The Witcher 3

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  1. setiweb
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    BETA #7

    Changes this time around include getting this thing ready for main release. Some stores have gone back to max vanilla. I'm really trying to keep more things in White Orchard.

    Changes to shops:
    Seven Cats changed back to normal.
    Griffon merchant Bram has all manticore gear schematics (new monocle included). He also has all feline/wolf/bear/griffon upgrade treasure maps. And if there's something called a "recipe" he has it along with the bestiary books, with the exception to the few in B&W. He also has all Gwent cards that can be normally bought.
    Innkeeper Elsa has 5 of the edibles to the Manticore Buffet. The other 2 can be found with Tomira the herbalist.
    Willis the dwarf blacksmith has all animal hides/skins/pelts.
    Skellige merchants that sold maps now sell all the Skellige maps (fast travel points.) I had thought about giving these to Bram but that would enable FT to Skellige from the very beginning - not a good idea.
    Sjusta_The_Tailor sells the 5 books needed for the Free Spirit secondary quest.

    Roach now has super duper amounts of bonuses with vitality, stamina, panic and encumbrance. So feel free to wear whatever saddle/bags/blinders you think looks best. Works great with the Roach Never Stops mod.

    Ciri is back to vanilla damage, although her sword will slice thru armor like warm butter, and I've left all those special properties on her sword. I've found the proper regens to keep her powers fully charged.You'll have fun with this Ciri. And she keeps her resistance to bees. I removed the secondary weapons file which means the previously added defensive bonuses and glyph words are gone, and her sword/scabbard are back to vanilla.

    NPC witcher swords also have all the special properties (fire, frost, etc).

    Killing the cat witcher Gaetan will still give you his sword.

    All Ofir weapons/armor/schematics back to the Ofir merchant. He still keeps all crafting items.

    HoS circus merchant now stocks the vamipre armor & weapons from B&W. Plus you get Yen's dress (pants) for when Geralt likes playing dress-up. Also you can buy an amazing bath towel if you feel like you'd rather run around in ... a bath towel. And like Bram he also stocks all Gwent cards that can be normally bought.

    Took out the level restrictions to Olgierd's Iris and the Caretaker's shovel. Now they will auto-level when you acquire them. You'll also get a schematic for these when you'd normally acquire the weapon or if you've past this point you can buy the schematics from the cammerlengo shop in B&W as well as the grandmaster armorer.

    One of the B&W innkeepers also sells the Gwent cards (hell if I know which one it is cuz file says "_EP2_store__Innkeeper".

    B&W paintings store stocks all paintings available for Geralt's house.

    Level 2 has been bumped from 250xp back up to 1000xp. No worries though cuz you'll just be given the 1000 at game start.

    In White Orchard where you'd get a useless quest monocle item the old lady will now give you a schematic for a wearable one. Or buy the schematic from Bram. Booze item is now given as a schematic.

    Farmer now gives Buffet schematic.

    Wight trophy returned to my original bonuses.

    Invisible glasses/feather available only thru console command.

    When you sell the auctioned painting to the book merchant you will magically get it back. (then it is just treated as any old painting)


    1. dallesse
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      We've come a long way, setiweb.

      This has to be the most expansive update you've made thus far. To properly test it, I will have to start a new game and play it all the way to Beauclair. You'll need to be patient while waiting for a report... not gonna lie. I'll be at it for a long while. Notes will be taken for later.
    2. setiweb
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      I don't mind waiting. I need to replay W2 to set up a different save import. And while I'm at it I can get reacquainted with the REDkit. Maybe make a "perfect world" for W2.
    3. dallesse
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      I have some bad news. Please check your PMs.

      Apologies.
  2. setiweb
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    Beta #6

    I recommend removing all equipment from Geralt and Roach and saving before installing this version. You can remove the feather by spawning a second one additem("Manticore feather") or additem("Invisible feather"), swapping them, then remove the second one while it shows in the steel sword slot.

    Even I get tired of trying to remember which merchant has special stock. So everything that you need for crafting/alchemy will be in White Orchard between Tomira, the quartermaster, and the griffin merchant. Let me know if I've missed something.

    Dandelion's establishment will contain every food and drink item... because why not.

    Removed schematics for the horse gear so that should fix the menu issues.

    Wight trophy stats have been added to the feather. Bonuses from horse blinders and saddlebags also added to feather. Non-vanilla horse rewards removed. You can still get the saddle via console command additem("Devil Saddle")

    I haven't been able to attempt any temporary stamina adjustments to Roach without the saddle. I've borked the stamina in my game to a fixed 1,000,000 somehow.

    The new Wight trophy is designed to make you invulnerable. So consider that before using it. There are a lot of trophy mods out there with a wide range of bonuses.

    Feather MAY also give extra range to Witcher Senses, Cat and Killer Whale vision. I say "may" because while the code is there it might not do a thing. Toxicity bonus of 10X.

    Invisible feather and glasses removed from rewards and schematics. However you can still add them via console.

    I've been working on Ciri. I've increased her damage a little bit but more importantly greatly increased her defense and regen.

    Crafting schematics for the manticore armor have changed a little. I wanted to make sure all items needed matched what Tomira carries in her store.
    1. dallesse
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      HE LIVES!!!

      You were pretty quiet for a while there, amigo!
      Had to shift my focus to something else just to stay entertained!

      But I will happily roll up my sleeves, move this project to a front burner (so to speak) and get back to work on testing.

      Incidentally, I recently pitched my old W3 save files... starting from scratch will not be a problem. Yet I appreciate the recommendations, nonetheless!

      Copying this list of changes to a Word document on my desktop for referencing purposes...
    2. dallesse
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      For the sake of simplifying the testing process, would you please list any of the changes/features implemented by IAPW BETA 5 that have carried over into IAPW BETA 6? You made some significant alterations to #5 that were not yet applied in #4, and since I haven't been recently playing much Witcher 3 it would make my job less confusing.

      Short term memory issues, lack of mental storage space and all that.
    3. setiweb
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      I don't think any other changes were made. Can you give me an example so I know what to look for in the files?

      Note: While the wight trophy was working perfectly suddenly it's disappeared from my equipped inventory, nor can I spawn it, and it's suddenly unclassified in the crafting menu; although Geralt is keeping the extra vitality. I'll be looking into this.
    4. dallesse
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      I'm just getting started with this right now...

      The first thing that comes to mind is all the HoS (Runewright) perks/buffs for weapons and armor that were added to the gear in the last installment. Still there?

      Yeah. I noticed the Wight trophy was not added to the inventory after the initial ghoul slaying. But I can see that the update has kept the 280 skill point prize!

      Fortunately, I use these mods:

      Slots Slots SLOTS:
      http://www.nexusmods.com/witcher3/mods/496/?

      Skills and Mutagen Slots Unlocked:
      http://www.nexusmods.com/witcher3/mods/1879/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fmoddescription%2F%3Fid%3D1879%26preview%3D&pUp=1

      These should probably be recommended (or even included, if the authors are willing and scripting isn't involved (which I know is something you try to avoid)). Ahh, when the time comes, right? First, need to get that trophy issue sorted.

      Keep me posted, OK?
    5. setiweb
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      Trophy fixed. And I added more stuff to it.

      I tweaked Ciri a little bit more. She'll now have a sword/scabbard that more matches her DLC armor (IMHO.) This particular file will conflict with that mod that adds hip scabbards to npcs. But by modifying this file I've also been able to add the glyphwords that will complement her sword abilities. I've also given your witcher buddies their upgraded silver weapons so when the time comes at Kaer Morhen you can skip the armory choice. And then I added a little oomph with full crit and armor pen.
    6. dallesse
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      New beta file update coming soon, I presume?

      I have a lot to add to that, but it will have to wait until after I get some sleep.

      Already lots of minor issues to report.
    7. dallesse
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      Okay, I'll run down this little list of issues I discovered during my initial testing of Beta 6.

      1) The feather's applicable effects are not consistent. I had to equip the visible feather and then re-equip the invisible version of it (which I added via console) before the shared effects were applied. The feather loses its effects upon reloads and fast travel. Same issue we were having with the glasses before (I can't remember which beta that happened in... sorry).

      2) Purchasing crafting components from the Milf-Guardian blacksmith via the crafting menu "Required Ingredients" list is still kicking me back up to the top of the menu, just as it did when the craftable version of the saddle was still intact. So that's not completely sorted out just yet. However, (most of the time) I am able to purchase the rest of the ingredients in each culprit stack without being kicked back to the top again. Subsequently, selections that kick me back up there have a tendency to reopen the blank crafting category at the top, regardless of how many times I re-close it. Furthermore, although the top item category is currently blank, its required ingredients list is still accessible. Is that a leftover from your trophy?

      3) Here's the part where you might scoff at me and tell me to shut up and meditate... but I'll include it anyway.
      Tomira and the Milf-Guardian blacksmith do not have a large enough supply of the required ingredients to complete the crafting process in one easy go. Of course, I also have to console in more currency to simply buy my way to completion, but it would be nice to see those quantities raised to 50 or even 100 per item... just sayin'.

      *Special Request* - Before I can honestly say that these vendors have everything needed to craft all the stuff (Butt-thorn excluded... yes I said BUTT-THORN because Buckthorn is a pain in the ass) would you... could you PLEASE add glass and a bear pelt to the blacksmith's stock and empty bottles to the herbalist's? That would make my job a lot easier.

      I noticed that Elsa, the (temporary) White Orchard innkeeper now has a LOT of Gwent cards for sale. Best to buy those straight away before she gets her face smashed into a table, eh? The "Griffin Merchant" (as you like to call him...FYI his name is Bram) still has a few Gwent cards as well, not to mention those handy books and diagrams. But neither of these vendors can supply me with "The Miraculous Guide To Gwent" which used to be automatically added to the player's inventory. I don't know how this mod dealt away with that helpful tome, but it would be nice if there was at least some way of obtaining it early on, so we can keep track of our collection progress.
      *Next Request* - Could you add the Gwent book to the character again, or make it available for purchase?

      A pleasant surprise...
      When Geralt was accosted by the three drunken roughs outside the White Orchard village inn, I discovered that (in addition to auto-Quen) a food consumption-style healing bonus was applied to Geralt, after coming in contact with one of their fists! I haven't yet made Geralt a punching bag to test this application further, but I have to say it was a nice touch. I'm pretty sure I didn't eat anything... still had the four half loaves of bread and two jugs of water that we traditionally start off with in the inventory.

      I haven't tested Ciri yet, but I guess I could do that via console too, eh?
    8. dallesse
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      That odd food-style regen effect I experienced with Geralt getting hit- FLUKE.

      Ciri is quite the badass now... which is fabulous. Her defensive traits (ability to survive a beating) are off the charts, so long as she stays away from beehives. I set the difficulty to Death March and took her to the cemetery to fight a wraith that was 4 levels over Geralt's current one and it did no damage at all. In return, she managed to kill the wraith with ease... 2-3 attacks and that's all she wrote. Ughh... darn bees! But at least they gave me a chance to see how quickly her health regenerated!

      I have not yet determined if Geralt's perceptive Witcher detection skills have improved as of yet. Kind of hard to do without adding and removing the mod to discern a difference. Whatever you did there, it certainly didn't hurt anything. But honestly I don't remember ever having too much concern with the sense or the ability to detect things at greater distances with either Cat or Killer Whale.

      With the exception of the details I've already mentioned, things are looking pretty good. A bit of a pain having to reapply the feather bonuses over and over, but when they work I enjoy them. Admittedly, I like not having to use the Undvik-style horse gear with the Manticore outfit because they clash horribly IMO. The main gain from this recent beta is definitely the improvements to Ciri. It would be great if you could give her the same immunity to bee stings that you granted Geralt as well, of course.

      I look forward to seeing what you have in store for me next!
    9. setiweb
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      1) I've noticed that also but I haven't seen it as consistent with every fast travel. Then again some of my stats are borked. Do you remember what stats were on the glasses at the time that was happening?

      2) The blank trophy issue should be fixed in v6a.

      3) I could. I just meditate for Tomira to restock (mind-readers seem to know this already.) Have you tried the Fair Trade mod? You can change the restock time. Mine is set for 1 day.

      I could add glass and bear pelts but I'd rather put them into a different merchant. Tomira, Bram (called the Griffin Merchant in the code), tavern, quartermaster have unique inventories. The blacksmith, statue herbalist and sawmill merchant have their inventories shared elsewhere.

      I don't get the Gwent guide in my own game (never have) by itself. I think right now you get it in Hendrick's stash. I can add it to the very beginning and also give it to a merchant.

      I've been swapping into Ciri myself to test. One thing though is for many of her bonuses to work you need to draw her sword. For example stand under a beehive and you'll take damage. Draw her sword and the damage will stop and regenerate. It has to be the way her scripts are used by the game. If you want to see what is on her sword (prepare for shock & awe) have her talk to a merchant and then look in your weapons inventory.

      Oh btw, since the glyphword for quen won't work I've added arrow deflection instead to Ciri.
    10. dallesse
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      If I had a photographic memory... ahem... well, lets just say I'd be writing this message on the best gaming rig that money can buy.
      Alas, I do not and no, I can't remember for the life of me what enchantments were on those glasses or which version that was in.

      Fair Trade mod? No, I use a mod that gives 5000 crowns back to the vendor every time I exit the trading menu. I didn't want to mix merchant mods and I'd rather not use that questionable mod merging tool, so I'll just do without. I've had some strange experiences trying to talk to vendors while in Ciri mode. Both Geralt and Ciri appeared at the same time, one turned sideways and the other floating half off the ground a couple feet away. Hehe... I'll just take your word on it and assume the sword is deliciously OP.
    11. dallesse
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      From what I could gather from our previous exchanges here, it seems like the disappearing glasses enchantment issue was a part of Beta #3.

      During Beta test #4 I commented about some effects that were applied to the feather at that time, IE- anti-blindness. I said it sounded like something better suited to the glasses. Then you replied "... remember I took stats off the shades because you were losing them. It's a nice idea but moot if I can't figure out how to get them working. Hopefully it's not a script-only thing." That was a report from test 4, thereby deducing the glasses disappearing effects issue occurred in Beta 3.

      Elementary, my dear setiweb.

      P.S- If we're giving stuff to Elsa now, why not just give her the glass and bear skin? True, it seems odd... but who's judging?
    12. setiweb
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      I can do that, but she leaves the tavern after the prologue so you'll need to buy before that. Or I can make the pelts as a reward from the hunter. Yeah, slam your inventory with pelts.
    13. dallesse
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      Glass from Elsa, pelts from Mislav... makes sense to me!

      Yeah, I know Elsa splits after getting her face smashed into the table. that's why I said this in my recent post:
      "I noticed that Elsa, the (temporary) White Orchard innkeeper now has a LOT of Gwent cards for sale. Best to buy those straight away before she gets her face smashed into a table, eh?"

      So if giving her all those cards doesn't concern you much, I don't see why a few marbles (or actual glass items that can be broken down by Willis) is much of a concern.

      Come to think of it... an innkeeper with lots of empty glass receptacles lying about... hmm, Makes perfect sense to me!
      Keep in mind, the empty bottles used for alchemy CANNOT be broken down by smiths into a glass component that can be used to craft the spectacles.
    14. setiweb
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      So what you're saying is you'd like your own temporary bottled water company.
    15. dallesse
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    16. setiweb
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      Getting ready for the next release. I have all the hides/skins/pelts in White Orchard. Gwent cards have been moved to Bram. He will also have the Guide to Gwent book and also all the Witcher gear treasure maps. Circus merchant will have the Manticore gear for sale as well as the Vampire armor sets and swords from B&W. He'll also sell Aerondight, Iris and the caretaker's Shovel. I've removed the annoying "Parchment" from the merchants so no more fake-outs regarding letters and notes. I've added Thaler's wearable monocle but haven't decided how the player should gain it yet. I've also added buckthorn to Tomira's inventory. (It'll be up to you not to mess up that quest.) The feather is just back to it's anti-toxicity buff. Glasses, and monocle, will only have the vampire set bonus.

      Anything else you think needs changing?
    17. dallesse
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      Will there be any glass available for crafting the spectacles in the White Orchard area?

      No... I'm not suggesting you build a water bottling facility.

      Does the innkeeper at the Seven Cats still have all the necessary fruit for making the Horn of Plenty (or whatever its called)?

      Out of curiosity, can you make it possible for Geralt to actually have the Bottomless Carafe as a drinkable liquid?
      (I couldn't tell you how many times I wished I had an inexhaustible intoxicant).
    18. setiweb
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      Glass: Willis will have it. Also the bottle merchant in Novigrad pretty much has his own bottling factory now.

      Seven cats: Seem I've taken that out (ooops). Every edible/drinkable item is in Dandelion's but you need to get far into his quest before that merchant shows up. Should I add them to Elsa?

      There's a dev comment in the code that says the White Gull is drinkable. This has obviously changed since that comment was made cuz it's wrong. I think the tag that tells the game it's an alchemy ingredient overrides other tags that say its drinkable. I'm pretty sure I've tried to change it before but I'll try again. Giving any consumable infinite usage is incredibly easy. (Those default bolts actually have their own schematic as if the devs originally wanted those crafted but we know that would piss off a lot of players. So they just give you one to start with and made it infinite.) Or I could make Butcher of Blaviken infinite if only because it has a better regen. Or I could add a recipe and create something new.
    19. dallesse
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      Fruit for Elsa? Sounds good!
      Some fruit for a merchant in Velen might also help, in case it gets missed.

      If I could stick to playing TW3 as much as I do some other games, my retention would probably be better. I remember Lambert talking about a strange blend of booze he gave to Geralt and Eskel that included some White Gull. Other than that, IDK. The "Bottomless Carafe" just seems like an underutilized novelty, but if you want to get creative... by all means. Surprise me!
  3. dallesse
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    Alrighty then! Here's my report!

    I've tried my best to test everything you added/changed with this latest beta (5). To ensure the functionality of Runeword abilities added (but not shown) and compatibility with other rune enchantments, I added runes that are not already covered by your Manticore weaponry.

    Chernobog- Increased attack power percentage.
    Perun- Adrenaline boost percentage.
    Veles- Increased sign intensity percentage.
    Svarog- Armor piercing bonus.

    They were completely compatible and the differences b/w Runeword enhancements and rune enhancements was discernable.

    -Preservation- Works. Gear bonuses last until replacement.
    -Elation- Appears to be working, but with the Perun rune also active its hard to catch. Also, with the Replenishment runeword effects taken into account, killing with signs hardly shows any loss in adrenaline points (when the sword being used is charged by that sign for the next attack). Thanks to perks and enchantments, instead of a .1-.25 adrenaline point gain from fatal blows, Geralt's adrenaline bar is filled completely by a single sword kill. NOT A BAD THING!
    -Severance- Works. Rend and Whirl are way more effective with increased range.
    -Replenishment- Works, but with the General skills perk "Adrenaline Burst" active, Geralt gains more adrenaline points than he loses from casting a sign and having that sign charge his next weapon attack. It effectively cancels out the loss of adrenaline completely. I'm sure the Perun runes help with this also. All without ever touching a Maribor Forest potion.
    -Invigoration- Works (as far as I can tell). Geralt is devastatingly powerful with this build, but with his resistances and active Quen he almost never suffers any damage and therefore delivers his attacks at full health %99 of the time. I might notice a decrease in damage points per hit if it weren't there, but I'd much rather have it active and be as deadly as possible. This was ALWAYS my go-to sword enchantment, so not having to waste slots on it is a big plus! More room for other runes!

    As previously mentioned, I tested the armor buffs for compatibility with glyphs (NOT Glyphwords) and found no losses in your added Glyphword buffs.

    I used Greater Glyphs of Mending and all new Manticore Glyphword buffs remained intact. I have not tested with any glyphs that increase sign percentages, but judging by the glyphs I did test, I hasten to think there will be no problems there.

    -Depletion- Works. I'd say that Aard takes more like %75 of the enemies' stamina, but it returns within seconds and it doesn't affect shield bearers, so its not terribly important.
    -Usurpation- Works. The Axii effect clearly transfers from one enemy to the next when they perish. Tested on a group of Rotfiends on Fyke Isle.
    -Ignition- Works. I'd argue that the chance of setting other enemies on fire is greater than %25. More like %75.
    -Entanglement- Works. On everything.
    -Beguilement- Appears to be working, but difficult to confirm because there is no viewable timer for sign effects on enemies. Can't hurt to have it, right?
    -Protection- Works. As soon as a hostile being gets within range, its there. When it fails after being struck by a projectile or times out, your %100 chance of generating a Quen takes its place and that means I NEVER have to cast a Quen shield. One less thing to worry about!
    -Possession- Works as far as I can tell, but like Beguilement, it is difficult to discern without an enemy sign effect timer. "The effect's duration increases by 2 seconds for each blow the affected target lands." Also, since the first half of the description for this particular glyphword is exactly the same as Usurpation, its easy to gather why Usurpation would stack with Possession.
    -Eruption- Works consistently. Pairs nicely with Ignition.

    I tested the default bolts on an enemy with a high difficulty setting in place and I can confirm it really does freeze enemies in place! I love it! It might even make it easier to accomplish more headshots and help me get that "Master Marksman" trophy on Steam... but I'm certain I've shot more than 100 foes square in the face, so I should already have that darn achievement by now. I'm beginning to think I haven't unlocked it because the game doesn't recognize your custom crossbow.

    I believe I can confirm that the Dumpling effect (%100 faster health regen) is, in fact, working. I stripped poor Geralt naked and let some drowners spank his backside. I then consumed some food and monitored the healing speed. Before completely healing, I put the Manticore gear back on and his health regeneration appeared to be twice as fast. I can only assume that means its working.

    I tested the new weaponized (buff) effects of the gauntlets in regular combat and in a genuine fistfight. Although the "4s duration" is listed on the chest armor, I was able to determine that the effects were attached to the gauntlets by killing enemies w/o weapons and bare-chested. In regular combat, Geralt's fists appear to have the same effects as his blades, but in a traditional fistfight the fire effect was all I saw. Not bad at all, but to see that coupled with a frost effect and having the opponent frozen in place as well would be a real hoot! But I'll take what I can get.

    And lastly, Tomira had the lesser mutagens for sale again and that made it possible to brew all the decoctions before leaving White Orchard. Thanks for that!

    All in all, I'd say your R& paid off and the new additions made to this latest beta were a complete success.

    BRAVO, SETIWEB!!



    1. setiweb
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      Excellent report! Thank you!

      I'm seeing the Axii transfer even from sword strikes (stun = axii) or throwing punches. Timers would be a script thing.

      I love the Eruption/Ignition. My Geralt is a pyro. Or maybe I just prefer exploding monsters.

      The crossbow wouldn't effect headshots but the bolts might. Having the explosive bolt might negate the headshot since its throwing damage everywhere. I haven't gotten the achievement either.

      I accidentally left the Dumpling on the swords too, but I don't know if the effect stacks. I took myself down to around 20% health (stood on a beehive) and regen'd at a huge rate, but the food timer didn't move.

      Some things about the fist fighting. The game might be negating the entire armor set vs competitors. The fists are actually counted as weapons. In fact there is one for fighting monsters and one for competition. (Vanilla code below)

      <ability name="Geralt fists _Stats">
      <BludgeoningDamagetype="base"min="5"/>
      <SilverDamagetype="base"min="1"/>
      </ability>

      <ability name="Geralt Fistfight Fists _Stats">
      <BludgeoningDamagetype="base"min="150"/>
      <SilverDamagetype="base"min="1"/>
      </ability>

      Right now I have the both set to 150 damage plus all the specials. Since the special properties are effecting the monsters but not the competitors it must be a script thing. The "duration time" that shows up on equipment is just the game picking up on one or more of the properties of the abilities I've added. It doesn't mean anything since everything is always on all the time, so just ignore that. I haven't hit a fistfight competition yet so I haven't been able to try other things. I could add the suspended animation to fistfights - it did work against monsters - but I really like to see the enemy flail around providing it's not resistant to burning.

      If you really want a fight on your hands go to the Nilf camp in southeast Velen and pick a fight. I usually start at the mess tent and work my way down to the quarry.
    2. dallesse
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      I've been very tempted to go mass murder the whole Nilfgaardian garrison, since that is where all the YouTube hotshots like to strut their stuff.
      But I'm sure those supernerds would denounce your stuff. "Cheating... god items... blah blah blah".

      Bah... who needs 'em?

      BTW- I'm glad you liked the report!

  4. setiweb
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    IAPW BETA v5 - lots of R&D since the last release. Mostly finding out what won't work than what does.

    I've been able to add many of the rune/glyph words to the swords/armor. Make sure the runewright doesn't add any WORDS to your equipment or you'll wipe them out.

    Runewords added: Preservation, Elation, Severance, Replenishment, Invigoration, Prolongation.
    Glyphwords added: Depletion, Usurpation, Ignition, Entanglement, Beguilement, Protection, Possession, Eruption.

    Equipment doesn't show the stats but they are there. Usurpation and Beguilement seem to stack with Possession. I've added Dumplings to the Manticore Buffet but I can't tell if that results in a doubling of regen time. Changed armor from Light to Medium to take advantage of the signs and stamina bonus.

    Added the special abilities of the weapons (fire, frost, etc) to the fist fighting, so enjoy that one! Also added a new effect to the basic default crossbow bolt. Enemies hit will typically stop their animation (game doesn't know how to animate the appropriate reaction) so you can wail on them at that point, or whatever else you want to do.
    1. dallesse
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      Thank you for these IMPORTANT messages. I actually copy them to Microsoft Word and keep them open on my 2nd monitor whilst playing W3, so I can reference the details during testing!

      By the way... don't you mean BETA v5?
    2. setiweb
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      0% resistance to typos.
    3. dallesse
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    4. dallesse
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      So your warning about the Runewright states that I should not have any WORDS added to Geralt's equipment. Is it still safe to use his custom runes and glyphs, like the Greater Glyph of Mending, for example?
    5. setiweb
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      You should be able to. I already had runes/glyphs installed when I added this feature without conflict. I'm not into the game far enough to test words, but I remember long ago one of my armor abilities (100% to return silver damage) was changed to 30% damage return when I added the Word.

      I'm still early in Velen. Spent many hours just testing against Noonwraiths and Fiends.
    6. dallesse
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      Thanks. I just confirmed this for myself, via console commands. So nice to be able to add whatever I want to the inventory now!

      The greater Glyphs of Mending work fine with the armor's enhancements; all the effects that were there before are still active after adding the glyphs. Runes like Chernobog, Perun, Veles and Svarog also seem to work without conflict. Its quite interesting testing to see if all the Runeword and Glyphword effects are active and effective... but a little challenging to remember what all their unique contributions add to the whole of Geralt's arsenal, as I hack away LOL.
  5. dallesse
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    OK, some questions and comments before I get back to it...

    - Only the invisible versions of the feather and spectacles were received at the start. Not a big deal to me, because I only use the invisible ones anyway.
    - I was sad to see some of the cool features of Beta 4 were not continued. Toxicity bonuses, horse gear-related trophy bonuses and feather bonuses will be missed.
    - Great job with the bee sting immunity! I look forward to seeing if Geralt's new resistance will also hold up in Iris' painted world.
    - Adding empty bottles to the herbalist inventory was a GOOD CALL.

    Questions-

    Why did you choose not to include the " Deflection" glyphword to the armor? I'm assuming that your reason for this was because of a raised stamina level in combat potentially providing a way to negate the depleting penalties of Geralt being hit with projectiles, yes?

    Its hard to determine in the heat of combat which runeword effects are currently in play. Are all runeword effects constant, or are they being implemented one at a time at random?

    Unfortunately, there isn't enough Buckthorn in White Orchard territory to complete all potions and decoctions. I've noticed since the beginning of my beta testing that Buckthorn was the only harvestable plant that was not effected by the trophy bonus, IE- I can never harvest more than one piece per plant.

    Can Buckthorn be added to the list of plants that can be harvested in quantity? Or perhaps, could you simply add it to the inventory of the herbalist that appears after killing the ghouls by the roadside shrine?

    1. setiweb
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      Things will be back with the feather later. I needed to clear it out to see what was getting added elsewhere.

      Invisible seems like the better default way to go. Anyone can spawn/craft the visible ones.

      Reflection gives a metallic thunk when struck (it's the same ability as what the Nilfy guy gets from Yoana.) As a side effect you'll automatically block bolts with your sword when parrying. This could override the direction you face and could interfere when you want to go from parry to attack. AND it keeps the free Quen from activating when you get hit. The rune/glyph words are in constant play simultaneously.

      Putting Buckthorn in White Orchard herbalist inventory is a Quest no-no. While it doesn't stop you from completing the griffin quest it will interfere with your convo with Tomira because you'll skip the dialogue where you ask her about it. You may even get the red box in your quest log since you've just skipped a step by acquiring it before talking to her. (Of course even the Autoloot radius mod can mess this part up.) As for harvesting I think you only get 1 per plant. It's considered a quest item, then later converts to alchemy once the quest is over.

      I'll add Buckthorn to some non-White Orchard herbalists for the next release.
  6. TrinityTheRogue
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    I hate to be a nitpicker, but is it possible that you add a version where all armor pieces look like the pictures above, but without the recolor? Id like to dye the legs and boots all black, but the inside of your legs seem uncolorable... and your mod is the only thing that makes the armor pieces I wear look like manticore.
    1. setiweb
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      My first thought would be just don't use the optional retex. (I've been using the retex for so long I don't remember what vanilla looks like.)
    2. TrinityTheRogue
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      Thanks, I kinda just assumed without trying that the main file would recolor ON TOP OF giving the legs and boots the legendary look. Big thanks, this is much appreciated. Will endorse ASAP.
  7. dallesse
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    Do you think you might consider dropping the required "Enriched Dimeritium Ingot" for the chest armor down to a regular Dimeritium ingot in the next update?

    Aside from the quartermaster that sells them in White Orchard, the only craftsman outside of Toussaint who can make those are Hattori and Yoana.
    1. setiweb
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      Stocking also include the Journeyman crafters located in Oxenfurt, Novigrad and Skellige (Lugos). Also the Ofiri merchant.
    2. dallesse
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      Ahh... good to know!

  8. dallesse
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    Just getting started with testing IAPW beta #4.
    I will disclose my finds in a numbered order to simplify the process.

    1) After achieving the simple 250 XP jump to level 2 and distributing the gratuitous 280 skill points (thank you very much) I discovered the usual XP requirement of 1000 to reach level 3 had been raised to 1750. Was this hike in required XP (so early in the game) intentional?

    *UPDATE*- Discovered that once I hit level 3, the required XP returned to 1000. Not such a big deal after all!

    2) The trophy (hideous, but good) does not add 10,000 units to Geralt's max inventory weight, as the description states. In fact, it adds 20,000!
    I'm not complaining!
    1. setiweb
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      Level 2 has been lowered to 250. Level 3 is untouched. You'll still need the same total XP to reach level 3.

      What are your saddle bag stats?

      Try this... go into inventory, add trophy, exit inventory. Go into inventory, remove trophy, exit inventory. Rinse and repeat. See if it keeps adding that 10K over and over.
    2. dallesse
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      Ahh... so I think what happened is the 750 XP must have carried over. In my game, it took 1750 XP to get to level 3. The XP cost from 1 to 2 was reduced to 250 and the difference added itself back in. Anyway, no big deal. From level 3 on, its been a steady 1000 XP for each level. I forget at what point that changes to 1500 and then to 2000.

      So I just blew through White Orchard with relative ease and everything seems to be as mentioned in your update statement, aside from mentioning that Bran now has the Gwent cards. All good. BTW- nice improvements to Tomira's stock!

      I guess removing the lesser mutagens from the quartermaster's inventory makes sense... but now I have to go on a killing spree to get those lesser ones and finish off the 2 decoctions that require them. Tomira didn't have any lesser ones, but I was happy to have the greater ones. Tradeoffs.

      I just finished going through Hendrik's shack and received all the mod-related diagrams. I see you found a use for that lead after all LOL!
      Odd thing is, the progress rewards said they were giving me additional copies of all the Manticore gear, along with the diagrams for crafting all the stuff. But when I opened my inventory, there were no new Manticore items. A little misleading, but not a big deal.

      I have a mod that raises my capacity to 9000. The "Strong Back" general skill adds 60 lbs. The saddlebags I'm using are the 110+ inventory weight Beauclair-style bags (thank you, console commands). I tried the modded Undvik saddlebags on and they added an extra 10,000... bringing me up to a whopping total of 39,170, but I love the Beauclair set and I'm darn happy to be able to use them now! Thanks!

      I will go test the trophy right now to see if it continues to increase and report my findings soon.

      *UPDATE*- Tested that and the answer is no. The max inventory weight doesn't increase with every equip/exit/re-equip/exit. But the increase when adding the trophy back on is consistently 20K, which is still twice as nice .
    3. setiweb
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      I guess removing the lesser mutagens from the quartermaster's inventory makes sense... but now I have to go on a killing spree to get those lesser ones and finish off the 2 decoctions that require them. Tomira didn't have any lesser ones, but I was happy to have the greater ones. Tradeoffs.

      Next time around Tomira will have them back. I forgot there were a couple of decoctions that need them. Speaking of which I've been able to add most decoction stats to the feather. Even the anti-blindness useful against noonwraiths is working. Unfortunately anti-hypnosis isn't working nor is any anti-knockdown.
    4. dallesse
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      Hah...
      Days into it now and I still don't have enough lesser mutagens to create those last 2 decoctions. I look forward to seeing those back in Tomira's stock. While were on the topic of stock... we could use a lot more acid extract in blacksmith/armorer's inventories. The quartermaster only has 6 to sell and I have yet to see a single smith/armorer who carries them in Velen. I'm assuming its because of the BSOD crash and having to move a ton of stuff to White Orchard. Even though I make the special bolts last, I still like making more. Its an OCD thing.

      And on the subject of crafting...
      You might want to see if you can get the crafting function to return to normal. IE- it still bugs out and sends me back to the top of the menu every time I make something. Its not game-breaking, but getting that fixed before coming out of beta mode will save you from having to read whiny posts from other users (other than myself LOL)

      You could also shorten the saddlebag crafting description to just "SADDLEBAG". Its currently a sentence- "Saddlebags increase the number of items yo"... and then it runs off the page .

      Fascinating progress you're making with the feather there! Anti-blindness and anti-hypnosis kind of sound like appropriate things for the spectacles, don't you think? After all, we can carry both pair and wear shades in the daytime.
      Nevertheless, some witchers just love chugging decoctions for the hell of it, so that will likely continue.


    5. setiweb
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      For restocking merchants try meditating a few days worth. That should reset them.

      I can't change the sentence long description. The game is reading that from the item description and since it isn't meant to be crafted I think the scripts get a little crazy in what to display. I might be removing the horse crafting anyway. That should take care of the menu problems you're having.

      And remember I took stats off the shades because you were losing them. It's a nice idea but moot if I can't figure out how to get them working. Hopefully it's not a script-only thing.
    6. dallesse
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      Yes... the shades are acting... shadey. LOL Good enough reason not to mess with them.

      As long as players are given the horse equipment and other items at the start of a new game AND a NG+ start, perhaps it should be left up to the discretion of the player to either use or store them in the stash chest and those conditions could be stated as such in the mod description.

      If possible, provide a means for mid-game users to obtain all the special items. Simply telling people they MUST use the mod on a new game ONLY will deter users from trying the mod.

      Hmmm... idea. Can you add all these items directly to the stash chest? Thinking outside the box here.

      If misplaced, you could also provide the console codes needed to obtain the special items. Add a brief description of how to achieve an active console for these purposes (without an additional mod).

      Go to :

      The Witcher 3 Wild Hunt\bin\config\base directory

      open the General.ini file and copy-paste the following under the [General] line :

      DBGConsoleOn=true

      Save the file and you're done.

      FTR- People who already use the console mod should probably not make these changes to their general.ini file.

      If anyone is still using an older (patch) version of the console mod on a GOTY 1.31 (patched version), they might be better off to delete all the old files related to that mod and give themselves a fresh 1.31 console by following the instructions provided above. But I cannot say for sure, as I am not a pro.
  9. setiweb
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    In A Perfect World Beta v4 released.

    Redesigned some schematics. (OMG how am I to get those ingredients?!) Be sure to visit Tomira for alchemy, the griffin merchant for recipes/schematics, and the nilf quartermaster for crafting in White Orchard - combined those 3 people have everything you'll need. More schematics and crafting components have been spread around the world. The Manticore feather is back to just a set item bonus. Something happened where I lost the stats from it. I couldn't duplicate it, but why chance it. Toxicity bonus added to all armor elements so you'll get 400% now. Horse item bonuses added to the trophy. This means what you had when you were only mounted on Roach you now have permanently and you can use whatever horse equipment you want without losing the bonuses. I dare you to run out of stamina now. Oh btw, did I ever mention your equipment has always been indestructible?

    If you start a new game you'll get all 280 skill points when you advance to lvl2, which will be right after the initial ghoul fight. It's as close as I could get to one of my fav mods for Witcher 2.
    1. dallesse
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      Woah... quite an update! Here we go again!
    2. setiweb
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      Well next time you'll get it back, with a 1000% bonus. Geralt will also be immune to those pesky bees.

      Trying different things out I took away the horse bonuses from the trophy but somehow the stamina remained. I'm thinking once it gets added to Geralt it becomes permanent.
    3. dallesse
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      OK, I'm at it again.

      I had to remove a mod called "Set Skill Points Per Level" to test the beta properly (for obvious reasons), but as of late, I discovered a way to add console capabilities without using the associated mod. Very handy! So never mind that skill mod!

      I assume your referring to the feather... IE- 1000% bonus? An immunity to bees would also bee nice LOL! (Couldn't resist making a bad pun.)

      What I would really love to see is a 1000 vitality regen boost (in & out of combat) to all armor components (Ciri too, of course. Such a fragile waif). That way we could utterly dominate fistfights.

      I started this new game on a much higher difficulty level, in hopes of unlocking another Steam trophy. But I'm worried that Ciri and a boxing Geralt are going to get their butts handed to them.

      Even though I used the console command: addabl('ConImmortal' ), it still doesn't apply to Ciri or those moments when Geralt is forced to fight with his hands alone.

      I'll be back after some sleep and further testing. So far, I love what I'm seeing. (THAT CROSSBOW!!! ) Way to make a comeback from your recent hardship!
    4. dallesse
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      Any way I could talk you into adding your super stats and extra glyph slots (3 each) to my favorite knight gear... as a favor for being your diligent mod tester?

      Toussaint steel sword 3
      Unique silver sword (The original Gesheft w/ brown sheath)
      *UPDATE BELOW*

      Knight Geralt Armor 3
      Knight Geralt Gloves 3
      Knight Geralt Pants 3
      Knight Geralt Boots 3

      ( Both NG & NG+ versions)

      <3<3<3

      ACTUALLY... I'd rather have those effects applied to Aerondight, which would be perfect if InanimateAlex is willing to honor my request:

      http://www.nexusmods.com/witcher3/mods/2184/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fmoddescription%2F%3Fid%3D2184%26preview%3D&pUp=1
    5. setiweb
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      Right now that's a custom trophy using the Wight model. Btw, if you dismantle it you get a bunch of spoons (and a fork.)

      Stats for fist fights are in the normal weapons file (which this mod doesn't touch.) So in that regard it's easy to make a one punch knockout. I don't know what defenses remain on Geralt even though he only takes off his chest armor. I have moved the physical resistance to my gloves to see if that will help.

      lol I wonder if I could add the sword/bolt specials to the fists. Watch your opponent burst into flames!
    6. dallesse
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      The only defensive stats that remain in a fistfight scenario are those added by Glyphs of Mending, via the Runewright. The ProMods file- "ProRunes Overpowered" increases the value of said glyphs from 3 to 20 a piece for the greater versions. And when the chest armor comes off, that means we only receive 90 vitality regen in combat from them, which isn't enough to save Geralt's butt taking on multiple opponents with fists alone.

      There is just such an occurrence during the quest to find Gwent cards for Zoltan... in very tight quarters, no less. I got killed by one punch in a barfight with the Skelligers who took over Crippled Kate's. Really pissed me off. Another one takes place at the homeless shelter and at the bootblack stand in Beauclair. Problematic.

      A one-punch KO would certainly be helpful. But adding the sword/bolt effects to the gauntlets would be epic, so long as they applied to those bizarre fistfight scenarios when Geralt is given a handicap.
    7. setiweb
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      When fist fighting multiple opponents try dodge/roll until you get them lined up single file. Then only the first one can attack you.
    8. dallesse
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      Hard to do in a room the size of a closet.
      But yeah, I get what your saying.

      Unfortunately, I'm a spaz and mentally/physically freak out when in danger.
      That's why it pays to be INVINCIBLE!
  10. dallesse
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    Is it possible to get rid of the dead horse appearance of Roach (flies buzzing around the head, white eyes, black smoke) when wearing the special saddle? Could you possibly add the properties of the special horse gear to a set that looks more appropriate with the Manticore gear... like the Beauclair saddle + saddlebags and the Knight Errant blinders?
    1. setiweb
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      Believe me I've tried. To get the stun ability of the saddle the vfx comes with it. There is no way around it via any XML change.
    2. dallesse
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      Interesting... for several hours of game play, Roach appeared normal in my game, but the application of the stats provided from the horse accessories remained. Of course, I was still using the gear in question. I was rather disappointed when Roach switched back without warning; I simply summoned her like so many other instances, but the "dead" look was back. I cannot say for certain if the stun effect was still being applied, but that is the least of my interests in that equipment. I just had no clue how, or in what manner I could make it happen again. Permanently.

      Is it possible to have the other attributes applied to an alternative set of equipment, barring the whole stun VFX and deathly visage? You seem quite capable of doing many things, IMO. Possibly more than you currently realize.

      So many questions I could ask...
    3. setiweb
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      Well once I make this into a stand alone mod I'll be able to have different looks to the horse gear. For these purposes I'm using the Undvik appearance (which is my own favorite.) The stun effect is integrated by script into the Devil Saddle (as the game code calls it) and I'm not a script modder.

      One way to see it working is near the beginning of the game when you come out of the white orchard tavern and the guys want to fistfight. If your looking you'll see the saddle stun the guy closest to Roach.
    4. dallesse
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      Oh, I don't mind the Undvik horse equipment at all... I'm just the matchy-matchy type. Must color coordinate, all accessories must compliment the outfit as a whole. The Beauclair saddle and bags + Knight Errant blinders are the only horse equipment that look tough and don't clash with the Manticore gear, IMO.

      While on the subject, I must confess that my heart sang when immediately noticing that your custom Witcher crossbow had steel tone components and looked perfect with the set! (I'll never understand what they were thinking... why they thought all those clowny colors and mismatched metallics looked appropriate together... very rag tag. Looking more like a jester than a Witcher at times. IDK... must be a European thing).

      Since you love the Undvik horse gear, why not add your defensive stats to the Undvik armor? Add it to the Witcher set category? Then I'd prance around all Skellige atop ol' Roach... matchy man, matchy horse! Besides, it looks damn cold and damp there. Geralt deserves attire that suits his current environs and there's a nice Undvik armor retex I've been dying to try... but I just can't abandon your work. I'm a loyalist, you see?