The Witcher 3
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DrawingDrag0ns

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KiroKobra

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  1. DrawingDrag0ns
    DrawingDrag0ns
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    Master Training
    by KiroKobra

    This mod is part of a modular overhaul series
    You can use each module separately, 
    but using them together is my personal preference. 
    Each module can be merged without conflicts using Script merger

    Module 1...................................... Master Training
    Module 2........................... Ultimate Enemy Scaling
    Module 3..................................................... Vigor
    Module 4................................. Alchemy Enhanced
    Module 5............. Dynamic Enemy Stats and Speed
    Module 6............... Immersive Level Requirements

    Want to buy me a coffee?
    Or maybe you just want go the extra mile to show your support for my mods?
    Great news! This mod is eligible for donations! 
  2. DrawingDrag0ns
    DrawingDrag0ns
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    "I think I found a bug, should I submit a bug report?"

    With the huge success of the Netflix show "The Witcher", a lot of new and/or returning players are deciding to mod their games. This means there are a lot of people who don't know what they're doing, how to troubleshoot their mod issues, or even know better than to install multiple incompatible mods.
    This also means that mod authors are getting a lot of false-positive bug reports!

    When it comes to Witcher 3 modding, you have to have at least some understanding of what each mod does; if 2 mods edit the same line of code or same XML file, you really should pick one or the other. This game is NOT Skyrim, you can't just chuck a bunch of mods together and have it work.

    Before submitting a bug report:
    1. Read the mod description page of THIS MOD in it's entirety. Pay close attention to the install instructions, and compatibility notes.
    2. Double-check the mod description page of your installed mods, and see if you've installed any mods which are know to be incompatible.
    3. Once you have eliminated incompatible mods, you need to deleted your "Merged Scripts" mod folder and re-run Script Merger.
    4. If the issue persists after these steps, you then need isolate the issue by uninstalling all other mods.
    If you have done all 4 steps, please submit a bug report!
  3. Ka1am33t
    Ka1am33t
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    Hi, I have a question about yrden trap skill - without investing perks in it it does damage, once unlocked and not in active slot it just stuns opponents. Is this how mod should work?
    I love it, thank you!
  4. rockskimeat
    rockskimeat
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    For anyone else that may have missed it, there is a next-gen version on the nexus updated by CursedWitcher. Mod number is 7728.
  5. XSpankMeDaddyX
    XSpankMeDaddyX
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    This mod is not compatible with Modular Eyes, and ANTR appearance. I cannot merge the files. I am on next gen
  6. Singitformehal
    Singitformehal
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    Any chance of an update for 4.0 if you find the time? Love this mod and would really appreciate it!

    Thanks for your work :)
    1. Mixan9111111
      Mixan9111111
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      +1
    2. MrShinRonn
      MrShinRonn
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      • 13 kudos

        • Please in update. ??

    3. Deepk
      Deepk
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      • 61 kudos
      +1000
    4. Arkwulf
      Arkwulf
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      • 47 kudos
      I updated this mod to be compatible with the next gen update. You can get it from here:

      <<Download>>

      Will remove once KiroKobra does his official updates.
    5. Heckim
      Heckim
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      +++
    6. johnwick00
      johnwick00
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      Thank You
  7. MaximShtiba
    MaximShtiba
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    Supports NG+ ?
  8. LordUhtred
    LordUhtred
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    Is there a way to have compatibility with No levels mod?


    https://www.nexusmods.com/witcher3/mods/3605
  9. kamikad3e123
    kamikad3e123
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    conflict in Script Merger
    1. KiroKobra
      KiroKobra
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      • 66 kudos
      This is an issue with your mod setup, not the mod itself. Looks like you have a conflict with other merged scripts. Sorry, I can't help you with that. 
    2. Enpror
      Enpror
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      • 37 kudos
      I see you apparently use Additional Alchemy and these are the effects of three Mutagen Potions from the mod. You can effectively make them work together, I know because I successfully did. I'm very busy and limited in time but I could help you if you need. This mod is highly compatible when you merge properly, I'm currently using it with my 275 Mods installation:)
    3. kamikad3e123
      kamikad3e123
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      I already merged everything as needed, but thanks for the answers anyway
  10. AKBLT
    AKBLT
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    • 37 kudos
    Hi. I have a request if you accept it of course. Could you please add Axii always enabled in dialog? I mean Axii Delusion should already known by Geralt but in the game there's no knowledge for Geralt until the skills set up by the player so could you add it, please?
  11. Enpror
    Enpror
    • supporter
    • 37 kudos
    I'm playing in French since it's my primary language, so I fully translated this mod and could send it to you if you'd like to allow everyone to enjoy it this way aswell
  12. AetherSeraph9
    AetherSeraph9
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    I was hoping to use this Quen rebalance mod with Master Training, but unfortunately they have conflicting scripts. I mainly just want a reduced healing effect for the alternative casting mode, and I really like the percentage that's healed in Master Training with no points into Active Shield. I'm wondering if there's a way to make THAT the new default with Master Training alone, and then I wouldn't have to use the Quen rebalance mod.

    With my extremely limited and basic understanding of scripts, in quenEntity.ws, perhaps changing the line " default HEALING_FACTOR = 1.0f; " to 0.25f could achieve this? I also see, under Master Training's edits, the line " caster.GetActor().Heal((reducedDamage * HEALING_FACTOR) * 0.25f); ". Would I need to do something with this, as well?

    I could be understanding wrong or looking at the wrong lines, but is this doable? Basically, I'm wanting the healing strength of Active Shield level 3 to be 25% of vanilla (what Master Training seems to do with 0/3 points) and with reduced effectiveness with fewer invested points.

    EDIT: Gave it a try and it seems to work! All I did was edit the "default HEALING_FACTOR " line. 0/3 Active Shield restores next to no health, as well (which is good), and the healing effect feels much more reasonable at 3/3 now.