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Zowbaid

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Zowbaid

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About this mod

This mod aims to improve most of the items in Geralt's arsenal (Bombs, Decoctions, Potions, and Trophies).

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Overview:
The mod currently reworks and buffs the following items: Bombs, Decoctions, Potions, and Trophies. Oils have not been touched because they are quite effective as is. Other features might get added in the future.

I am aware that dozens of mods just like this exist already, but these contain my flavor and changes that were just right for me. And maybe they might appeal to you as well.


Summary:
So, I'll just get this out of the way right now. Yes, this mod will make you feel powerful, like...maybe a bit too powerful. BUT, hear me out. You see, the vanilla game is already far too easy, especially for all us Witcher experts, at this point. And I'm fairly certain most of us use mods that add more of a challenge to our experience, am I right? Mods that add difficutly scaling, enemey scaling, dmg/defense scaling, etc. are all sort of needed at this point in order to add more of a challenge to the game. Now having said all this, because of how easy the game is, two issues were born. For one, items such as potions, decoctions, and bombs were never really utilized because you could literally kill everything with igni or your sword, even on Death March. And two, the items themselves were already too weak to even waste our time using, since they never offered a significant buff in combat. So, I've solved the second issue. The first one will have to be solved by yourselves. 

This mod is designed around the idea that auto-crafting when meditating is disabled, forcing you to manually use your materials when crafting each item every time. Essentially, this mod was designed around mods like Preparations or Alchemy (Primer). If you're not using either one, then this mod will make the game FAR too easy. If you want to add a challenge to crafting in order to balance out the new power from these items, it is almost imperative that you use one of these mods (or an alternative if you have one). Additionally, in order to balance out the new power these items offer, it is HIGHLY recommended to use some sort of difficulty scaling mods. I personally use ESGO + Akatoshka's ESGO Patch. These are great and I highly recommend them as they offer many, MANY features to cater the game's difficulty to your needs. You can use other mods of your choice.

I want people to know that when creating this mod, my intention was to empower Geralt and make his items feel useful and fun to use, not to break the game. Because the items are now stronger, toxicity costs are slightly higher, and crafting requirements are higher as well, in order to offset their utility so that they don't completely break the game. My original intention with any of the mods I make is always balance, not to create a cheat-mode. That's why I recommend using the aforementioned mods, as I don't play any other way and haven't for years.

Having gotten all this out of the way, here is a list of all the changes I've made. If you want to read all the specifics, click on the spoiler box in each section.

1. Bombs:
  • All the damage-dealing bombs have had their damage output increased exponentially, in order to prevent them from being useless later game.
  • You can now hold 5, 7, and 10 bombs per tier.
  • Bomb crafting requirements have been increased slightly to balance things out.
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  • Samum lvl 2 adds 100% Crit Chance, lvl 3 adds 100% Crit dmg.
  • Dancing Star dmg increased to: 500, 1000, 1500  per level.
  • Devil's Puffball dmg increased to: 500, 1000, 1500 per level.
  • Dragon's Dream dmg increased to: 2000, 3500, 5000 per level.
  • Grapeshot dmg increased to: 1500, 2500, 3500 per level.
2. Decoctions:
  • Increased duration of all decoctions to 3600 minutes (1 hour).
  • Increased decoction amount from 1 to 3.
  • Slightly increased crafting requirements.
  • Increased Toxicity of all decoctions from 50 to 60 to offset their new buffs.
  • Heavily buffed many of the weaker/useless decoctions.
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  • Katakan Decoction: Crit chance 25%.
  • Arachas Decoction: Resistance 50%.
  • Water Hag Decoction: 100% atk dmg at full health.
  • Nightwraith Decoction: 100 Vitality per kill.
  • Fogling Decoction: Spell Power 100% in cloudy weather.
  • Wyvern Decoction: 10% atk pwr per hit, stacks infinitely, until first hit taken.
  • Troll Decoction: 100 vit regen out-of-battle, 25 vit regen in-battle.
  • Succubus Decoction: 5% atk pwr, up to 50 stacks over the course of battle.
  • Alghoul Decoction: 200% Adrenaline point gain.
  • Fiend Decoction: 500 Weight.
  • Forktail Decoction: 100% atk pwr + 100% spell pwr, when alternating attack combos (light > heavy > spell)
  • Grave Hag Decoction: 50 vit regen per kill.
  • Nekker Warrior Decoction: 200% mounted dmg.
  • Leshen Decoction: 100 points + 20% of dmg received returned to enemy.
  • Gryphon Decoction: 5% dmg resistance per hit up to 10 stacks, max=50%.
  • Reliever's Decoction: 50% dmg vs Specters, 25% dmg resistances.

3. Potions:
  • Increased potion count for all potions to 5, 7, and 10 per tier.
  • Adjusted Toxicity amounts. Lvl 1 potions are now much higher than vanilla, lvl 2 potions are 5 points less, and lvl 3 potions are 10 points less (Ex. if lvl 1 potion is 40 toxicity, lvl 3 potion is 30 toxicity).
  • Increased duration of all potions. Most are 60 sec at lvl 1, 90 sec at lvl 2, and 120 sec at lvl 3.
  • Increased crafting requirements slightly (we have an abundance of herbs that never get used).
  • Buffed several potions to feel more impactful in combat.
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  • Black Blood: adjusted dmg to 10%, 20%, 30% per level.
  • Blizzard: Adds 50% crit chance at lvl 2, and 50% crit dmg at level 3.
  • Cat Potion: Added Armor Piercing/Increased Stamina: 25/10, 50/25, 100/50 respectively per level.
  • Full Moon: Increased Vitality to 1000, 2000, 3000 per level (NG+ variant higher).
  • Maribor Forest: Increased gains for lvl 2 and lvl 3 to 20% and 25% respectively.
  • Petri Philtre: Increase spell power to 30%, 60%, 100% per level.
  • Swallow: Changed its Vitality regen function to be percentage-based, meaning it's now useful at all levels. 1%, 2%, 3% Vit. regen per level.
  • Tawny Oil: Increased stamina regen to 10%, 15%, 20% per level.
  • Thunderbolt: Increased attack power to 25%, 35%, 50% per level.
  • White Honey: Added small Vitality regain per level: 10%, 20%, 30% per level.
  • White Rafford Decoction: Changed Vitality regain values to 30%, 60%, 100% per level. Added 5 second invulnerability at lvl 3.
  • Reinald's Philtre: (NOW A USABLE POTION!) Increased spell power to 50% and stamina regen to 15%. Slightly reduced duration from 6 min. to 5 min. Reduced toxicity cost from 50 to 40. Made it Relic Tier. Is craftable and usable any time, and has 10 charges, like any level 3 potion. "Reinald's Secret Ingredients" crafting component can now be purchased from 5 different alchemists/herbalists throughout the game. ***New in 1.02 - Allow you to get the recipe to craft "Reinald's Secret Ingredients" as well, either from the quest as a reward, or buying it from Master Gremist.

4. Trophies:
  • All trophies have new buffs and effects.
  • Each trophy was designed to feel unique in its own right and to help facilitate a build.
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Base Game Trophies:
  • Cave Troll: 25% Increased Vitality
  • Nekker: Critical hit chance 5%, Attack Power 10%
  • Nekker Warrior: Critical hit chance 15%
  • Drowner: Armor Piercing 75
  • Wild Hunt Hound: Stamina Regen 10%
  • Leshen 1: Bonus Herbs 50%
  • Leshen 2: Vitality Regen 75 per/s
  • Forktail: Armor Piercing 50, Attack Power 15%
  • Wyvern 1: Aard Power 75%, Igni Power 75%
  • Wyvern 2: Attack Power 35%
  • Grave Hag: Stamina Regen 5%, Spell Power 35%
  • Fogling: Critical hit Dmg 50%
  • Fiend 1: Nonhuman Exp 50%
  • Chort: Attack Power 15%, Max Stamina 15
  • Wraith: Quen on Projectile 50% chance
  • Ekhidna: Elemental Resistance 50%
  • Fiend 2: Max Stamina 30
  • Erynie: Bonus money 50%
  • Water Hag: Yrden Power 100%
  • Cockatrice: 10% Increased Vitality, Max Stamina 15
  • Nightwraith: Spell Power 50%
  • Ekimmara: Bleed Resistance 50%
  • Arachas: Poison Resistance 50%
  • Gryphon 1: 10 Toxicity, 20% Attack Power
  • Gryphon 2: 10 Toxicity, 20% Adrenaline Gain
  • Gryphon 3: 20 Toxicity, 15% Adrenaline Gain, 15% Attack Power
  • Succubus: Axii Power 100%
  • Katakan: Igni Power 100%
  • Earth Elemental: Quen Power 100%
  • Doppler: Human Exp 50%
  • Noonwraith 1: Toxicity 10, Spell Power 25%
  • Noonwraith 2: Aard Power 100%

Hearts of Stone Trophies:
  • Pig: Bonus money 40%, Bonus Herbs 40%
  • Sharley: Adrenaline Gain 30%, Attack Power 20%

Blood and Wine Trophies:
  • Cyclops: Attack Power 20%, Spell Power 40%, Adrenaline gain 20%
  • Wight: Axii Power 80%, Bonus money 30%, Vitality Regen 50 per/s
  • Garkain: Critical Hit chance 5%, Critical hit dmg 35%, Armor Piercing 50
  • Spriggan: Bonus Herbs 40%, Toxicity 20, Igni Power 80%
  • Dracolizard: Max Stamina 20, Igni Power 70%, Quen Power 70%
  • White Basilisk: Spell Power 40%, Attack Power 20%, Toxicity 20
  • Sharley Matriarch: Attack power 20%, Armor Piercing 60, Stamina Regen 5%
  • Camerlengo's Seal: Human and Nonhuman Exp 35%, Bonus money 35%

5. Other Changes:
These changes are only in the All-In-One version:
  • Contains extra files that increase the yield amount for all alchemical bases and alchemical alcohols by 3 per craft.
  • Regular red, blue, and green mutagens yield 2 per craft from their lesser counterparts.

Installation:
  • The mod is modular in design, so you can download and install only the part that you want, or download the All-In-One version that contains all the changes.
  • Unzip the mod and place it into your "mods" folder in your The Witcher 3/mods directory. If there isn't a "mods" folder, create one.
  • Run Script Merger to merge all conflicts, scripts and bundled files.

Compatibilities:
  • This mod is almost ABSOLUTELY incompatible, and completely pointless by the way, with W3EE, or any other major overhaul. This mod was designed around the vanilla game experience primarily. W3EE offers its own difficulty, items, item-balancing, and scaling, making this mod utterly pointless. And as such, I will also NOT be making any W3EE version, so don't even bother asking :).
  • The mod modifies several .xml files. If you have any mods that modify the same files, they will need to be merged in Script Merger. The merges should be fairly easy and conflict-free. If you do face a conflict, choose the option of your choice, either window B or C, for the changes that you want.
  • The following .xml files are modified:
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In gameplay/abilities&abilities_plus/
- effects_mutagens.xml
- effects_potions.xml
In gameplay/items&items_plus/
- def_item_alchemy_mutagens.xml
- def_item_alchemy_petards.xml
- def_item_alchemy_potion.xml
- def_item_alchemy_recipes_alcohol.xml
- def_item_alchemy_recipes_mutagens.xml
- def_item_alchemy_recipes_petards.xml
- def_item_alchemy_recipes_potions.xml
- def_item_alchemy_recipes_substances.xml
- def_item_quest.xml
- def_item_trophies.xml
- def_loot_shops.xml > Now moved to DLC folder. Conflict-free with all other shop mods. :)
In gameplay/rewards/
- rewards.xml
In dlc/ep1/data/gameplay/items&items_plus/
- def_item_trophies.xml
In dlc/bob/data/gameplay/items&items_plus/
- def_item_trophies.xml

Recommended Mods:
This list is subjective, but I believe these mods will elevate your experience when coupled with my mod:
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My Other Mods:
Credits:
I must give credits to Elementary Lewis for creating the cooking yield script that allows alchemical bases and alcohols to produce more than 1 per craft. Thank you, brother, for helping with the scripts.