The Witcher 3
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  1. 01DarkLord04
    01DarkLord04
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    Sticky
    Still working on 4.04
  2. JavierMP97
    JavierMP97
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    I've read in a comment down below that wou were planning on giving the mod a final update restoring some loot. How are you doing with the progress on the update?
    1. Partoutatix
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      It's slow progress because there are still some aspects I'm not too sure on how to change, and since I'm editing the lists by hand now instead of having it automated I really don't want to have to do it all over again if I come to regret some rule/choice. Could use some suggestions:

      The changes that seem fairly straightforward/ok:

      - Loot list entries for randomized swords/armor in high valuee loot lists will be replaced with the most valuable/rarest crafting ingredients  taken from their respective crafting recipes instead of the less valuable non-precious/non-valuable crafting ingredients they are currently replaced with (will be accompanied by a change in the "no junk sale" mod that makes most non-jewelry crafting ingredients and most non-monstrous alchemy ingredients -most weightless items basically- non sellable). This should improve loot variety for POIs/treasure, make treasure loot feel more rewarding while also making crafting significantly more affordable while keeping the player as coin-poor as before.

      - loot lists that contain nothing but random recipes will have their recipe entries replaced with a corresponding crafting/alchemy ingredient.

      - loot lists that contain nothing but random books will have their book entries replaced with book-like junk items (book, parchment, paper, note etc)

      - restoring most crafting ingredients and alchemy ingredients to the loot lists that contain nothing but random alchemy ingredients or nothing but random alchemy ingredients.

      - restoring most crafting and alchemy ingredients to the monster loot lists

      - following someone's suggestion earlier, the higher value junk pelt/hide entries in low value random loot lists are now  replaced with their lower value variants. For instance, if you could previously find a pristine white bear pelt in a random peasant's barrel, now it would have an old bear skin instead. This is accompanied by a change in the no junk sale mod where instead of all nonvaluable/nonprecious junk items selling for a single coin, they instead sell for half their vanilla value. This means a nice bear pelt is still going to be worth quite a bit more than a broken fork.

      - Giving the skellige master alchemist all the main campaign recipes that had been delayed until beauclair

      - restoring the loot lists that only carried dye recipes

      - Handplacing a relic sword that nobody seemed to be able to find anymore in the chest next to the skellige overlevelled archgriffin sitting on a small island to the north

      The stuff I'm not too sure on how to change:

      Previously I had disabled all non-junk entries in randomized low value loot lists so only the vanilla junk item entries remained. The thing is those loot lists often didn't have that many different junk item entries in them so variety suffered.

      - Replaced the entries for consumable drink items in low value loot lists (stuff like water bottles, different beers etc) with arbitrarily-picked beverage-like low value junk items instead (bottle, jug, jar, empty vial etc)

      - I'd like to similarly replace randomized food items in low value random loot lists, the problem is there aren't many food-like junk category items to replace them with other than rotten meat and a bag of grain which might lead to a lot of repetition - while I'm trying to avoid having the loot feel repetitive.

      - Likewise I'd like to pick junk-like replacements for the other item category entries in low value loot lists in order to maintain some variety instead of simply disabling those entries (crafting ingredient entries in low value randomized lists replaced with entries for low value junk cutlery/tablewear?)
    2. JavierMP97
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      You've got a cool update between your hands. I get your doubts on your last points. Those problems aren't very straightforward to solve. Hope you end up with a result you like.

      To give you some ideas that might inspire you, maybe you change the properties of some items which are not cosnsidered as junk and add them to the pools. For example, removing the possibility of eating burnt bread and add it to the pool, or removing the possibility of eating some cheap raw foods like mushrooms, or eggs (or potatoes if you reduce the price), and add them to the pool. Also, maybe having some non junk items that are more valuable show up very very infrequently, might be rewarding enough for people who likes to clean the map, even the low value loot.

      Anyway, great job with the mod :D
    3. Sarogath
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      Previously I had disabled all non-junk entries in randomized low value loot lists so only the vanilla junk item entries remained. The
      thing is those loot lists often didn't have that many different junk
      item entries in them so variety suffered.

      I've noticed that too, the general lack of low tier items is a problem considering there are probably thousands of containers which draw from a low tier list e.g. sacks/crates but putting anything in there but junk or low tier crafting materials will automatically fill up the players' inventory with valuable items which would elsewise need to be crafted or bought at a trader.
      *Shameless self-promotion: I planned to add another few items e.g. skull, timber and maybe string back to the sacks to increase variability of loot outcomes.*
      
      - Replaced the entries for consumable drink items in low value loot lists (stuff like water bottles, different beers etc) with
      arbitrarily-picked beverage-like low value junk items instead (bottle,
      jug, jar, empty vial etc)

      I like that. Hadn't thought of the jar as a junk item before. The bottle I find hard to classify for myself, yes it is junk loot, on the other hand it is used for potion crafting and should therefore not be as available (though I have to say i'm considering a somewhat modded potion crafting where the player would need a bottle everytime potions are crafted without the auto-refill).

      - I'd like to similarly replace randomized food items in low value random loot lists, the problem is there aren't many food-like junk
      category items to replace them with other than rotten meat and a bag of
      grain which might lead to a lot of repetition - while I'm trying to
      avoid having the loot feel repetitive.

      Foods are overabundant. Removing processed/cooked foods from the low-tier spawn lists and filling up some of the resulting gaps with vegetables seemed to work rather nice for me. Meats should be hunted for, imho. There is plenty of wildlife in the world, most of them appear in herds/packs usually. Yielding more than enough meat for the player to consume or process. The same would be sort of true for the animal pets and hides.

      *More shameless self-promotion: In my own version of the lootlists I went about and interpreted the headers of the spawnsections in a very strict manner and added junk/filler items as needed and as they'd fit the description of the spawnsection. I too am handplacing most of the loot and am currently trying to figure out which of the map POIs actually corresponds to which spawnsection to give them more of a theme. Since fter removing all the relic items those POIs also become somewhat samish when looting. I found out that "loot name="_treasure_q5" is likely connected to *most* of the Guarded Treasure POIs.*

      Sorry for the rambling. :D
    4. Partoutatix
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       The bottle I find hard to classify for myself, yes it is junk loot, on the other hand it is used for potion crafting and should therefore not be as available (though I have to say i'm considering a somewhat modded potion crafting where the player would need a bottle everytime potions are crafted without the auto-refill).

      Well "Bottle" is just a junk ingredient not used for anything, it's "Empty bottle" that's an alchemy ingredient (IIRC used to craft some spirits).

      Right now I'm going with the rule that if a low value/everywhere loot list in the base game (not bnw) holds nothing but food category items then I replace those with just junk category Rotten Meat and Bag of grain. Now if the low value/everywhere loot list instead contains a mix of different categories (food, junk, crafting etc) then I replace the food entries with Rotten Meat, Bag of Grain, as well as other food-adjacent low value junk category items such as spoons, platters, ladles, butter knifes, bread knives, pepper shakers etc.

      Likewise I'm thinking that for the crafting ingredient and weapons in a mixed category low value/everywhere loot lists I can replace them with adjacent low value junk items such as Lead ore, razor, pickaxe head, hammer head etc.

      Still not sure which junk category items would be a good fit for replacing alchemy ingredients and herbs in mixed category low value random loot lists.
  3. delular100
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    While using the Delayed Asian Gear addon, I still got the note from Yennefer that speaks about it. Do you know of any mods that might have possibly done that? Perhaps Witcher Lore Collection?
  4. delular100
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    It's been quite disappointing finding treasure in White Orchard so far. For example, there's a chest in the middle of a lake by the Nilfgaardian Garrison, which after swimming torwards and looting, gave me... 1 Cured Leather and 1 Crown...
    1. Partoutatix
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      Sounds like it's working as described.
  5. Yggdrasil999
    Yggdrasil999
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    I like the idea of this mod, however it would be nicer if the loot pool was increased for more diversity. You could for example add more crafting materials, schematics, and valuable items like gold and jewellery. It'd still be lore friendly with more rewarding exploration. Otherwise, there's no much sense in doing all those POIs, if there's not much reward.
    1. Partoutatix
      Partoutatix
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      Well the next and hopefully final version of this mod should restore the higher level crafting and alchemy ingredients to the more expensive loot lists, to increase loot variety and make crafting a bit less expensive. That should be accompanied by a new rule in the shops don't buy junky junk mod where they also don't buy non-monstrous, nonjewel crafting and alchemy ingredients so loot still won't make you rich.

      If you feel compelled to follow the map's timesink POIs, have you checked out the True Exploration mod?
    2. dragon083
      dragon083
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      this mod has many side effects for example no more schematics in containers means nerf to potion level and potion duration since you cant buy superior recipes til the end of blood and wine 
    3. Partoutatix
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      Isn't it only some superior oil recipes that can only be found placed by hand in B&W (but they're available from the start of bnw, not the end)? In vanilla you'll pretty much finish your alchemy progression halfway through the main quest whereas you keep progressing the rest of your gear (weapons, armor) through hos and bnw. And yeah, slowing down gear and alchemy progression is part of the design of the overhaul this is part of, otherwise I would've obviously added those superior oil recipes to the skellige master alchemist's shop. There's a mod that already adds all the missing recipes to gremist if it's an issue.

       Slower gear and alchemy progression contributes to making for more challenging fights. The way I see it someone looking into a poorer loot mod isn't exactly looking to make the game easier on themselves to begin with.
  6. 4thDimensionalMind
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    Compatibility wise you mention in the description that this mod should have higher priority over BiA, is this still the case? I ask because you specifically state that there should be only one conflict which your mod should override, but BiA has 5 in my Script Merge window. Unless I misunderstood and the conflict you speak of is the non-bundled mh210_lamia.w2ent and the others I should just merge. Also as a side note, can the mods be uninstalled mid save, just so I know if I should start over if I end up not liking it.
    1. Partoutatix
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      You misread, I state there is one conflicting file that isn't mergeable -that .w2ent file. Script merger can only merge conflicting .ws and bundled .xml files.

      Yeah you can uninstall mid save. This mod is missing a final update.
  7. RedFaction845
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    Can I install the Delayed Asian Gear optional addon during an ongoing playthrough ?
    I didn't pick the stuff in Vizima, only the Yennefer's note.
    1. Partoutatix
      Partoutatix
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      Probably.
    2. RedFaction845
      RedFaction845
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      Thank you
  8. RedFaction845
    RedFaction845
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    If an item can only be obtained through a random loot list, does it mean that with this mod it's impossible to obtain ? Since there is no more random loots ?
    1. Partoutatix
      Partoutatix
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      No. Everything should still be obtainable. Check the "Implementation details" spoilered section.
    2. RedFaction845
      RedFaction845
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      Looks like you thought about everything :)
      Thanks !
  9. neonprime
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    Been using the last version for a few days and turns out that I prefer a lot the old hardcore system with only 2 ou 3 crowns in the chests. Maybe I'm really a weirdo. 
  10. gignrus45
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    I'm very sorry to have installed this mod. Before Skellige, this mod did not disappoint too much, but it was on the islands that I realized that this mod was ill-considered and harmful. Yes, on the one hand, it's good that now we can't find half of Dijkstra's treasury in the chests, but another part of the game is broken - treasures. I killed the archigryphon on the island. Archigryphon, damn it! And what did I find after? 4 crowns and a rabbit skin! You broke the game with this mod.

    Use only No Decorative Container Looting and you will happy.

    Пацаны и девченки! Не ставьте этот мод, пожалеете. Мода No Decorative Container Looting будет достаточно. Поставьте мод лор френдли экономи, чтобы подкорректировать цены и вуаля. Если же хотите рискнуть, то в сокровищах, которые охраняют чудища, вы будете находить жалкие пару крон и всякую дребедень в виде шкур. Вас это расстроит.
    1. surg23
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      I feared as much. Thanks for the heads-up. 
    2. shominees
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      Would be nice if at least for some chests to have actual treasure, in form of more coins or repair kits, schematics, runes or special bolts. Just to have a bit more variety. Most treasures feel very underwelming and same-ish and not like treasures at all. I get that not every peasant has stashes of gold & stuff everywhere, but smuggler caches or treasures protected by big monsters with only 2 Coins and a Cow Hide?!? Makes free-roam exploring the world somewhat un-rewarding. Why not make it more configurable, like the monster drops?
    3. Partoutatix
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      Pick your poison. You can't have thousands of last-minute-added ubisoft POIs with randomized loot in the game and expect them all to have interesting/valuable loot while still staying poor/keeping the loot realistic. The game has the option to turn off POI question marks from the map so you can more easily ignore them.

      @gignrus45 That's not a quest/contract monster and it should drop monster parts.
    4. gignrus45
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      Yes, I'm not complaining. The idea is good. But the mod itself has its drawbacks and I figured them out in the process.
  11. Gergo900410
    Gergo900410
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    this mod add the contract weapons diagrams after completed the contract quest ?
    1. Partoutatix
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      For the contracts where a dumb monster would've dropped a relic sword as loot, yes the quest giver should instead give you a diagram for that relic as part of the contract reward.