First of all, thanks a lot for a great mod. Just one question: with this mod installed, do you find anywhere in the game the recipe for Tawny Oil or Geralt knows it by default?
It's in the shop lists for the oxenfurt herbalist, the druid herbalist and the B&W herbalist.
I think the fact that you start the game with tawny owl in your inventory but without knowing the recipe for it is an omission in the vanilla game. My Simple Alchemy Refill mod for instance automatically adds the alchemy recipes for the alchemy items you already have, so you'd know the recipe for Tawny Owl from the start.
I updated the mod description a bit to reflect that this mod is an older fraction of Reduced Lore Friendlier Loot and also updated install instructions since the Script Merger Unofficial Patch now lets you merge the dlc xml files.
Thanks for the reply. Just one more question: are you sure that the superior oils recipes (plus superior northern wind) are hand-placed in the world and can be found with this mod + no decorative containers looting?
LE: never mind, i have checked the game files and saw that the alchemist from Blood and Wine sells all items mentioned above by me.
As for No Decorative Container Looting it wouldn't affect/disable any containers that hold a recipe item you haven't read yet, or any other special/unique item in general.
Added Handplaced Rare Items mod. I just see, that it is only 6 Bundled Text conflicts with Primal Needs, which is according to Script Merger solved my load order where PN overwrites (wins). Do i need to merge that ? I'll let it go without merging, for now.
P.S. Same comment as i left on your new No Duplicates mod, where it was meant in relation to your other mods.
I don't really know. What this mod does with regards to the bundled/xml files is replace the randomized entries for rare items (and optionally, randomized food) with entries for coins. It doesn't add to or subtract from the number of lines/entries.
I don't know what primal needs does regarding xml, maybe it's incompatible(remember that script merger is misconfigured for blood&wine xml files) or maybe it does the same, I'm away for a while so I can't check. But if you don't merge or let my def_loot_containers. xml take precedence you will end up seeing random rare item loot. Have you tried asking the primal needs author about it? His mod seems more complicated than mine so it might be easier for him to understand mine.
TBH my approach to making food more meaningful consists of 1-making so it doesn't drop everywhere(mod no junk food), 2-making alchemy more expensive(modnodecoratives makes alchemy refilling items a lot less common, preparations makes it so refilling costs a lot more, fcr3 makes it so food heals slowly and not during combat) with the intended effect being that you often have to buy food in order to heal after combat as it's just far more cost efficient(and useless during combat) . So you might end up eating just as often (and appreciate what little food you come by) as with primal needs without a starvation/thirst gauge telling you to do so, or at least that was the goal.
PN doesn't let you really die of thirst or hunger. It's all configurable as well. Also you can take a snap of natural water if one have no other drink-sources equipped. Really, PN is a very well made mod which increases realism and immersion quite a lot. It also comes with diverse animations, which vanilla has not at all or not satisfying, here as for your loot mods fe. a loot-animation. That said, i do not use the imo. overdone Primal Needs contents like puking, devecating and urinating, where the both latter have been user-requested contents. And the author has been very, really very user-friendly in all respects (seldomly saw another modder who has been put that much "customer-care" into modusers) .
Anyway, i have merged in the meantime all used mods (which is just incl. bundled texts when popped up, means, left side of script merger is or shall always be blank although load order could also solve sth., but as you said already above, if i would overwrite your mods, then i would miss important content, thus i merge it without exception), and also added a few more of yours in that recent process, some of which i formerly put out etc.. As for this mod here, copied lines from PN and HPRI where merger asked for manual conflict solving. Same with all other of your mods or from others which i added last days.
Manual merging is always a bit of hassle, especially when there a are possibly few hundred bundled text conflicts ;) but if one actually takes the time, then it's not very hard to do, as it's just a decision item, what shall get priority and in many cases it is just dropping the right button.
I'm also an old retired public hardcore modder (so it's bit easier for me than for others), but not Nexus mods modder. Here only a longyear user, a mods-applyer and modding for private usage (diverse Nexus mod genres, ofc just not Witcher alone). But nowadays have not anymore lust nor have the motivation to take time to go into details of modding, and thus looking primarily for the easy way :) Your mods and few other are but well worth the time to put some effort, i only must kick myself into that action.
And actually, as for my build now, with a pretty new modsetup of 35 or so carefully handpicked mods, i started once again from scratch to experiencing a still more lore-friendly game from the start. And wanna see how that plays out. I play also entirely for the fun of playing the Witcher games, the world, not for finishing a game by all means ... I'm also a Sapkowski fan (have read all his related books). Just saved my last lv35 game with Wild Hunt ended and bit more done (diverse not finished WH stuff), and not even touched HoS or BaW quests - in case i wanna continue that. In my new playthrough i'm just about to finish WhiteOrchard.
Thanks again for all your engaged wellmade mods! I will make sure to endorse them all, if not done yet for some. Kudos can only be given one time and got that early on from me ... while i guess you are not here for viewable praise, but certainly nice nonetheless to get little bit viewable positive feedback and attention.
P.S. The only mod from yours where i have no, and will have no, usage is the delayed Johanna armor quest and as related the witcher gear required master-skill. I'm also no NG+ player.
It's all good, i have the feeling that all works like intended.
P.S.2 I would love your planned economy delevel overhaul mod based on LFE ... but i know that's asked too much, and just hope that it can be merged well with LFE and PN etc..
I've also used Complete Animations and it's pretty cool(and with no decoratives I might not toggle off the container looting animation for my next playthrough) and IMO having a potion drinking animation during combat that leaves you dangerously exposed is important for gameplay too.
Any suggestions regarding the Yoanna shop delayed mod? Her quest isn't delayed, she just starts offering shop services at the same stage where she also starts offering crafting services, and since her shop menu says she is a master armorer right from the beginning it was also a bit of a spoiler in vanilla. I'm not fond of having to make small arbitrary non-systemic changes like that but the only alternative I could see was simply not placing those random-only relic versions of common armor back in the game as they kind of make the looting/buying/crafting of their non relic counterparts feel redundant(particularly with crow's perch being an early part of the game. But that would go against the whole "this mod doesn't make anything unobtainable" part.
As for the deleveled economy mod, I'll try to keep LFE in mind(might even be easier if I use its explicit price calculation formulas rather than trying to figure out the vanilla game's hidden formulas).
"Her quest isn't delayed, she just starts offering shop services at the same stage where she also starts offering crafting services, and since her shop menu says she is a master armorer right from the beginning it was also a bit of a spoiler in vanilla."
Oh, okay. Obviously i misunderstood that mod regarding "delayed". On a second thought though about that item of Yoanna's and Fergis' roles, one can also assume the following: Yoanna, as she explains early on to Geralt is a master smith from start there, but Fergis officially is the "master", although all higher stuff is done by Yoanna, and at least also sold/serviced by her, as internally Fergis is the help-craft of Yoanna. Later just, Yoanna has enough of all that theatre, when the Nilfgard guy comes etc. Viewed like that, imo., vanilla has it okay. Or no?
Deleveled Economy: Afaik, the LFE author (same as PN) allows the usage of his mods without separate permission, just only requires that due credit is given with release, ofc. It would be imo. very preferable, if technically possible, that your Economy Deleveled mod would set on LFE in whole. Thus one can replace LFE with that new Economy mod, a welcome option for the ones who wanna have LFE plus a deleveled economy. Else, possibly some complicate script merge is due.
Mod usage/number of mods etc.: And also as always apparantly with W3 mods, according to public known knowledge or experience/opinion, the mod limit item might be a theme, and the one and other is earlier forced to use the Mod Merger, not just only Script Merger. Well, i do that anyway, else even only 35 mods would probably produce issues. But personally, i use different mod merges along mod themes (ie. 'pure texture mods', 'appearance mods'), and i never merge script mods and other certain mods to such mod merges. Just watched again. Currently have 31 modfolders and there in 2 mod merges (one with 10 mods and one with 2), that is in total 40 mods plus a reshade. Script Merger applied are at least 10 mods, from which none is in mod merges. No problems here, game runs complete properly. Applied senseful load order seems to be relevant to avoiding so-called mod limit issues/impacts. But in the meantime, i'm not quite sure anymore, that a concrete mod limit issue can happen without running certain mods which produce certain impacts on the build and its savefile, ie. that a game cannot start anymore properly or the infinite loading picture item, altogether issues which are counted to the mod limit item. Comicably enough in that regard, as i recently increased used mod number and parallel sorted things as described, the formerly from time to time appeared dialogue-blur is gone. But i'm not sure under which circumstances that appears, possibly it's a mere late-game issue with save-game-memory, as save reloading helped to solve that, iirc..
In some chests I was getting over 50 gold but I think I managed to change the code when I was using script merger. I’m useless with computers but is there an easy way to edit all drops?
the one item that is completely bugged for me is the relic version of the poker you get from thee quest carnal sins. The NPC only drops the common item. I have used the commands but it again only gives me the common version :( is the relic poker available in this mod ?
Which command did you use? As far as I can tell there's a regular "Poker" whose quality attribute is min 1 and max 1(4=relic, 5=witcher), and a "q308 Iron Poker"(quest?) and a "W_Poker" where quality min is 1 and there is no defined max quality.
Only "W_Poker" shows up in the randomized loot lists in def_loot_containers.xml so that would be the only version removed by this mod.
Every time a I kill bandits they drop the chicken sandwich , i.e. I am going to try further but so far I see no difference at all with older savegames.
Also I find the same loots in the crates.... do I need to wait further into the game?
That would be awesome! Its inmersion breaking when you walk on the street and find valuable items ... specially in middle of a crisis with refugees , war next to Novigrad ( currently I´m moving in that area ) , etc... I´m tracking your mod and looking forward for your updates. Thanks a lot for your work!
Great. Looking forward for your update. And another question , I am using Friendly Lore Economy but the ¨special mission related¨ items don´t keep their special high place if I change the ¨ common item ¨ prices. In example if a librarian sell a special book that triggers a mission , as I already modified the price for common items´s price , the book gets quite cheap. Do you know if it´s possible to fix this easily or it´s something more complex? I know it´s not your mod but just wondering...
Wow! Thanks to you I may actually finish Witcher 3 - stopped playing because of all the crap the game gave me at every turn, making the game far too easy and boring. Thank you for this contribution and looking forward for the version that gets rid of other junk.
Do u still get special/unique loot from guarded treasures? I love the idea to stop looting all these poor peasants, its just stupid, but I still wanna be rewarded for finding treasure chests. Edit: Additional Question, just tried merging it with this mod: https://www.nexusmods.com/witcher3/mods/2788. Should i let your mod overwrite all of it? I would appreciate your time :)
Yeah you should still get seemingly special/unique loot (such as legendary swords) from guarded treasures as long as those items didn't show up there as the result of chance/loot list lottery and were instead handplaced there. And as I mentioned in the mod description most special items in the generic random loot lists already exist as handplaced loot in predetermined containers or as predetermined quest rewards.
Now special items aren't special if they're common, and while there's a few dozen legendary swords in the game there are hundreds of points of interest and thousands of chests, so the point of the mod isn't to reward you with something special for every chest you find. Rather it is to make supposedly rare/unique items actually feel rare and unique(and thus all the more rewarding when you do happen to find them) rather than common and repetitive.
Example of things this mod tries to prevent: let's say the wyvern tower with a drawbridge at the northwest corner of no man's land has a corpse at the top of the tower that contains an item that always gets drawn from a generic random level-scaling loot list that mostly contains weapons, so without this mod, and depending on your level and chance you could find a legendary sword like Black Unicorn in it, or a simple mace, or a fire poker. And in the case you got lucky with a relic there, since that same generic random loot list is used by a bunch of different containers you could potentially end up with a dozen copies of the same relic if you looted a bunch of chests that use the same loot list, especially if you stayed at the same level. With this mod you'd instead get a non-special/non-unique item from that same loot list, maybe some high quality crafting ingredient, a glyph/rune or just gold if nothing else was left.
Example of non-random/handplaced things you'll still see: going down from hanged man tree to mulbrydale, first house on the left with a door you can blow away with aard, one of the chests hidden underground will always have a crossbow, bolts, and a recipe for enhanced cat potion(hidden if you've already learned it), because those are handplaced there (a single-use fixed outcome list) as opposed to being picked at random from a list. Legendary swords like Harvall that can't be crafted, purchased or obtained as a quest reward will still be found as handplaced loot in a predetermined container (2 predetermined containers for Harvall in fact, something worth looking into with a later mod to prevent ALL duplicate relics- even handplaced ones).
As for FCR3, it's great but I'd use the lines from mine over fcr3's, not even sure why it's changing those files when it has a separate "Reduced Loot Package" for loot changes, which you probably don't want to use together with this mod (the loot overhaul this is meant to be a part of should work as an alternative to that).
Also it seems there's a bug with scriptmerger where it wasn't properly updated to work with blood&wine (not finding the vanilla xml files with \dlc\bob\ in the path), leading to 2-way instead of 3-way compares and thus potentially hundreds of unsolvable conflicts instead of just a few(or none). It should be an easy update if someone cared to do it https://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/10408802-scriptmerger-s-kdiff3-doing-2-way-instead-of-3-way-merges-on-dlc-files
Thanks for your detailed answer. Yes I can confirm what u said and noticed the handpicked ones, and the nomore "random" ones. I also feel like the handpicked ones are more gamefriendly, u can feel they serve a purpose. Thanks for this mod!! It's great.
34 comments
I think the fact that you start the game with tawny owl in your inventory but without knowing the recipe for it is an omission in the vanilla game. My Simple Alchemy Refill mod for instance automatically adds the alchemy recipes for the alchemy items you already have, so you'd know the recipe for Tawny Owl from the start.
I updated the mod description a bit to reflect that this mod is an older fraction of Reduced Lore Friendlier Loot and also updated install instructions since the Script Merger Unofficial Patch now lets you merge the dlc xml files.
LE: never mind, i have checked the game files and saw that the alchemist from Blood and Wine sells all items mentioned above by me.
it seems that it is not
I'll let it go without merging, for now.
P.S. Same comment as i left on your new No Duplicates mod, where it was meant in relation to your other mods.
I don't know what primal needs does regarding xml, maybe it's incompatible(remember that script merger is misconfigured for blood&wine xml files) or maybe it does the same, I'm away for a while so I can't check. But if you don't merge or let my def_loot_containers. xml take precedence you will end up seeing random rare item loot. Have you tried asking the primal needs author about it? His mod seems more complicated than mine so it might be easier for him to understand mine.
TBH my approach to making food more meaningful consists of 1-making so it doesn't drop everywhere(mod no junk food), 2-making alchemy more expensive(modnodecoratives makes alchemy refilling items a lot less common, preparations makes it so refilling costs a lot more, fcr3 makes it so food heals slowly and not during combat) with the intended effect being that you often have to buy food in order to heal after combat as it's just far more cost efficient(and useless during combat) . So you might end up eating just as often (and appreciate what little food you come by) as with primal needs without a starvation/thirst gauge telling you to do so, or at least that was the goal.
That said, i do not use the imo. overdone Primal Needs contents like puking, devecating and urinating, where the both latter have been user-requested contents. And the author has been very, really very user-friendly in all respects (seldomly saw another modder who has been put that much "customer-care" into modusers) .
Anyway, i have merged in the meantime all used mods (which is just incl. bundled texts when popped up, means, left side of script merger is or shall always be blank although load order could also solve sth., but as you said already above, if i would overwrite your mods, then i would miss important content, thus i merge it without exception), and also added a few more of yours in that recent process, some of which i formerly put out etc.. As for this mod here, copied lines from PN and HPRI where merger asked for manual conflict solving. Same with all other of your mods or from others which i added last days.
Manual merging is always a bit of hassle, especially when there a are possibly few hundred bundled text conflicts ;) but if one actually takes the time, then it's not very hard to do, as it's just a decision item, what shall get priority and in many cases it is just dropping the right button.
I'm also an old retired public hardcore modder (so it's bit easier for me than for others), but not Nexus mods modder. Here only a longyear user, a mods-applyer and modding for private usage (diverse Nexus mod genres, ofc just not Witcher alone). But nowadays have not anymore lust nor have the motivation to take time to go into details of modding, and thus looking primarily for the easy way :)
Your mods and few other are but well worth the time to put some effort, i only must kick myself into that action.
And actually, as for my build now, with a pretty new modsetup of 35 or so carefully handpicked mods, i started once again from scratch to experiencing a still more lore-friendly game from the start. And wanna see how that plays out.
I play also entirely for the fun of playing the Witcher games, the world, not for finishing a game by all means ... I'm also a Sapkowski fan (have read all his related books).
Just saved my last lv35 game with Wild Hunt ended and bit more done (diverse not finished WH stuff), and not even touched HoS or BaW quests - in case i wanna continue that. In my new playthrough i'm just about to finish WhiteOrchard.
Thanks again for all your engaged wellmade mods! I will make sure to endorse them all, if not done yet for some. Kudos can only be given one time and got that early on from me ... while i guess you are not here for viewable praise, but certainly nice nonetheless to get little bit viewable positive feedback and attention.
P.S. The only mod from yours where i have no, and will have no, usage is the delayed Johanna armor quest and as related the witcher gear required master-skill. I'm also no NG+ player.
It's all good, i have the feeling that all works like intended.
P.S.2 I would love your planned economy delevel overhaul mod based on LFE ... but i know that's asked too much, and just hope that it can be merged well with LFE and PN etc..
I've also used Complete Animations and it's pretty cool(and with no decoratives I might not toggle off the container looting animation for my next playthrough) and IMO having a potion drinking animation during combat that leaves you dangerously exposed is important for gameplay too.
Any suggestions regarding the Yoanna shop delayed mod? Her quest isn't delayed, she just starts offering shop services at the same stage where she also starts offering crafting services, and since her shop menu says she is a master armorer right from the beginning it was also a bit of a spoiler in vanilla. I'm not fond of having to make small arbitrary non-systemic changes like that but the only alternative I could see was simply not placing those random-only relic versions of common armor back in the game as they kind of make the looting/buying/crafting of their non relic counterparts feel redundant(particularly with crow's perch being an early part of the game. But that would go against the whole "this mod doesn't make anything unobtainable" part.
As for the deleveled economy mod, I'll try to keep LFE in mind(might even be easier if I use its explicit price calculation formulas rather than trying to figure out the vanilla game's hidden formulas).
Oh, okay. Obviously i misunderstood that mod regarding "delayed". On a second thought though about that item of Yoanna's and Fergis' roles, one can also assume the following: Yoanna, as she explains early on to Geralt is a master smith from start there, but Fergis officially is the "master", although all higher stuff is done by Yoanna, and at least also sold/serviced by her, as internally Fergis is the help-craft of Yoanna. Later just, Yoanna has enough of all that theatre, when the Nilfgard guy comes etc. Viewed like that, imo., vanilla has it okay. Or no?
Deleveled Economy:
Afaik, the LFE author (same as PN) allows the usage of his mods without separate permission, just only requires that due credit is given with release, ofc.
It would be imo. very preferable, if technically possible, that your Economy Deleveled mod would set on LFE in whole. Thus one can replace LFE with that new Economy mod, a welcome option for the ones who wanna have LFE plus a deleveled economy. Else, possibly some complicate script merge is due.
Mod usage/number of mods etc.:
And also as always apparantly with W3 mods, according to public known knowledge or experience/opinion, the mod limit item might be a theme, and the one and other is earlier forced to use the Mod Merger, not just only Script Merger. Well, i do that anyway, else even only 35 mods would probably produce issues. But personally, i use different mod merges along mod themes (ie. 'pure texture mods', 'appearance mods'), and i never merge script mods and other certain mods to such mod merges. Just watched again. Currently have 31 modfolders and there in 2 mod merges (one with 10 mods and one with 2), that is in total 40 mods plus a reshade. Script Merger applied are at least 10 mods, from which none is in mod merges. No problems here, game runs complete properly.
Applied senseful load order seems to be relevant to avoiding so-called mod limit issues/impacts. But in the meantime, i'm not quite sure anymore, that a concrete mod limit issue can happen without running certain mods which produce certain impacts on the build and its savefile, ie. that a game cannot start anymore properly or the infinite loading picture item, altogether issues which are counted to the mod limit item.
Comicably enough in that regard, as i recently increased used mod number and parallel sorted things as described, the formerly from time to time appeared dialogue-blur is gone. But i'm not sure under which circumstances that appears, possibly it's a mere late-game issue with save-game-memory, as save reloading helped to solve that, iirc..
You could try editing the loot lists with ModKitchen or TW3Edit. There are tutorials on the cdproj forums.
only gives me the common version :( is the relic poker available in this mod ?
Only "W_Poker" shows up in the randomized loot lists in def_loot_containers.xml so that would be the only version removed by this mod.
Also I find the same loots in the crates.... do I need to wait further into the game?
ps: any estimated time for the next update?
I'll see if I can't put out just the "no trashy containers" part within a week or so.
Let me know it it's working as intended.
I love the idea to stop looting all these poor peasants, its just stupid, but I still wanna be rewarded for finding treasure chests.
Edit:
Additional Question, just tried merging it with this mod: https://www.nexusmods.com/witcher3/mods/2788. Should i let your mod overwrite all of it?
I would appreciate your time :)
Yeah you should still get seemingly special/unique loot (such as legendary swords) from guarded treasures as long as those items didn't show up there as the result of chance/loot list lottery and were instead handplaced there. And as I mentioned in the mod description most special items in the generic random loot lists already exist as handplaced loot in predetermined containers or as predetermined quest rewards.
Now special items aren't special if they're common, and while there's a few dozen legendary swords in the game there are hundreds of points of interest and thousands of chests, so the point of the mod isn't to reward you with something special for every chest you find. Rather it is to make supposedly rare/unique items actually feel rare and unique(and thus all the more rewarding when you do happen to find them) rather than common and repetitive.
Example of things this mod tries to prevent: let's say the wyvern tower with a drawbridge at the northwest corner of no man's land has a corpse at the top of the tower that contains an item that always gets drawn from a generic random level-scaling loot list that mostly contains weapons, so without this mod, and depending on your level and chance you could find a legendary sword like Black Unicorn in it, or a simple mace, or a fire poker. And in the case you got lucky with a relic there, since that same generic random loot list is used by a bunch of different containers you could potentially end up with a dozen copies of the same relic if you looted a bunch of chests that use the same loot list, especially if you stayed at the same level. With this mod you'd instead get a non-special/non-unique item from that same loot list, maybe some high quality crafting ingredient, a glyph/rune or just gold if nothing else was left.
Example of non-random/handplaced things you'll still see: going down from hanged man tree to mulbrydale, first house on the left with a door you can blow away with aard, one of the chests hidden underground will always have a crossbow, bolts, and a recipe for enhanced cat potion(hidden if you've already learned it), because those are handplaced there (a single-use fixed outcome list) as opposed to being picked at random from a list. Legendary swords like Harvall that can't be crafted, purchased or obtained as a quest reward will still be found as handplaced loot in a predetermined container (2 predetermined containers for Harvall in fact, something worth looking into with a later mod to prevent ALL duplicate relics- even handplaced ones).
As for FCR3, it's great but I'd use the lines from mine over fcr3's, not even sure why it's changing those files when it has a separate "Reduced Loot Package" for loot changes, which you probably don't want to use together with this mod (the loot overhaul this is meant to be a part of should work as an alternative to that).
Also it seems there's a bug with scriptmerger where it wasn't properly updated to work with blood&wine (not finding the vanilla xml files with \dlc\bob\ in the path), leading to 2-way instead of 3-way compares and thus potentially hundreds of unsolvable conflicts instead of just a few(or none). It should be an easy update if someone cared to do it https://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/10408802-scriptmerger-s-kdiff3-doing-2-way-instead-of-3-way-merges-on-dlc-files
Thanks for this mod!! It's great.