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Donation Points system
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Fixed an issue with the mod not considering non-metabolized toxicity when calculating toxicity limits.
Fixed incomplete implementation of the 'Bottomless Carafe' HoT reward, which will correctly act now as an infinite source of high quality alcohol.
Fixed an issue with the game's tutorial sytem halting further progress right before the Griffin fight, when the tutorial system was enabled.
Fixed fire meditation not working correctly if Interface Animations or possibly other mods that interfere with the onPanelAlch event, were to be installed. As a consequence of this change, a new entry will need to be added to the input.settings file.
Fixed the mod uninstall functionality, which will now revert all mod-made changes to the player's ability manager for safe removal of the mod.
Fixed Rubedo dominance having no effect. Increased healing to 1.32% of missing health and established a minimum healing value of 16 since its functionality allowed to reach a point at which regeneration spuriously halts.
Fixed the 'Alcohol Uses' menu option not having any effect.
Fixed some ingredients not being properly initialized in cases when the ingredient lists failed normal initialization.
Fixed various old and thought to be fixed minor xml issues that weren't really fixed due to changing the wrong files outside of Wolvenkit.
Fixed missing Killer Whale recipe from the recipe definitions file.
Fixed decoctions displaying the same duration as potions in the alchemy menu.
Fixed incorrect display of potions count in the alchemy menu when having multiple potions of differing quality in inventory.
Fixed incorrect display of White Gull in the alchemy menu when having both the potion base and the drinkable kind.
Fixed the ingestable variety of White Gull not showing its count in the inventory menu.
Added toxicity information to the ingestable kind of White Gull in all tooltip contexts. White Gull's base toxicity was set to 12 and will be affected by the Potion Toxicity modifier like the rest of the potions.
Addressed an issue wherein having the Camera Autocenter game option disabled would also disable camera rotation in the mod's built-in meditation.
Rebalanced all recipes for potions, decoctions, oils and bombs. Recipes' starting ingredients will be the igredient's primary substance.
Recipe for Dwimeritium Bomb will now require one Dwimeritium ore as an ingredient.
Recipe for Silver Dust Bomb will now require one Silver ore as an ingredient.
Pheromone potions will contain one ingredient of their targeted monster that can't be exchanged.
Standard bases will *not* increase the required amount like weak sources of primary substances do. This was erroneous logic from the start.
Moderate increase to the primary substances' distillation yield.
Moved the 'Potion Metabolization Time' option to the Potions section of the mod menu.
White Raffard's decoction will be metabolized at 1/8 the time of normal potions instead of 1/2.
White Honey will be metabolized based on it's strength; with normal, enhanced and superior versions being processed at 3/4, 2/4 and 1/4 the rate of normal potions, while eliminating 50%, 75% and 100% of all toxicity, respectively.
Removed Unnecessary leftover debug statements from the Next Gen version.
Demoted a couple of rather common ingredients from 'rich' to 'normal' sources of their particular primary substance.
Added yellow mutagens and few missing BaW ingredients to the mod's ingredient lists.
Added a menu option to disable the use of custom primary substances icons.
Added localization strings for several hardcoded keywords which can now be properly translated.
Meditation camera rotation can now be entirely disabled by setting the rotation speed to 0 in the mod menu.
Added a sound indicator when initiating the mod's built-in meditation either manually or automatically after brewing a potion.
The alchemy menu will be displayed instead of a black background when opening it from another menu or when pressing the 'modifier' + the 'alchemy' key from the exploration state. The 'Meditation Requirement' menu option will control if creating items will be allowed in these cases.
The mod's abilities will now display a solid background color after being acquired, as a visual aid to remind they don't need to be equipped.
The remaining duration of active secondary substances will be added when applying the same effect from another source.
Toxicity degeneration is now 3 times faster while in the meditation position.
Increased the base reuse count of mutagens to 2. The alchemy skill increasing mutagen uses will double the number of uses per level instead of adding 1. Max level increased from 4 to 5. Upon skill upgrade, current used amount will be kept instead of being reset.
The remaining uses of reusable ingredients will be displayed in the ingredient description panel after selecting the ingredient in the alchemy menu.
The UI will always update after upgrading a recipe in the alchemy menu regardless whether or not the recipe can be brewed.
Improved the ingredient/recipe display behavior when navigating the alchemy menu on both M/K and controller.
updated the mod's default controller keybinds with more intuitive defaults.
Version 1.31
Fixed a logic error in the regenEffect fix that caused air not to regenerate. Restricted the fix's scope as it was unjustly affecting valid effects like Tawny Oil's.
Fixed the count of substances and mutagens not updating in the alchemy menu, if using them as ingredients in a recipe.
Fixed an issue causing current toxicity not to be accounted when drinking a potion, resulting in the ability to drink potions even when at the max toxicity level.
Fixed an issue causing decoction's toxicity not to be applied.
Fixed an issue with the drinking sound not playing after drinking a potion.
Updated the new game plus definitions files which weren't in sync with the changes to the normal game.
Disabling meditation requirements in the mod menu will allow the alchemy shortcut key to open the menu directly without going through meditation first.
Improved the camera transition when leaving the meditation state.
Adjusted interior camera meditation settings.
Reduced all changes to playerInput.ws to a single line of code, immensely diminishing the possibility of conflicts with other mods modifying this script.
Disabled the "uninstall mod" functionality for now, since it was incomplete. It will be brought back once all proper cleanup work is implemented.
Integrated the Russian and Portuguese localization files into the mod.
Version 1.30
Fixed a bug preventing the creation of enhanced and superior versions of potions, oils and bombs.
Fixed the potion metabolization time not being correctly initialized, resulting in a default value of zero which would cause potions not to have any effect when consumed.
Fixed potions not having any effect if the game were to be saved then loaded before the metabolization process concluded.
Fixed broken mutagen slots and BaW mutation system if installing the latest version of the mod on an existing save file.
Fixed the Equilibirium skill not working at all.
Fixed the Alembic skill not increasing primary substances distillation yield.
Fixed the skill system changes in the last update indirectly interfering with the Synergy skill.
Fixed Mitogenesis, Angiogenesis and Metastasis not interacting correctly with temporary skills boosts.
Fixed various other issues with the skill system.
Fixed instances of White Gull with a dominant secondary substance not being counted and displayed in the alchemy menu.
Fixed the items-limit mod option not having any effect. The option will now limit all items of the same type instead of individual quality tiers.
Fixed an issue with the player not lighting fire sources other than campfires when sitting next to an unlit source.
Fixed discrepancy in fire sources checks that allowed instances where Geralt could sit down and light an existing campfire yet the fire would not be detected in the alchemy menu.
Fixed an oversight preventing the section of vanilla code in charge of applying the visual effect after drinking a potion, and other minor miscellaneous tasks, from executing.
Fixed the drinking sound effect playing after the potion is metabolized instead of after drinking the potion.
Fixed an oversight that allowed regular mutagens to be replaced with monster mutagens when creating decoctions, resulting in decoctions with two monster mutagens -which is illogical- and the inability to further change that ingredient.
Fixed monster mutagens appearing in the wrong group for their color whenever replacing a regular mutagen with a monster one.
Fixed missing secondary substances description after highlighting ingredients in the alchemy menu.
Fixed missing secondary substances tooltip description when hovering over potions in the inventory menu.
Fixed 'potion facts' being ingored by the potion metabolization code, which could possibly affect certain quests that relied on this feature.
Fixed toxicity offset not being properly removed if the mod were to be installed while having active toxicity.
Fixed stage one toxicity face effect not being applied.
Fixed the toxicity camera effect not being toggled correctly.
Added missing localization files for several languages.
Addressed minor but overlooked BaW issues with the mod.
The alchemy lab in Corvo Bianco will function as an actual alchemy laboratory. Activating it will open the alchemy menu and recipes brewed in it will produce additional yield.
Resting in a bed will provide the correct message bonus for the new lab functionaliy.
The manticore armor set bonus was adjusted to fit with the changes of the mod. It will now reduce toxicity damage by 10%.
Added Wight Hair and Wight Ear to the mod's ingredients list.
Added alcohol and an empty bottle as requirements to some recipes that didn't have them (pheromones and pop's mold).
White Gull can't be used as an ingredient to make White Gull anymore. Added generic code to ensure no item can be used as an ingredient to make itself.
During mutagen transmutation and fusion, monster mutagens can only replace lesser mutagens, a normal mutagen will be needed to make a greater one.
The quantity of items created in an alchemy session will be displayed upon creation.
The count of reusable ingredients will not be reset after exiting the game. The mod will now remember how many times you've used each reusable ingredient between game sessions.
An appropriate message will be shown when the alchemy items count limit has been reached instead of the previous generic one.
A proper message will be shown when trying to perform alchemy without having a fire, instead of the previous generic one.
Disabling the alchemy fire requirement option in the mod menu won't prevent Geralt from turning towards a campfire when meditating near one.
Campfire detection now uses line of sight checks to avoid interaction with fires close to the player but blocked by obstacles.
Campfires created by the player will not disappear immediately after exiting meditation anymore. They will persist until a map change or the game is reloaded.
Improved the alchemy menu ingredient filtering behavior and functionality.
Adjusted the appearance and sorting of ingredients within the selection box in the alchemy menu. They'll display different colors corresponding to their mod assigned rarity.
Added various distinct visual indicators to a recipe's name in the alchemy menu when creating enhanced and superior versions of items, and when potions have a dominant secondary substance.
Frenzy will slowdown time based on current toxicity levels instead of a fixed value. It doesn't need to be equipped to work anymore, like the rest of the mod's skills.
Equilibrium will decrease potion duration as a tradeoff to it's toxicity reduction effect, as I originally my intended.
Half-life will increase potion duration for decoctions as well as potions, making the vanilla skill 'Adaptation' redundant.
Adaptation was renamed Proficiency, It now increases the amount of times mutagens can be used before being consumed in alchemy. Moved its position to the start of the Mutation path.
Restored the mod's uninstall functionality, which will revert all modded alchemy skills to their vanilla state.
Drinking a potion identical to a current one won't override the current potion anymore. The potion's remaining duration will be added to the new one instead.
Restored additional toxicity face effects that were included but not implemented in the vanilla game.
Eliminated toxicity damage thresholds. Toxicity will always drain health from the moment it's applied. The damage will raise in cubic fashion being negligible at first and rising up to 3.84% of the player's max health, at the highest toxicity level.
To compensate, the player has a variety of tools and abilities at their disposal to greatly diminish toxicity, increase the limit and reduce its damage and duration.
Added a toxicity multiplier option to the mod menu. The mod will adjust toxicity by script instead of relying on xml edits.
Overhauled the plant spawning mechanic. The amount of herbs harvested from plants, the chances of spawning, minimum and maximum spawning thresholds and whether or not herbs will appear on the minimap are now configurable options in the mod menu.
Singleton items will not be removed from the inventory anymore, they will be hidden when their count reaches zero instead. From a user's perspective nothing changes, but this will help avoid getting the infamous item-id bug.
Reimplemented and removed unneeded scripts and xml files.
Significant code improvements and cruft removal.
Version 1.21
Fixed oversight preventing items with unchangeable ingredients from being upgraded to enchanced and superior. The mod doesn't have any of those but other mods may.
Fixed mutagens not being added to the list of reusable ingredients, hence being unable to be used more than once.
Fixed Rebis distillation recipe using Vermilion as an ingredient.
Fixed toxicity dmg not being applied correctly when skipping time.
Removed remanants of the older toxicity degeneration rates. New rates are based on current amounts of toxicity, not on potion durations.
Made changes to allow the skills menu to open while in meditation.
Changed the toxicity damage calculation to be more harsh and less forgiving at higher toxicity levels. It will scale with maximum toxicity so increasing it will offer additional benefit.
Toxicity damage while in meditation is reduced by 25% instead of 50. The latter was too much when using the tox dmg reduction alchemy skill which would completely nullify tox dmg when meditating.
Improved meditation code to detect unlit campfires and automatically light them if you sit next to one.
Doubled default potion metabolization time from 15 to 30 seconds. White Honey and White Raffard's are metaboliized in half the time instead of 1/4, but introduced a skill that lowers potion metabolization by up to 80%.
Increased the respawn timer of plants to prevent them from respawning shortly after loading into an area. The new spawn rate is random to prevent them from respawning at the same time and will range from 30 to 240 minutes.
Added, reworked or renamed many alchemy skllls. See description for more information.
Version 1.20.2
Added back the code that removes oils after each use. it was deleted by accident.
Fixed a logic error preventing the Alternative Toxicity Degeneration Rate from applying correctly,
Fixed the mutagen display category in the alchemy menu showing the incorrect number of dots.
Fixed the internal color categories of several mutagens that had been assigned to the incorrect color group.
Version 1.20.1
Abandoned xml tags as an Ingredient categorization method due to issues some were having with the game not reading the tags, making them unable to switch ingredients.
Returned to using a DLC file for potion definitions to avoid extra xml merge conflicts.
Transposed playerWitcher script from source to remove 'dirty edits'.
Revised recipes. Changed the bottle appearing before the base on the ingredient grid in the oil recipes.
Fixed an oversight resulting in enhanced items not being created in certain situations when they should have.
Fixed a bug with the new potion metabolization mechanic causing Albedo Dominance not to work.
Fixed a bug with the new potion metabolization mechanic resulting in secondary substance effects not being applied if there was no similar potion with the same secondary substance in the inventory at the moment the potion's effects start.
Fixed the menu settings being initialized with outdated values.
Added missing entries to the mod's description page, explaining the reasons why superior potions can't have secondary substance effects anymore.
Version 1.20
Fixed the Side Effects skill interfering with the distillation output, causing the yield always to be one if Side Effects was triggered.
Fixed a dot after the secondary substance's name showing up in the wrong line, on the tooltip description in the inventory menu.
Fixed the required count of a particular ingredient being changed after swapping it then returning to the former ingredient. This only happened if the initial ingredient had a quantity modifier.
Fixed inaccuracies when calculating the time elapsed when meditating.
Fixed the amount of time deducted from potions when skipping time.
Fixed toxicity not being deducted correctly when skipping time.
Fixed toxicity damage not being calculated correctly when skipping time.
Fixed the incorrect number of bottles being received when distilling substances. There will be two bottles obtained, one for the alcohol and on for the preparation container.
Reimplemented the ingredient swapping mechanism to behave exactly like in the Witcher 2. Scrolling through a list of ingredients isn't needed anymore, available ingredients will be selectable from a dedicated menu.
Eliminated all Enhanced and Superior recipes. Creating Enhanced and superior items will require concentrated ingredients and primary substances respectively, as well as high and top tier alcohols.
Potions do not take effect immediately upon touching Geralts lips anymore. A small period is needed for the witcher's metabolism to process the potion enough for it to start having an effect. The potion will slowly increase toxicity during this period until reaching its intended toxicity right as the potion starts to have an effect. The time is configurable and 16 seconds by default.
Mutagens are not infinite anymore. They will be consumed during alchemy but can be used 4 times before being consumed. Alcohest and White Gull will have 2 and 3 uses per bottle, respectively. Configurable.
Added secondary substance effects to White Gull like it had in the Witcher 1, which makes it possible to craft secondary substance only potions with very little toxicity.
Toxicity offset was eliminated. Mutagenic potions will induce normal toxicity now
Reworked Residual Toxicity Degeneration, it now removes a percentage of your maximum toxicity which allows for slow but consistent purging of residual toxicity.
Changed degeneration settings so that the more toxicity the player has the slower it is removed; as the witcher's system struggles to keep up.
Toxicity damage isn't ignored when in the meditation pose anymore. It's halved instead, giving you a chance to brew White Honey if you have sufficient health without completely trivializing high toxicity.
Greatly reduced the chances for herbs to spawn, but tripled the yield per bush to compensate(4-12).
Herbs will not show up on the mini-map anymore. Keeping your eyes open and paying attention to your surroundings will be necessary to find them.
Homogenized the difference in strength between the substance categories. The progression in the modifier applied to ingredients of differing concentration is symmetrical.
Ingredients are now classified internally based on the amount of primary substance they posses rather than on their availability/rarity.
Lowered the yield of primary substance distillation and increased the required ingredients to account for the increase in importance of primary substances.
Added a method to control campfire creation by holding then releasing the meditation button.
Removed all animations and animation related code, both because it's outside the scope of an alchemy mod and because there are other mods that better fulfill this area.
Many code improvements.
Version 1.15.01
— migrated over to 1.3 script files.
CHANGED FILES:
EVERYTHING CHANGED WHEN CDPR NATION ATTACKED
Version 1.14.12
— Massively changed substance category initialization logic. Let me know if I missed an ingredient somewhere.
— Completely changed the logic of Cockatrice Decoction. Now it gives 10% damage increase and 2% slowdown per hit that did damage. Damage will increase forever and slowdown up to 50%. Also increases damage taken by 5% for each stack. On hit recieved or after 3 seconds of not landing hits all stacks are lost.
— Rebalanced Blizzard potion. Now slows down time when you drink it and not on kill. Duration adjusted. Does not slow down time while out of combat.
As always, xml files changes are present in _plus versions as well.
Version 1.14.11
— Changed distillation calculation logic to be dependant on a simple quadratic function. You should see 3 in about 40% of the time, 4 ~ 25%, 5 ~20% and 6 ~15%.
— Added custom icons for rubedo, nigredo and albedo effects.
— Fixed minor typos in tooltips.
CHANGED FILES:
alchemyManager.ws
alchemyMenu.ws
guiTooltipComponent.ws
effects_potions.xml (both normal and plus versions)
texture.cache
Version 1.14.10
— Fixed primary substance recipe always having a yield of 6.
— Added new icons for primary substances to test some things out.
Version 1.14.09
— Primary substances now contain more of their substance (are more valuable as ingredients) than rare ingredients. — You no longer can distill primary substance from a... primary substance. Although it was hilarious. — Increased ingredients needed for distillation as well as the output of it, thus making alcohest and white gull more effectient solvents. — Slight logic changes to alchemyManager.ws as a result.
— Slight function naming changes in alchemyMenu.ws for better consistency with existing CDPR conventions.
— Slight recipe changes to account for new primary substance value. — New iteration of White Gull balance to make it more competitive to alcohest. Now requires two weak alcohols OR one strong alcohol OR one alcohest plus two portions of pure vitriol (three rare sources of vitriol, or six standart or nine modest) and one of pure rebis. And an empty bottle! If cooking white gull with alcohest, you recieve one additional white gull.
— White Gull can no longer be crafted using... white gull. I mean, come on. Why would you even do such a thing?
— Some further improvements to localization files and logic.
Version 1.14.08
— Changed toxicity damage calculation logic. Now it follows a simple quadratic function, instead of ridiculous tiers. Damage increase should feel smoother now.
— Changed utterly moronic logic of Forktail Decoction (which allowed you to have boost all the time). Light attacks give 1 charge. Heavy attacks give 2 charges. Signs and counters give 3 charges. At 3 charges you gain the boost. Charge stacks last 3 seconds. Attack types can't charge themselves (counter charges everything, signs charge melee attacks and so on).
— When recieving damage from enemies you are stripped from all boosts and charge generation is paused for 3 seconds.
— Some changes to sign entity functions, to accomodate changes above and since basic quen didn't have the cast_end animation event. Like wtf, CDPR? Why? WHY-Y-Y-Y-Y-Y!?
— Apparently I've lost count when going up in the versions. Math is hard. But so is life.
— Added potion of clearance to the recipes (under mutagen fusion category).
— If you want that recipe, but you've already installed previous version of Primer, use the following console command: additem('Recipe for Clearing Potion')
Version 1.14.06
— Added better german translation courtesy of marchiali. Give him cookies, love, blood of your first-born child, et cetera et cetera.
Just the strings file change, no need to remerge anything.
Version 1.14.05
— Delayed Recovery now doesn't affect mutagen decoctions, but counts their toxicity offset for its effects.
— Fixed a few typos in english translation. Sorry, people from other game languages, you don't get this fix. Because I'm lazy. "Bring all the food to the mighty Allgod" type of lazy. — Added proper russian translation by yours truly. — Added proper spanish translation courtesy of withcheeseplz. Give him some love. And cheese.
Version 1.14.04
— Changed the way toxicity damage works. Now there are multiple tresholds, each with it's own damage level.
Level 1: 0-50%, no damage. Level 2: 50-75%, moderate damage (0.5% hp/s, old value from when you've gone over 75%). Level 3: 75-90%, high damage (1% hp/s). Level 4: 90-100%, severe damage (1.5% hp/s).
If someone knows how to change healthbar and skull color in the hud through the scripts - feel free to gimme a hint.
— Heightened Tolerance no longer raises potion overdose threshold by insane amounts, instead it lowers overdose damage by 10% per level. — Frenzy skill now slows time on any attack or arrow or any other projectile thrown in your general direction as long as you are above 50% toxicity. Doesn't work against undodgeable stuff, obviously. — Adaptation now also lowers decoction toxicity offset by 3 per level.
— Katakan decoction now rises crit chance based on missing health, instead of flat amount. Up to 100% crit chance at 0% health. Increase based on a nonlinear function, favouring lower health values. — Ekkimara decoction got the same treatment. Up to 33% life leech. — Leshen decoction now also returns your armor value as damage. — Ancient Leshen decoction now properly grants stamina regen bonuses on cast.
Updated descriptions added for english language only.
— Another iteration on Black Blood: now returns 90%/120%/120% damage. Toxicity lowered to 30/40/50. — Swallow duration increased to 30 seconds on all levels.
Version 1.14.03
— added some more BaW ingredients. — fixed dye recipes for consistency with the mod.
Version 1.14.02
— Buffed Black Blood to 30/45/45% damage reflection. — Black Blood now also returns 3/6/9% of your maximum health as damage (not mentioned in the tooltip because I hate w3strings files with the burning rage of ten thousand suns). Que the green health builds. — Adjusted oils to 15/30/45% damage bonus and 30 charges at all levels. Grease is a grease, it won't magicaly wear off faster for no reason, but better quality of fat should allow for better dissolution of substances in it, thus different levels of oils offer different damage (concentration of harmful substance is bigger) but last the same amount of strikes, since you won't be hitting any lighter to conserve that oil.
— Buffed bleeding effect to 1% (from 0.8). — Buffed bleeding effect from bolts, while I was at it. — Slightly buffed poison effects (including devil's puffball).
— Some changes to sorting logic. — Now you can see how many items of that recipe type you have from alchemy menu. — Ripped ingredient purchase functionality from crafting menu. Now you can buy ingredients when performing alchemy from an alchemist's dialogue (i.e. herbalist\alchemist shop).
Version 1.14.01
— Made alchemy sorting even ghettoer (that is a word now) than it was before! — Thunderbolt now gives 25/33/33% attack power with 60/90/90 duration. — Foglet decoction now gives 50% sing intensity (from 25%). It's quite situational and has more (non-degenerating) toxicity than petri's philtre. Should be stronger. — Nightwraith decoction now increases maximum health by 1.5% (from 50 flat) per enemy slain. — Fixed some inconsistencies in oil and potion recipes (like level 2 requiring a bit less ingredients than level 3 and so on). — Reliever decoction now requires one dwarven spirit and one mutagen of each color (instead of 3 dwarven spirits and 9 mutagens total). — Katakan decoction now grants 25% crit chance. 5% was literally useless.
Version 1.14
— Added some ghetto substance sorting. Now basic substances (aether, rebis, et cetera), mutagen fusion and mutagen transmutation (changing color) have their own categories.
— Removed category postfix as it was utterly useless in the context of this mod.
— Changed mutagen dissolution logic a bit: if you do not have it activated you won't be able to switch mutagen in mutagen fusion recipes.
— Changed mutagen transmutation recipes to no longer require rubedo.
— Winter cheery, blue lotus and nazair basil are now recognized by the mod as rich sources of vermilion/rubedo, vitriol/albedo and rebis/nigredo. More ingredients inclusions to come.
— Blood and Wine dlc is not required, as these ingredients simply won't show up if you don't have the required files.
Version 1.13.6
— Prettyfied ingredient description.
— Added Siren's Vocal Cords to script. Now it's rich vitriol\albedo combo. — Bumped up siren's vocal cords price to 75 from 30 (seriously, it's precious relic, even in the game files, but naaaah, lets pay six times as much for some stinky necrophage hide, that this strange pale fellow hoards by the hundred, and not for this juicy, tender and rare piece of meat. The days of Geralt the Rotfiend Hunter are still far from over though). Let me know if it's too much. — Changed some of the ingredients rareness and secondary substances. — Alghoul bone marrow is now quebrith\nigredo. — Most of the pure essences\elemental matter is now a rich source of it's substance. — Drowner tongue is now a rich source of aether. Just because I felt like it. Obviously not because I'm hoarding them. — Blowball is no longer a rich source of rebis (compensated by elemental sources going rich). — Somewhat sorted substance assignment section in the script. — Small edits in rubedo effect logic. Now properly utilizes delta time, as go... devs intended.
Version 1.13.5
— fixed enhanced blizzard and superior blizzard with any secondary substance having no blizzard ability (dlc files).
— fixed minor ommitment in the white raffard exclusion code.
— durations of secondary substance effects are now fixed and not based on potion duration. Albedo - one ingame hour (4 minutes), Rubedo - 2 hours (8 minutes), Nigredo - 4 hours (16 minutes).
— toned down Rubedo regeneration effect to 1% of missing health.
Version 1.13.4
POTIONS:
— Black Blood: damage returned adjusted to 20/25/30%, toxicity to 30/50/60, duration to 45/60/60.
— Maribor Forest: strength adjusted to 0.10/0.15/0.15, duration to 60/90/90.
— Full Moon: 15/25/25% vitality bonus, instead of 300/650/1000 flat. Superior variant now actually has a useful heal - 1% of vitality per each percent of toxicity before potion consumption (before it was flat value and had a whopping maximum of 120hp heal on maximum possible toxicity).
— Petri's Philtre: duration adjusted to 60/90/90.
— White Raffard's Decoction: duration now excluded from menu duration adjustments.
DECOCTIONS:
— Succubus: now has a maximum stack of 60% damage, instead of 30%. Reaches full potential after 2 minutes.
— Troll: 0.5% vitality regen in combat, 2.5% out of combat.
— Grave Hag: 0.25% vitality regen per enemy slain (up from useless 5 flat).
— Leshen: damage returned is now 10% (up from 2%).
— Griffin: now gives 2% resistance per blow recieved up to 20% (was 1% and 25% respectively).
— Reliever: damage against wraiths buffed to 15% from 10%.
— Fiend: buffed weight carried to 30, just because.
Version 1.13.3
— further investigated\tweaked manticore armor bonus fix.
— skill integrity check upon each load is now included by default.
Version 1.13.2
— somewhat removed (a.k.a. made a very dirty patch) auto regen bug, that caused all the regen potion and food effects to silently double in strength. Overall it's a nerf to stamina and vitality regen. — changed Swallow potion to regenerate 0.5/0.75/1% of max hp per second, instead of 20/30/40, to make it much more useful at later levels (and NG+ as well). — buffed Tawny Owl potion to 9/12/15 from 5/8/10 to compensate for the "fix". — included my rubedo tweak. Now heals based on missing health. — changed mutagen decoction recipes to require one generic mutagen. Generic mutagens are now consumed in the process. Adjusted mutagen cost of alghoul and reliever decoctions to compensate (to 3 of mutagen color). — changed some logic behind Side Effects skill. — Side Effects skill now grants lesser mutagen of random color with a 10% * skill level chance. — made some changes to the tooltip script (to accomodate new Swallow). — made some changes to character menu script (to allow more detailed percentage values). — fixed Synergy skill - now grants full bonus as displayed and recalculates it properly on mutagen removal\replacement. — White Gull crafting quantity changed to a minimum of 2, to justify actually crafting it, because as it stands (or rather — stood) right now — alcohest is simply superior option, both gold and timewise.
Version 1.13.1
— fixed embarassing scroll bug.
— fixed potions\bombs\oils getting reset on occasion (looking at you, manticore armor).
Currently 6 piece bonus of manticore armor and cockatrice decoction do absolutely nothing if you don't have a limit on your potions\bombs\oils.
Version 1.13
— remade some of the ingredient seeking logic to accomodate new scrolling mechanic.
— added scrolling mechanic to the ingredient boxes in alchemy menu (W and S by default).
— devourer's blood and bottomless carafe are now recognized by the mod.
— mutagen decoctions no longer consume mutagens (you still need them in your inventory).
— changed ursine silver(?) blade upgrades to no longer require nigredo and albedo.
— food tooltips no longer list effects twice.
— some changes to potion duration override logic:
potion and mutagen duration overrides will set the duration.
soft overrides will add to the duration, if previous value is not set.
duration multiplier will multiply the duration regardless.
Version 1.12
- Updated all scripts for compatibility with the latest game version.
- Fixed the issue with the mod resetting itself and changing the amount of oils in the inventory to 1.
- Fixed a bug in the skill reset code that made necessary to drink a potion of clearance twice, in order for it to properly reset some Primer skills. - Fixed a bug causing ingredients with secondary substances not to yield a primary substance when distilling them, instead you obtained a potion based on their secondary substance. - Slightly increased the chances of obtaining primary substances when distilling. The minimum yield has been increased to two.
- Added code that resets the max level of certain skills modified by Primer if their level is higher than the max allowed by the mod upon first start.
- Added Polish and German translations. Thanks to Adk96 and ungvaar for the Polish and Grauherz89 for the German translation.
- Junk "bottles" and "vials" can now be used in addition to "empty bottles" on any alchemy recipe that requires an empty bottle.
- The bestiary can be accessed while doing alchemy now.
- Implemented a potion category subsystem in the alchemy menu, which should help make the potion creation process less cumbersome.
Version 1.11
- Fixed Primer menu settings being applied when changing other unrelated menu options; wreaking havoc if you were not using the menu as this would zero out all primer settings. - Fixed a bug that would cause alchemy recipes to have only alcohest or mutagens as ingredients if either Standardize Primary Substances or Allow Mutagen Dissolution options was disabled.
- Fixed a bug that prevented normal health degeneration when toxicity was over the safe threshold.
- Fixed an issue with the player sinking if drinking or eating while sailing a boat with the Allow Realism Animations option enabled.
- Fixed an issue with the player dismounting from the horse if activating food items within the inventory with the Allow Realism Animations option enabled.
- Fixed a bug that would cause the player to perform the wrong meditation animation when activating a standing stone after meditating with the Allow Campfires setting enabled.
- Fixed a problem with the last bomb in a stack not being properly removed after using it to blow a monster nest.
- Added checks to prevent time from being permanently accelerated if the player where to tap the "accelerate time" button in rapid succession while in meditation mode.
- Eliminated the alchemy based time acceleration when performing alchemy through the alchemists/herbalists shop options as this had the potential to cause problems with some vendors.
- The correct, mod-adjusted, potion duration is now shown in the potion tooltips in the inventory and in the alchemy menu. - Removed the Custom Localization Fix dependency for the mod menu. The menu will be available to everyone now.
- Menu defaults will be set upon first starting the mod, no need to manually load the default settings for each tab any more.
- Changed the functionality of the Side Effect skill. Now it gives a 10% chance per skill level to obtain a random mutagen while performing alchemy. Max skill level reduced to 2. You will get notified when a mutagen is obtained this way.
- Changed the functionality of the Efficiency skill. It now increases the amount of bombs created by 1 per skill level. Max level reduced to 2.
- Improved obstacles and water level detection when placing campfires.
- Added recipe for tawny owl to the initial known potion recipes.
- Migrated all strings into a localization file. This will facilitate translations.
- Added an uninstall option that will restore the skills changed by Primer to vanilla defaults, so you can safely remove the mod.
Version 1.1
- Fixed two mod settings controlling potion duration that stopped working when modified from the menu.
- Fixed an issue that prevented any mod settings changed from within the configuration file, instead of the mod menu, from taking effect. - Fixed an issue that prevented mod settings in the mod menu from being applied to save files made before the changes were effected.
- Fixed a bug that caused toxicity not to diminish after loading a save game made with active toxicity.
- Fixed the toxicity facial effects not being updated at the right time.
- Fixed the newly introduced animations causing Geralt to dismount from his horse.
- Fixed an issue that prevented Geralt from drinking potions when using a controller if the drinking animation was allowed in the mod settings.
- Added controller keybinds for initiating alchemy meditation and other mod features.
- Added a check to prevent campfires from being placed in shallow waters.
- Added a looting animation. It can be disabled from the mod menu.
- Made significant improvements to the way animations play during combat, resulting in a much more fluid experience.
- Changed the mechanics of the potion duration overrides. Read the mod configuration file for details.
- Added a substantial amount of missing ingredients into the primary substance groups. Added missing Temerian Rye to the alcohols.
- Details of each ingredient appear in the inventory and shop menus as tooltips now, indicating which substance they contain.
- Greatly improved the way ingredient information is displayed when swapping ingredients in the alchemy menu.
- Revised the ingredients of all potions, oils and bombs and made balancing adjustments. Returned potion's ingredients back to raw materials.
- Greatly reduced or eliminated the chances of alcohest and dwarven spirit to appear as loot throughout the game. Increased the chances in places were it made sense.
- Changed the prices of herbs and alcohols based on their category and usefulness.
- Empty potions and bombs are now processed upon the mod's first start up.
- Monster mutagens can be dissolved into generic lesser mutagens of the same color by using top quality alcohol.
- Replaced certain alchemy skills with new ones.
- Implemented real time meditation. It blends seamless with alchemy meditation.
- Implemented the secondary substance system from the first Witcher game.
- Implemented a category system for all ingredients based on their primary substance content. The amount of ingredients on a recipe changes dynamically based on the category.
Version 1.02
- fixed mistakes in some oil recipes that prevented their ingredients from properly appearing in the alchemy menu.
- fixed the issue with being unable to switch back to other menus when accessing the empty alchemy menu, and the cursor disappearing.
- added an in-game mod menu. You can still configure the mod manually from the config file if you wish.
- added an animation for applying oils.
- added a check to prevent initiating the drinking animation if toxicity is too high.
- added a check to prevent initiating an animation when activating an empty slot.
- added an option to disable drinking/eating animations during combat.
- added an option to disable eating during combat. In vanilla you can if the food is on a quick-slot.
- added a potion duration multiplier option, in addition to the overrides already offered by the mod.
- adjusted the duration, and charges of potions in the xml files to vanilla values. These are handled through script anyway.
- deleted the recipe_for_mutagens xml which I included accidentally.
- Reworked the toxicity cost of all potions to better reflect their effect.
- Changed the alcohol requirement of all potions and modified recipes so that only White Gull can be brewed.
- Oils now require one empty bottle to be prepared. Adjusted some recipes that required too few ingredients.
- Reduced the healing of Swallow to 20/30/40 to account for the longer duration.
Version 1.01
-Implemented eating and drinking animations. Configurable.
- Added a few ingredients I'd missed before, into different primary substances groups.
- Adjusted all recipe ingredients, oils, bombs, potions and mutagenic potions.
- increased the chances for monsters to drop their corresponding mutagen.
- Slightly increased most potion's base toxicity.
- Added a state check that prevents a visual oddity when swimming and pressing the alchemy button.
- Added a check to prevent the player from dying from toxicity when brewing alchemy items with time_based_alchemy enabled and receiving toxicity damage.
- Tweaked some default starting settings in the mod's config file.
ƤƦᎥოꂅᏒ
Once upon a time, talented Polish developers poured out their hearts and souls into a magical game. Taking as inspiration the brilliant work of Andrzej Sapkowski, they managed to bring to life the essence of his prose in rich detail and nuance. The game came to be known as The Witcher; this is my attempt to recreate one of its most interesting and celebrated aspects: alchemy.
Ingredients Ingredients are comprised of one of six elemental substances: Aether, Rebis, Quebrith, Vitriol, Hydragenum or Vermilion. These substances are innate in all matter. Every alchemical concoction can be created by combining different ingredients containing these substances. In vanilla, recipes were tied to specific ingredients, that is not the case anymore. You can replace any ingredient in a recipe for another that contains the same primary substance. This provides a great deal of flexibility when creating alchemical items as you are no longer bound to any ingredient in particular.
Ingredients can contain specific secondary substances, Albedo, Rubedo, and Nigredo.These have no purpose on their own, but have useful side effects when used in a potion brewed with ingredients all containing the same substance:
Albedo dominance — Reduces toxicity of all subsequently consumed potions by 20%.
Nigredo dominance — Increases damage inflicted by 20%.
Bases All bases -solvents, catalysts and spirits- can be categorized as standard, high or top quality. You can use top quality bases, in lieu of high or standard, but you can't use a standard quality base if the item requires a better one. If using a higher quality base when the recipe requires a lower one, the required amount will be reduced to reflect this.
The ingredients for potions, oils and bombs have been changed in order to better fit the new system. Alcohest, and dwarven spirit can no longer be created in alchemy, White Gull is the only craftable potion base, like it was in the first Witcher game. Both Alcohest and White Gull can be used multiple times before being spent; to be precise, twice for the former and thrice for the latter. This figure can be configured in the mod menu.
Distillation When creating items, It is possible to use raw ingredients or to distill them to obtain the pure substance. Using the pure substance affords you the benefit of needing less measures to fulfill the ingredient requirements and, if using a strong or pure alcohol, allows you to create enhanced and superior versions of an item. Distilling ingredients will require the purest of alcohols and two empty bottles.
General Changes
Monster mutagens can be used to make lesser mutagens of the same color by dissolving them in Alcohest.
Potions, bomb and oils no longer have a limit nor are treated as bundles. They behave similarly to any other single inventory items. i.e they stack in number and are removed when empty.
Oils are single use, each bottle can be applied to a blade once and it's discarded.
The duration of potions was greatly increased and can be fully customized in the mod's menu.
Alchemy Skills Skills that didn't fit the changes of the mod or were broken as a result of them, have been redesigned. All except are passive abilities, meaning they need not to be equipped in order to work.
Half Life: Potion durations are increased by 20% per skill level.
Catalysis: Potions are digested 20% faster perk skill level.
Equilibrium: Potions induce 5% less toxicity per skill level but last 16% less time.
Alembic: Primary substance distillation generates greater yield. Chances of obtaining lesser mutagens in the process.
Proficiency: Monster mutagens can be used one additional time per skill level, before being consumed in alchemy.
Mitogenesis: Power is permanently increased by 3% per level.
Angiogenesis: Vitality is permanently increased by 4% per level.
Frenzy: Slows time on any attack or arrow, or any other projectile thrown at the player. The effect depends on toxicity levels and doesn't work against undodgeable stuff.
Metastasis: Increases maximum toxicity by 7% per level.
Adaptation: Decreases toxicity damage by 10% per level.
Autophagy: Toxicity is eliminated 20% faster per level.
Brewing There is no more automatic item refill when meditating. You will need to acquire all the necessary ingredients if you want to create something. To create alchemical items, you need to sit down by a fire. The mod features its own real-time meditation feature which allows you to create one if you have enough firewood. To enter the meditation state you need to press the "L" key. Tapping it will suffice to make Geralt sit down, whereas holding it for half a second will build a campfire. Once in the meditation position you can press L again to enter the alchemy menu, or hold it to exit the meditation state. To accelerate time while sitting down, simply press and hold the "Space" key,
Recipe Changes Enhanced and superior recipes for oils, bombs and potions were eliminated, giving a much needed declutter to the alchemy menu. Enhanced and superior items are created from the same basic recipe by using ingredients with higher concentration of primary substances or the raw substances themselves, in addition to high quality alcohol as a base. In each case, visual indicators will be shown in the alchemy menu whenever the item to be created is enhanced or superior. When creating items the result will be: Enhanced if:
Either all ingredients are concentrated (rich sources of a primary substance) and a high quality alcohol is used, OR:
The majority of ingredients(ingr / 2 + 1) are primary, concentrated or a combination of primary and concentrated, plus a top tier alcohol is used.
Superior if:
All ingredients are primary substances and a top tier alcohol is used.
Since the only way to obtain superior items is by using primary ingredients directly, it isn't possible to create superior potions with secondary substances, this is by design. Players will need to consider their options and determine whether is best to go for the raw boost superior potions offer or the moderate boost of enhanced with the added utility of secondary substances. If compromising is not an option, there is always the possibility of adding secondary substances to White Gull, but that incurs the penalties of additional toxicity and resources.
Toxicity Toxicity is tracked independently for each potion imbibed; different multipliers in the mod's menu control the rate in which toxicity is removed. By default, toxicity purging will slow down when toxicity is above 72%, as Geralt's system struggles to clear it. Toxicity will remain latent throughout the potion's life and some of it will linger after the potion runs out. The rate at which this lingering toxicity is cleared, can be configured in the mod menu. Toxicity will not be applied at once, but gradually while the potion is being metabolized (30 second period by default). As soon as you become toxic, you will start suffering toxicity damage. Insignificant at first, the damage will increase in cubic fashion reaching 3.84% of total health per second at 100% toxicity. A seemingly high figure but the mod offers several ways to greatly reduce toxicity damage.
Control Scheme Bindings: (M & K) : (Controller) L R3 -> Tap to enter the meditation position. L R3 -> Hold ~0.5 seconds and release to enter meditation AND build a fire. L R3 -> while on the meditation position, tap to enter the alchemy menu. L R3 -> while on the meditation position, hold to stand up. Space R Digit -> while on the meditation position, hold to accelerate time. R mouse R3 -> while in the alchemy menu, opens the menu to choose another ingredient. L mouse -> while in the alchemy menu, click on an ingredient to display its information. Shift -> Hold while using the R Mouse button when at an alchemist to buy an ingredient. Dot -> Tap inside the alchemy menu to only show ingredients of a secondary substance. Comma -> Same as above, but goes to the previous substance. S -> while in the alchemy menu, same as the right mouse button.
Game Fixes
The mod fixes an issue with the Synergy skill, incorrectly removing its bonuses.
The mod fixes a bug causing the game to double the regeneration of health and stamina.
The mod fixes an issue where plants may have an active interaction component when there's nothing to loot from them.
Customization Pretty much every setting in the mod can be changed in the mod menu.
Installation The Installation instructions are included inside the mod's root directory, read them and follow them thoroughly. Do NOT use Nexus Mod Manager to install.
Compatibility
For compatibility reasons, the mod focuses on reinventing the core of the alchemy system, and the manner in which alchemical items are created. The balance and usefulness of such items is unchanged. It is perfectly possible to use other mods that make these sort of changes without issues, even if they're dubbed alchemy overhauls, as long as this mod's scripts are unaffected or win any ensuing conflict.
XML edits were done to alchemy recipes, alcohols and loot definitions for balance reasons, but these are not essential for the mod's correct functioning. You may let other mods overwrite them if you so wish at the risk of upsetting the ingredient/economy balance.
AlchemyMenu.ws was rewritten from scratch and should never be merged. Manual compatibility patches should be created for mods that absolutely require changing this script to work. Toxicity.ws can be merged as long as no change is done to the OnUpdate effect block or a patch is created for it.
Credits: Thanks to rmemr for his w3string encoder mod. Thanks to traderain for the WolvenKit. Thanks to Meraxeel for his help testing and providing helpful suggestions. Special thanks to DominusSicarum for maintaining and improving the mod in my absence. Kudos!