Would you add some scripts to make those items scale to player's level please? I'm on lvl 100 save (9th playthrough) and I plan to make a perfect collection of some of the best Swords in the game. I guess i'm not the only one maybe oteher peeps should be interested. Great mod thanks for your work.
Anyway, this mod and the mod mentioned above are not compatible. They together will make the gear stat drop prominently. If use only one, it won't cause problem. I suggest using item levels normalized as it gives stronger stat
Any chance of a version based on "Static Arsenal"? The idea of Static Arsenal is fantastic and closer to vanilla, Buffs at max, Damage a bit below maximum for their specific tiers (This way the tier is preserved), new found equipment closer to Gerald level but not the same...
Would be great to have a version inspired in Static Arsenal.
I have to say that I found the sword "Devine" has 5% of aard increase. It should be 10%. Would you mind to make a modify as in 1.05 as soon as possible?
Works like butter. I have a dozen of red kinghts' swords. They all have 3 additional stats like dismember, hp, crit and axii. While there are at least 4 of these addiotional features, they can only have 3. I think it's just their design. But the ones they do have are all equal. 3% dismember on any sword - not more, not less. 10% crit. 50 hp. It's only randomised WHICH 3 bonuses such swords will get, but seems like they are always at their MAX.
Great mod, thanks! :) Highly advice "Item Levels Normalized" with it.
i guess this mod has some problems with ALL NPC SCARBBARDS mod. When merged i have problems with some pins on map. They just dissapeared. And some item forced to its max level like the wild hunt's axe - like before installing dis mod the level was something about 20, with this mod is 48. Something buggy is here..
As I said in the description: "Any mod that modifies the following files will likely not work or will make this mod not work -" I'm afraid these mods won't be able to work together since the script merger only merges script files, so the game would just use the first modded XML file and ignore any others (or vice versa, I'm a newbie at Witcher 3 modding).
One would have to uncook that scabbard mod and manually edit the XML files therein.
If the file def_items_weapons_secondary.xml is the only one causing problems, maybe try version 1.01 of this mod, since I did not modify that file in that version (meaning that any secondary weapons you pick up will not have perfect stats).
Thanks for the heads-up though! It's a nice warning for people using that scabbard mod and wanted to use this as well. I'll add it in the description.
Just found a solution of my prob. There is no problems with merging at all! I just faced mod limit! Was really something new for me... So your mod works good with scarbbard mod. I ve uncooked both mods and merged them. Checked everything so i thing it was mod limit
Oh boy that goddamn mod limit. But yeah, there is a limitation of bundle files the game can load, so mod merging is essential as soon as you have about 15 mods (obviously only counting the ones with bundles) or so (not only Script merging, but proper mod merging).
Unfortunately your post isn't very helpful. The mod works fine for me. First be sure that it doesn't work for you, then post about it, with details, because I can't do anything with 'not sure'. And keep in mind that another mod might be conflicting with this one. If any other mod you use uses any of the xml files that I edited, then this mod (or the other mod) will likely not work. I can't do anything about that.
You can either create duplicate items through the console and see if the items have the same stats, or you can just take note of the items that drop in-game and compare them to wiki sites, although the wiki sites I've seen so far don't seem really accurate. Understandably, since it'd be a lot of work to create a database of this game's items with all possible stat ranges. If you have any of the four items listed in the banner picture on top of this page, then you can compare those as well. Keep in mind the damage/defence won't be the same, since that's based on the item's level.
39 comments
Great mod thanks for your work.
Would be great to have a version inspired in Static Arsenal.
I have a dozen of red kinghts' swords. They all have 3 additional stats like dismember, hp, crit and axii.
While there are at least 4 of these addiotional features, they can only have 3. I think it's just their design.
But the ones they do have are all equal. 3% dismember on any sword - not more, not less. 10% crit. 50 hp.
It's only randomised WHICH 3 bonuses such swords will get, but seems like they are always at their MAX.
Great mod, thanks! :)
Highly advice "Item Levels Normalized" with it.
I'm afraid these mods won't be able to work together since the script merger only merges script files, so the game would just use the first modded XML file and ignore any others (or vice versa, I'm a newbie at Witcher 3 modding).
One would have to uncook that scabbard mod and manually edit the XML files therein.
If the file def_items_weapons_secondary.xml is the only one causing problems, maybe try version 1.01 of this mod, since I did not modify that file in that version (meaning that any secondary weapons you pick up will not have perfect stats).
Thanks for the heads-up though! It's a nice warning for people using that scabbard mod and wanted to use this as well.
I'll add it in the description.
The mod works fine for me. First be sure that it doesn't work for you, then post about it, with details, because I can't do anything with 'not sure'.
And keep in mind that another mod might be conflicting with this one. If any other mod you use uses any of the xml files that I edited, then this mod (or the other mod) will likely not work. I can't do anything about that.
Thank you.
If you have any of the four items listed in the banner picture on top of this page, then you can compare those as well. Keep in mind the damage/defence won't be the same, since that's based on the item's level.