Some additional details on what this mod does, exactly: - Prevents the game from equipping the standard infinite bolts; - Detects quest progression and temporarily restores the use of infinite bolts during critical phases; - Tweaks crossbow reload logic to fix several annoying and one game breaking animation bug that could happen while reloading if no bolts were equipped; - Modifies the radial menu UI to properly show if infinite bolts are available or not, to always display every bolt in the inventory and allow player to switch between them even while underwater; - A few more tweaks to player inventory logic to remove additional underwater restrictions on changing currently equipped bolts. - (Standalone version only) If the player shoots a bolt while diving, it adds the base stats of the standard underwater bolt to the regular bolts during damage calculation, since the vanilla game was clearly designed to have a significant damage boost while underwater, and does not work well without it.
As for mods to complement the remove-only version, these should do fine: - FCR3 - Immersion and Gameplay Tweaks: an extensive overhaul of the game that includes balanced crossbow damage boosts; - Crossbow Damage Boost: while I've not tested it, from the description it seems similar to FCR3 but focused on crossbows alone.
Let me know if you spot any bugs or if you have further questions about the mod.
Hey! Could u explain how the mod works with shooting while using a boat? I guess I've found a bug: When Geralt is using a boat with no bolts in his bolt slot and trying to shoot, he will be stuck in one position after the weapon is reloaded. Here is the video: http://youtu.be/OYWDtBOnQf8 I'm pretty sure that there are no conflicts with other mods (neither the scripts nor the bundles). Can u check it pls?
would there be a way to enable the regular bolts to be crafted? both the standard bolt and the underwater version seem to have been craftable at some point in game-development, judging from the item definitions in the files. yet my tries to add a recipe definiton etc. sadly failed.
Is there a way to craft standard bolt or there is no alternative to expensive bolts with this mod ? I just found out that the only way to fight underwater is using the crossbow so if I have to use expensive bolts I may need to restore the infinite bolts.
It looks like this mod doesn't work properly with better radial menu mod (https://www.nexusmods.com/witcher3/mods/1221). When they are installed together, there is no option to select bolts from the radial menu. Scripts merge without errors and without remarks. What can be done?
Has anyone tried this mod with E3 HUD? They edit the same files with the radial menu, and I'm afraid that merging may break the functionality of the UI there.
That can happen when you have an empty folder somewhere inside your <TW3 game install>\dlc folder structure (or <TW3 game install>\DLC, wherever your other dlcs are). Vortex will automatically leave empty folders inside your dlc folder when uninstalling dlc mods, avoid Vortex with TW3. The error can also happen when you placed a mod's dlc folder in the wrong place (a mod's \dlcxxx folder should end up as <TW3 game install>\dlc\dlcxxx, not <TW3 game install>\dlc\dlc\dlcxxx).
So does this do everything the original No Infinite Crossbow Ammo mod does that's linked in the description, including reducing crossbow bolt costs by 20%?
@DarthVader99 That mod's description also says it reduces the bolt prices to 20%, not by 20% (and I wonder how so many mods come up with these numbers).
My Cheaper Lore Friendlier Shop Prices mod reduces the prices of things in shops (including bolts) down to the same price you see for those items in your inventory(their real value, without the merchant markup).
Got Ghost Mode installed, tried both versions of this mod with it -- and underwater damage buff doesn't work it seems. Had to use some higher level heavy duty split bolts on drowners. Fun tho, makes it more realistic -- but i play with level reqs disabled, so with base GM that route would've been closed.
Also -- scripts are same in both versions, only difference is one has bundle attached. Is it intended?
Yes, the scripts detect and use the included buff ability when present. I've just tested GM with the standalone version of this mod and the buff is working fine. There are 4 file conflicts between the mods but Script Merger automatically solves them.
I always use SM to merge mods, all was OK now -- it didn't require manual merging.
But it didn't work for me, buff doesn't apply to damage.
E.g. -- in GM when underwater and checking inventory i see extra +500 silver damage on equipped basic bolts (harpoons), and it is shown on stats screen too -- higher crossbow damage compared to one on land.
Maybe there's some mod conflict..gotta disable some of them and check i guess.
Like it says on the above sticky, the damage boost is only applied during damage calculation (when a bolt hits the enemy) so you won't see it on the inventory. This was done to prevent bolts that you might pick underwater not stacking with the ones you currently have.
I tested GM compatibility by comparing how much damage the blunt bolt was doing in relation to the infinite underwater harpoons, during the boat sequence of The Last Wish quest where this mod allows the use of both. It is slightly less, because I used the original +400 silver damage for the buff instead of the 500 GM changed to, but I could still kill the underwater drowners just as easily. Split bolts receive 3x the buff, letting me almost one shoot the poor bastards.
It started working only when i stripped it bare down to NIB (standalone, with xml bundle) and GM and merged xml files as in your vid (normally i don't do that xml merge). If i don't do it, or remove xml bundle from NIB (i.e. install overhaul compatible version) -- then damage will be shitty without any boosts on bolt connect.
So next thing to do was to check xml itself. Naturally, it turned out that GM xml (which takes precedence over NIB xml unless you merge) doesn't have any "harpoon_bolt _Buff" entities defined, hence damage buff is not applied.
I think i'll leave situation as is. With GM i can use harpoons with built-in 500 dmg, with GM+non-merged NIB -- crafted explosive bolts for 200 dmg, or crafted split bolts for (1-3) * 190 dmg, or even store-bought bolts that offer even more damage. Not a big deal, damage-wise.
Updated the mod to simply use the harpoon stat directly. This way it doesn't require bundle merging and it will get the +500 silver damage buff when used alongside Ghost Mode.
33 comments
- Prevents the game from equipping the standard infinite bolts;
- Detects quest progression and temporarily restores the use of infinite bolts during critical phases;
- Tweaks crossbow reload logic to fix several annoying and one game breaking animation bug that could happen while reloading if no bolts were equipped;
- Modifies the radial menu UI to properly show if infinite bolts are available or not, to always display every bolt in the inventory and allow player to switch between them even while underwater;
- A few more tweaks to player inventory logic to remove additional underwater restrictions on changing currently equipped bolts.
- (Standalone version only) If the player shoots a bolt while diving, it adds the base stats of the standard underwater bolt to the regular bolts during damage calculation, since the vanilla game was clearly designed to have a significant damage boost while underwater, and does not work well without it.
As for mods to complement the remove-only version, these should do fine:
- FCR3 - Immersion and Gameplay Tweaks: an extensive overhaul of the game that includes balanced crossbow damage boosts;
- Crossbow Damage Boost: while I've not tested it, from the description it seems similar to FCR3 but focused on crossbows alone.
Let me know if you spot any bugs or if you have further questions about the mod.
When Geralt is using a boat with no bolts in his bolt slot and trying to shoot, he will be stuck in one position after the weapon is reloaded.
Here is the video: http://youtu.be/OYWDtBOnQf8
I'm pretty sure that there are no conflicts with other mods (neither the scripts nor the bundles).
Can u check it pls?
I don't test the mod with the NG yet.
I just found out that the only way to fight underwater is using the crossbow so if I have to use expensive bolts I may need to restore the infinite bolts.
Generic mod-installing instructions.
Should i switch to using https://www.nexusmods.com/witcher3/mods/2678 instead?
Thanks for the link. hopefully i can get it fixed!
Update: Go it fixed and works great! thanks!
My Cheaper Lore Friendlier Shop Prices mod reduces the prices of things in shops (including bolts) down to the same price you see for those items in your inventory(their real value, without the merchant markup).
Also -- scripts are same in both versions, only difference is one has bundle attached. Is it intended?
I always use SM to merge mods, all was OK now -- it didn't require manual merging.
But it didn't work for me, buff doesn't apply to damage.
E.g. -- in GM when underwater and checking inventory i see extra +500 silver damage on equipped basic bolts (harpoons), and it is shown on stats screen too -- higher crossbow damage compared to one on land.
Maybe there's some mod conflict..gotta disable some of them and check i guess.
I tested GM compatibility by comparing how much damage the blunt bolt was doing in relation to the infinite underwater harpoons, during the boat sequence of The Last Wish quest where this mod allows the use of both. It is slightly less, because I used the original +400 silver damage for the buff instead of the 500 GM changed to, but I could still kill the underwater drowners just as easily. Split bolts receive 3x the buff, letting me almost one shoot the poor bastards.
If you don't mind some spoilers you can check that test recording here: https://www.twitch.tv/videos/261000365
It started working only when i stripped it bare down to NIB (standalone, with xml bundle) and GM and merged xml files as in your vid (normally i don't do that xml merge). If i don't do it, or remove xml bundle from NIB (i.e. install overhaul compatible version) -- then damage will be shitty without any boosts on bolt connect.
So next thing to do was to check xml itself. Naturally, it turned out that GM xml (which takes precedence over NIB xml unless you merge) doesn't have any "harpoon_bolt _Buff" entities defined, hence damage buff is not applied.
I think i'll leave situation as is. With GM i can use harpoons with built-in 500 dmg, with GM+non-merged NIB -- crafted explosive bolts for 200 dmg, or crafted split bolts for (1-3) * 190 dmg, or even store-bought bolts that offer even more damage. Not a big deal, damage-wise.
Cheers.
Thx!