The Witcher 3
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JackArbiter

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JackArbiter

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About this mod

Start a new game plus with the skills/mutations but without all the gold/items/formulas/diagrams.

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New Game Zero


For version 1.30-1.31. Shouldn't be any GOTY script problems.

I've tested this quite a bit, including playing through to Velen, but like Zaphod Beeblebrox I'm just this guy, you know? So if you're one of the first people to download this, you are also one of the first people to test it. Please let me know if you encounter any issues.

What does this mod do?


This mod removes almost all the gold/items, diagrams, and alchemical formulas that carry over to new game + so you can focus on getting the last skills/mutations but still have the fun of discovering formulae / crafting gear and generally becoming a boss again.

This makes the game much harder in the beginning, and also adds the fun (that was missing for me personally) back into NG+. For instance, when the quest came up in White Orchard to get something from the herbalist, it skipped that step since I already had the potion and it didn't even tell me. Also, killing things for mutagens was pointless. In addition, I had way too much stuff and didn't need to loot anything. Also, everything was a cakewalk with my severance swords and my light armor Ursine adrenaline build... now the ghouls in the beginning scene have forced me to relearn how to play the game (death march) without holding left mouse button and autokilling everything within 10 yards.

And finally, you won't feel like a level 5 hoarder carrying all that useless junk around. 

I decided to make this for myself when I got all the way to Crow's Perch before I realized I should try to dump all my stuff, but I still had all the formulae/diagrams and it was a huge chore to dump everything.

So what DOES this mod carry over to NG+?

Skills and mutations and the hipster glasses. Additionally, some things are added whether you had them all or not: all dye formulae and 40 dye solution, all mutagen conversion formulae and 20 each of conversion herbs.

The normal stuff you start the game with is still there (Kaer Morhen armor, Witcher's Steel and Silver Swords, Saddle, Formulae for Alcohest, Grapeshot, Samum, Necrophage Oil, Specter Oil, Cat, Swallow, White Honey, the Warrior's Jacket diagram, 250 gold, water and bread, level 1 Tawny Owl, a torch, and for some reason the letter of apology is still listed in books... I think that was just a weird CDPR oversight like not tagging it correctly).

It was still necessary to carry over a few items/formulae since they are either crucial to continuing on in your quest to get max your mutations or you get them so late in the game you don't have much time to enjoy them (these are added only if you have the DLCs, otherwise the game will skip them). Keep in mind that even if you missed some of the formulae I add them all in for you, but if you didn't have the glasses you're SOL for now.

NOTE: I had to remove everything then add starting stuff back by hand... the Witcher's Steel Sword was hard to add back in, I've got it autoleveling mostly correctly but it may be a level or two higher than it would normally be (it'll still be a few levels lower than you are).

NOTE 2: You'll need to move the saddle over to your horse manually when you start. For some reason I can't get it to move over through scripting, even though I'm using the method the developers used - I think it's a timing issue with the horse's lack of existence in the dream scenario, but idunno. Technically you've been camping and your horse shouldn't have been saddled yet anyway, so... it's a feature!

Skills and Mutations

These all carry over. The potion of clearance is added as normal. Note that if you reset mutations (with the other potion that you don't start with) at some point (you probably can't reset them until Blood and Wine vendors sell the potions, but I don't know who all sells them) you'll be kicking yourself because you won't have the greater mutagens to get them back until later in the game. I've tried to alleviate this some by adding mutagen conversion formulae. In any event, you'll want to make sure you save with your mutations maxed how you want them, 'cause you'll be stuck with them at first.

Dye Formulae and 40 Dye Solution

So you can dye all your armor pink again. This'll make 10 sets of dyed armor, so hopefully should tide your royal pinkness over til you get to a dye vendor in Blood and Wine.

I'd add more but these are valuable so it's like giving you a bunch of gold at start. This is New Game 0 and you just nerfed the **** out of it, so if you DO decide to sell some of these don't hold it against your own sense of self-hardcoreness. Just because you thought Dark Souls 3 was a ****ty port with poor controls and then came back to TW3 again and sold some dye solution (sell it to the herbalist, you shouldn't take less than 70 per from some random merchant) doesn't mean you aren't totally hardcore with your New Game Zero and your Death March difficulty.

Mutagen Conversion Formulae and 20 of each of the special conversion herbs (winter cherry, etc. - the three herbs you can only get in the Blood and Wine house garden)

So you don't get blocked (especially from lack of red mutagens) from getting your full mutagen/skill buildout until way too late in the 2nd DLC. Honestly you probably didn't need the blue/green herbs, and just needed some winter cherry herbs.

Obvious tip of the day: save most of the winter cherry herbs to convert greater mutagens. 

Note that the extra formulae prevent the skill "acquired tolerance" from becoming totally useless at the beginning... but of course it's still a huge nerf (it should be +43 at the start with all these dye/mutagen formulae). I'm using the Grand Balance Repair mod so I don't need to worry about it, but I imagine most people will find that their alchemy build took a hit. Like I said my adrenaline build took a hit too, and I imagine the sign builds did as well, both from lack of armor sets.

The Hipster Glasses

No true hipster wants to start a new game plus without the look and feel of Douchebag Geralt. My Geralt only looked like a douchebag during the DLCs, and I'd be sore if I couldn't go an ENTIRE playthrough with Geralt looking like he's on a quest to find the perfect IPA. If you were wearing the glasses they'll be equipped so you can wake up from the dream lookin' all hipster. If you had the glasses but had chosen not to look like a vinyl record fan at the time of your new game plus save they'll be added to your inventory in case you change your mind about vinyl.

Hmm... description still doesn't have enough cheap hipster jokes from 2011. I'll work on it.

NOTE: I'm not sure if having the glasses in your stash counts, I'm too tired of spamming spacebar through the intro scenes to check, so just make sure they're in your main inventory for your New Game + save.

If you didn't have the glasses but I've convinced you that you should have had the glasses, you're SOL until you play through HoS or until someone asks me to just add them in anyway, in which case I guess I will. Or you can just console them in, along with some of the more pretentious ales in the game.

P.S. If you have the peepers mod you can see your eyes through the glasses a lot better, it keeps you from wondering what he's looking at or what expression he's making while he's talking.

How do I install this mod?

Scripts that are used in this mod:

playerWitcher.ws

This means that many mods (almost all of the popular ones I use) won't be compatible without running script merger. If this is your only non-graphical mod, ignore step 2.

Installation:

1. Install like other mods, using NMM or dumping in your mods folder. I don't use an in-game menu so you don't need to move anything manually.
2. If you are using other mods that have scripts, they most likely contain playerWitcher.ws, so you'll need to merge this script with those scripts using Script Merger.
3. Start NG+ like normal; don't forget to saddle your horse.

Is this compatible with X?

I think it should be compatible with most anything if you use script merger. Script merger will flag lines in playerWitcher.ws from other mods that conflict with line changes I've made, but most mods won't touch this area.

I currently use:

Action Log
All Quest Objectives on Map
AutoLoot Configurable All-In-One (I set the loot area down to 2 or 3)
Colored Map Markers
Double Tap for Lightsource Interaction
Friendly HUD (LOVE THIS MOD)
Grand Balance Repair
More Quick Slots and Quick Inventory
PEEPERS (With Teeth)
Preparations
Sort Everything

I suggest giving a shot at hiding the minimap completely (I may give in to minimap use on some quests), hiding most of the UI, and avoiding fast travel except between maps; makes for a much better experience.