vital to its progression. Although all of the primary functionality is in and testable, balancing is still in progress, and certain skills might be revised based upon feedback. I'm seeking testers who are willing to experiment using various builds and report bugs, inconsistencies, or areas for improvement. 


Mod is intended for a fresh new game in the base version of The Witcher 3 only! It doesn't work with existing saves or in standalone Hearts of Stone or Blood and Wine DLC!


You don't need to download this mod to play my Tales of the Witcher mod. Starting from version 0.3, Tales already includes the TW1 Talent Trees built-in.


-----     Core Gameplay Ideas     -----


I tried to faithfully recreate the skills from The Witcher 1. Some were carried over 1:1, while others had to be adapted to fit the mechanics of The Witcher 3. I also used a few skills and mutations from the base game. Below is a brief overview of the talent trees.


Overview of the New Talent System :

1. Talent Types:

    • There are three types of talents (skills): Bronze, Silver, and Gold.
    • Player earn Bronze talents from early levels, Silver talents from mid-levels, and Gold talents from high levels.
    • The type of talent determines which tier of skills the player can unlock — stronger talents are required for more advanced abilities.
    • Talents (skills) become active as soon as they are learned – no need to equip them.

2. Leveling:

    • After gaining enough experience, Geralt levels up and earns new talent points.

3. Progression Rules:

    • After gaining enough experience, Geralt levels up and earns new talent points.
    • Player spend these points while meditating, which is required to finalize any skill upgrades.


Gameplay Ideas :

Spoiler:  
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Build-Based Character Progression

  • Your power comes mostly from how you build your character.
  • Skills, talents, and preparation define your strength, equipment statistics are less important.

Stamina managment 

  • Thanks to Aeloth’s generosity, I was able to implement his RPO mod. It handles the entire stamina system — including regeneration, consumption, and delays. Player speed and damage now dynamically depend on stamina level during combat. Armor type also affects stamina. The whole system can be tweaked to your liking through the mod menu.

Static World – No Level Scaling [TODO -> need still balance game]


  • The world doesn't adjust to your level, enemies and quest are placed intentionally. Some areas/quest are deadly early on, you need to develop your character more.
  • Much more experience for killing all monsters, so that killing even random monsters is expected to level up faster.

Economy Based on Quests and Contracts 
[TODO -> partly implemented, still needs a lot of work]

  • You earn gold mainly through quests and monster hunting.
  • Selling random loot isn’t the main way to make money anymore — rewards come from actually doing things.
  • Way less "junk" items or pretty much none. You won't find tons of random swords and armor.
  • Most of the missing ingredients can be found from the relevant craftsmen or can be manufactured.

Unique & Set Gear Only [TODO -> partly implemented]
  • No randomly generated swords or armor.
  • All gear is placed by hand and meant to feel meaningful — either unique or part of a set.

Targeting
  • I've changed the targeting system to one where Geralt selects an enemy in the direction we look with the camera, rather than one closer to us. [experimental]

Expanded Monster Abilities & Status Effects:

  • Many enemies now, have the chance to apply status effects that were logically fitting but absent in the vanilla game.
  • For example, creatures like Wolves and Werewolves can now inflict Bleeding.

Major Itemization & Gear Rebalance:

    • Focus on Iconic Gear: All generic "Magic" (blue), "Master" (yellow), and standard "Common" (white) armors have been removed.
    • Witcher Sets & Relics Reign: Players will now primarily find and utilize Witcher Gear sets and unique Relic items for their armor needs. This emphasizes the importance and uniqueness of Witcher equipment. [RELIC GEAR IS TODO, SETS BALANCE IS READY EXCEPT KAER MORHEN ARMOR SETS, LOCATION OF RECPIE - TODO].
    • Non-Linear Witcher Set Progression: The vanilla progression where one Witcher set tier strictly obsoletes the previous one (e.g., Basic Griffin -> Enhanced Cat -> Superior Bear) has been removed. Sets now have internal tiers and distinct strengths, encouraging players to choose sets based on playstyle preference rather than just level or raw stats. You are no longer forced down a single path of sequential upgrades across different schools.



To-Do / Planned Features :

Spoiler:  
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Smaller Enemy Groups

  • I plan to reduce the number of enemies that spawn together.
  • I prefer more intense fights against 1–2 monsters over hacking through a mob of 10 drowners.

Alchemy System Overhaul


  • The game world will be adjusted to better support the alchemy system from the Primer/Alchemy mod.
  • The goal is to make alchemy a core and satisfying part of gameplay.

Return of Combat Styles from Witcher 1


  • Remake Fast, Strong, and Group styles.
  • I’ve already exported the animations from Witcher 1 and successfully imported them into Witcher 3 — there’s a video of it on my YouTube channel.
  • Fully changing the combat system is a lot of work, but it’s definitely possible.

E3-Style Preparation Menu 


  • I want to bring back the pre-fight preparation screen, like in the early E3 build.



-----     Short Description of Talent Trees     -----


Main Trees (Strength, Dexterity, Stamina, Intelligence):

Each trees has main skills with 5 levels (I-V) and secondary skills, providing passive, general bonuses for Geralt. 17 skills per tree - 68 total.

    Spoiler:  
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  • Strength: Primarily increases melee damage and maximum Vitality. Unlocks access to higher tiers of Strong Styles. You'll also find perks like increased knockdown chance or resistance to it.
  • Dexterity: Focuses on speed – increases attack and dodge speed. It also unlocks access to higher tiers of Fast Styles. 
  • Stamina: Improves overall survivability and resource management. Increases maximum Stamina, its regeneration rate, and toxicy.
  • Intelligence: Increases base Sign Intensity and unlocks access to higher Sign tiers. It also contains perks related to potions, oils, bombs, and Places of Power.

Sign Trees:

Each of the five Signs has its own tree (5 main levels I-V plus side skills), allowing for deep specialization. 18 skills per tree - 90 total.

    Spoiler:  
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  • Aard: Increases force (from stagger to knockdown), range, and angle. Unlocks and improves the Aard Blast alternate mode. Special effects can be added: Stun, Disarm and deal direct damage.
  • Igni: Increases damage, area of effect (angle), chance to ignite, and burn intensity. Can add effects like disarming or Pain. Firestream alternate mode is not yet complete [TODO]
  • Yrden: Focuses on upgrading the magic trap. Extends duration, increases radius, and the number of traps deployable. Adds effects impacting enemies within: slowing, Pain, blinding, poisoning. Magic Trap alternate mode is not yet complete. [TODO]
  • Quen: [TODO]
  • Axii: [TODO]

Combat Trees: 

Strong and fast, separately for steel and silver swords, has its own extensive tree (also 5 main levels I-V plus side skills).

    Spoiler:  
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  • Strong Steel: Increases strong steel raw damage, increasing bleed chance and effectiveness, armor penetration, and adding effects like stun. 
  • Fast Steel: Increases fast steel raw damage, attack speed, chance to apply and duration of the "Pain" effect.
  • Strong Silver: Increases strong silver raw damage. Boosts bleeding, and monster armor reduction. 
  • Fast Silver:  Increases fast silver raw damage, speed, and "Pain" effects. 



------     Installation     ------


Spoiler:  
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WARNING: NEW GAME START MANDATORY!

Attempting to load a pre-existing save after installing this mod, and subsequently overwriting that save, risks permanent save file corruption. You MUST start a fresh playthrough.

  • Extract the mod (bin, dlc, and mods folders) to the main game directory.
  • Conflicts: Use the Script Merger tool to merge any script conflicts. IMPORTANT: Do not merge any .xml files. My mod makes significant changes to game balance, and it's not possible to merge it with other mods that also modify these files. If you decide to try anyway, my mod must always have the highest priority.
  • Open the file "\The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc\dx12filelist.txt" in a text editor and add the "modW1TalentTrees.xml;" as a new line. Save the file. 
  • Done: Launch the game. 
  • Optionally, you can use Witcher 3 Mod Manager.



------    Recommended and Compatible Mods    ------

To fully experience the gameplay as intended, a perfect mod by skyliner390 that brings back Witcher 1-style alchemy is required! The game's balance is designed around playing with this modification installed. 

Alchemy

To use my mod alongside the Alchemy mod, download the provided compatibility script and place it in your main Witcher 3 directory. You will also need the download Alchemy mod itself. Run Script Merger after installing everything; the mods should merge without conflicts.

INCOMPATIBLE WITH:
 Mods altering game balance (e.g., W3EE), economy, item stats, skill functionality, or GUI/HUD.
Essentially, if it changes how the game plays or its core numbers, it's likely incompatible. If it changes how it looks or animates, it's likely fine.

COMPATIBLE WITH: Visual mods (textures, armor appearance), lighting mods and many others that need to be tested. If a mod is not compatible let me know, I will try to look into it to see if it can be merged.

The following mods have been tested by me and I highly recommend installing them for the full experience! If you are interested in compatibility with other mods - let me know, I will try to merge them.



------    Special thanks    ------


1) Aeltoth - for allowing me to include your old mod, RPO — which handles stamina, speed, and player damage — into my W1TT; for helping me out with tons of programming questions and always offering a kind word! A true enthusiast of the game, he's created a bunch of amazing mods and is now working on his biggest one yet — Wild Monster Hunt. I highly recommend checking out his page where you can find all his mods! HERE

2) Error_noacces - same thing, huge help with programming questions, plus a ton of tips that helped me get a better grip on WitcherScript and everything around it. This guy’s an absolute beast — he’s mastered the REDengine to a level its own creators probably never imagined. I highly recommend checking out his mods on Nexusmods — Eternal Hunt and Spectre!

3) Spontan - also, huge help with coding, and for the fantastic WIDE extension for VS Code, without which learning WitcherScript would’ve been way more tedious, and for helping me out with coding issues as well!

Without their help, I wouldn't have been able to learn WitcherScript. Thank you for your patience, assistance with coding issues, and support!

A big thank you to CDPROJEKT RED and YIGSOFT for releasing this amazing tool. YIGSOFT put in a lot of effort to prepare the public version of REDkit for us.