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This page was last updated on 24 March 2021, 1:24PM
- Changelogs
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Version 6.51
- Implemented hack to remove Gargoyle invulnerability to address excessive iframes after jump attack
- Alchemy now consumes non-equipped non-inert mutagens by weakest first
- Blocked the ability to sell Witcher's potions to merchants
- Reverted a 6.39 "fix" that purged diagrams from chests if they had no item name, which unintentionally purged non-vanilla crossbow diagrams
- -If a unique chest was already looted containing one of the unique crossbow diagrams, those will be auto added on launch
- -Some diagrams are randomly generated into chests. If you're late game and want all the crossbow diagrams, use console command crossbowdiagrams
- Fixed a bug where hunger effects on vitality regen were slightly off
- Fixed a bug where character stat screen reported combat vitality regen was grossly off
- Fixed a bug where the Axii icon in skills menu would incorrectly overreport the effects of Domination
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Version 6.50
- Fixed a bug where outdoor sleeping could lower fatigue to 0 if starting fatigue was below 20
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Version 6.49
- Rend out of combat hotfix
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Version 6.48
- Fixed a bug where a fatigue effect would still exist after fatigue was disabled in options
- Fixed a bug where fatigue hud message would loop
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Version 6.47
- Removed Balanced Diet perk
- New general perk Combat Expertise: Enemy healthbar will flash red when they initiate a poise breaking attack
- Added Hardcore Mode in options. Blocks ALL saving, but invokes an autosave when exiting Inn Resting and Campfire Meditation.
- Added the ability to fill multiple bottles with dirty water at once
- Buffed Well-Rested 2's duration to 3 hours and Well-Rested 3 to 4 hours.
- Altered Thirst and Hunger effects to work in discreet stages instead of a gradient
- Instead of a vitality drain that scaled with intensity, Hunger primarily functions as a global nerf to all sources of vitality regen
- Gourmet now multiplies the duration of Well-Fed and Well-Hydrated by 1.5x as opposed to 2x and 1x
- Well-Fed and Well-Hydrated both disable when Hunger or Thirst is at 20% or higher respectively. The effects still exist in the background if you get your need back below 20.
- PNHUD: Color coding corresponds to tiers, and a need's auto on/off threshold is set to 5 below stage 1 onset
- PNHUD: Revamped hud behavior with settings for normal gameplay and during witcher senses
- Replaced all "Bottle" in loot tables with "Empty Bottle" as they're identical.
- Pressing PNModifier after pressing quickfire for a crossbow that wasn't reloaded will now force crossbow holster after reload (previous behavior was reload>fire>reload on keypress)
- Fixed a bug where some items in horse stash wouldn't be visible from merchant shop view
- Fixed a bug where Fleet Footed would show incorrect safe dodge angle numbers on the Skills screen
- Fixed a bug where you couldn't sheathe a sword if using a weapon repair kit on an unsheathed sword
- Fixed a bug where Fatigue Lv5 didn't work in some cases
- Fixed a bug where Exhausted effect wouldn't occur if spamming attacks while at 0 stamina
- Fixed a bug where player's thirst stamina regen multiplier also affected non-players
- Fixed not being able to move while reloading crossbow if stationary when reload starts
- Fixed a bug where Rend could be done accidentally out of combat and halt stam regen
- Removed Balanced Diet perk
- New general perk Combat Expertise: Enemy healthbar will flash red when they initiate a poise breaking attack
- Added Hardcore Mode in options. Blocks ALL saving, but invokes an autosave when exiting Inn Resting and Campfire Meditation.
- Added the ability to fill multiple bottles with dirty water at once
- Buffed Well-Rested 2's duration to 3 hours and Well-Rested 3 to 4 hours.
- Altered Thirst and Hunger effects to work in discreet stages instead of a gradient
- Instead of a vitality drain that scaled with intensity, Hunger primarily functions as a global nerf to all sources of vitality regen
- Gourmet now multiplies the duration of Well-Fed and Well-Hydrated by 1.5x as opposed to 2x and 1x
- Well-Fed and Well-Hydrated both disable when Hunger or Thirst is at 20% or higher respectively. The effects still exist in the background if you get your need back below 20.
- PNHUD: Color coding corresponds to tiers, and a need's auto on/off threshold is set to 5 below stage 1 onset
- PNHUD: Revamped hud behavior with settings for normal gameplay and during witcher senses
- Replaced all "Bottle" in loot tables with "Empty Bottle" as they're identical.
- Pressing PNModifier after pressing quickfire for a crossbow that wasn't reloaded will now force crossbow holster after reload (previous behavior was reload>fire>reload on keypress)
- Fixed a bug where some items in horse stash wouldn't be visible from merchant shop view
- Fixed a bug where Fleet Footed would show incorrect safe dodge angle numbers on the Skills screen
- Fixed a bug where you couldn't sheathe a sword if using a weapon repair kit on an unsheathed sword
- Fixed a bug where Fatigue Lv5 didn't work in some cases
- Fixed a bug where Exhausted effect wouldn't occur if spamming attacks while at 0 stamina
- Fixed a bug where player's thirst stamina regen multiplier also affected non-players
- Fixed not being able to move while reloading crossbow if stationary when reload starts
- Fixed a bug where Rend could be done accidentally out of combat and halt stam regen
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Version 6.46
- Fixed a bug where some swords would have incorrect stats on the crafting page
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Version 6.45
- Fixed a bug where cutscenes could roll time back by a small amount but increment food expiration and discontent day trackers unnecessarily
- Implemented some food / recipe tweaks courtesy of Czartchonn
- Fixed Coast of Wrecks and any other quest that could break from unlootable chests. Being near enough to an empty chest so that focus mode highlighting disappears will also record the chest as being looted.
- Fixed a bug when using Random Encounters Reworked where the B&W Giant would die in a hit
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Version 6.44
- Added Discontent, a new Primal Needs expansion. Read the article for details
- Added Sleeping, and Resting at Inns. Fatigue dissipation and Well-Rested Buff have been altered. Read the article for details.
- Shops will purge blue rarity and lower weapons, armor and junk sold to them when their cash refreshes. Doesn't apply for items sold before patch 6.44. Instead for those merchants use console command resetshop to reset their inventory to default if you wish/need to.
- Removed some gryphon-type monsters' attacks ignoring your iframes - all their attacks are now dodgeable.
- Pressing the key to bathe will now automatically unequip clothing, then re-equip them when done for convenience.
- Fixed a bug that would cause the Character Skills menu to lag on open as the game progressed. If you currently have the bug you'll still need to use a Clearing Potion, but it should not appear or worsen anymore
- Fixed a bug where the Exhausted FX could activate when respawning as Ciri
- Fixed a bug blocking the 'Hasta La Vista' achievement
- Fixed a bug preventing Corvo Bianco buffs from applying correctly. It now also has a full animation set
- Fixed a bug where Light and Heavy armor would display incorrect armor values in the crafting menu
- Fixed bug where quen shield would get removed if you were staggered by a poise break
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Version 6.43
- Fixed broken bandage animation
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Version 6.42
- Fixed a bug preventing counterattacks during the beginning combat tutorial
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Version 6.41
- Fixed a bug where sometimes Superior Tawny Oil would not count towards Trials XP
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Version 6.40
- Fixed a bug where toxic veins could break if the player never touched ModularEyes settings. Vein timing can still link with toxic eye timing if toxic eyes are enabled.
- Lamp on roach can now use pocket slots 1 or 2, and the lamp needs to be in hand to place on roach.
- Fixed a bug where lamp on roach deleted pocket items in certain situations, and the lamp can be more reliably retrieved. See 'Read This' in the file download.
- Added a global counter window timing nerf of 0.07s. Further reduced incoming damage on perfect parries by an additional 2%.
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Version 6.39
- Tied phase 1 and 2 toxic face thresholds to ModularEyes setting "Toxic Percent Threshold", better syncing with toxic eyes if active. Setting to 50 retains default behavior
- Buffed Sundering Blows for better consistency: A non-huge guarding enemy hit with a Sundering Blow will now stagger and won't be able to parry or counter for 2s
- Removed the ability kick/bash immediately after a counter kick/bash to an enemy for guaranteed knockdown and execution. Kicks and bashes still upgrade stagger to knockdown when combined with different stagger sources
- Fixed a bug where Geralt would receive a hit stagger when poisoned from drinking shallow water
- Fixed a bug where blank crafting diagrams could appear in loot containers
- Fixed a bug where oils from loot containers would have incorrect weight, stacking and dropping behavior
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Version 6.38
- Fixed a bug with toxicity purging
- Fixed 2 typos
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Version 6.37
- Fixed a bug where spamming throwing knives could break bomb/knife functionality
- Fixed a bug where puppeted enemies attacking spiked alghouls placed bleed stacks on the player
- Added a 0.5 vigor point cost to igniting a bomb
- Player is now easily staggered when retrieving or throwing a bomb
- If attacked while retrieving a bomb, the rest of the bomb throw is aborted. If attacked after it was ignited, bombs are dropped and explode
- Removed vanilla code halving friendly fire damage from bombs
- Removed EE damage modulation that made high hp enemies tankier and low hp enemies less tanky
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Version 6.36
- Fixed a bug where enemies could apply bleed stacks through parry
- Removed throwing knife and bomb cooldowns, and both now have a slower aim start animation to serve as a non-artificial cooldown
- Bombs gained an additional grab and ignite animation before transitioning into the re-timed aim start>throw
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Version 6.35
- Fix for meditation modules not working properly
- Fix for secondary weapons disappearing if attempted to "put on roach"
- Fix for some effects (like dodge cooldown) having incorrect or missing names in buff's hud
- Fix for quen not applying Electroshock below level 5 of Warding Glyph
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Version 6.34
- Plasticmetal fixed a gamebreaking issue where buying items directly into horse inventory/stash would cost no money no some cases.
- Plasticmetal fixed the projectiles oiling drag-n-drop functionality. You can now mouse drag oils directly onto equipped bolts and throwing knives to apply the oils
- Plasticmetal fixed sword buffs and applied oils disappearing when using Sword and Meditation features (putting sword on the ground near campfire)
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Version 6.33
- plasticmetal's fix for swords losing sharpening and oils buffs when retrieved from Roach (SOR)
- Fixed a typo in xml that caused Steel Throwing Knife to be displayed as Damaged Throwing Knife
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Version 6.32
- Re-added vanilla w3ee throwing knives items into the xmls for better compatibility. These throwing knives will appear as "Damaged throwing knife" in Lazarus and cannot be used.
- Toxicity can now be cleared to zero properly even with potions or a decoction active. This will allow for Toxic Hangover removal when a decoction is active.
- Added bunch of stuff (mostly potions) to starting items to get new game character rolling and to enable more smooth Trails of the Grasses early game EXP acquisition.
- Changed lowered toxicity of some Golden Oriole, Full Moon, Cat and Black blood to give more early game potion mixing options that enable Trails EXP gain.
- Plasticmetal's electroshock rework (early version). Enemy affected by electroshock will send out jolts damaging surrounding enemies when he is struck by metal (sword or projectiles).
- Fixed some issues with hangover and meditation interaction.
- Updated lore-friendly witcher eyes (the optional file) with a texture.cache that should help preventing the blurry/long loading screens. So if you had to remove the optional mod due to such issues or are experiencing them currently, I highly encourage to update the optional mod.
- plasticmetal's fix for guarding becoming aggressive when Witcher pulls out his sword to sharpen it. You can now sharpen your blades all you want in peace.
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Version 6.31
- Added a new toggle in Lazarus MISC mod options "Dodge Fatigue instead of Cooldown", which will remove the hard restriction from dodge cooldown, but will make any evasive actions slower, lose I-frames and cost double the stamina if the dodge was initiated while "dodge cooldown" debuff was still active on HUD.
- Applied plasticmetal's Aerondight effect fix (for effect breaking after Ciri sequences and requiring sword un-equip and re-equip)
- Fixed an xml typo which prevented Recipe from Apple Juice to appear in shops
- Removed Lore-Friendly glowing yellow ALT eyes for modular eyes from the Main Mod. This modification is available as a separate download.
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Version 6.3
- Integrated custom version of woodbyte's Natural Torch Light and Smart Magic Lamp with mod options (adjustable light color for lamp) that allows said lamp to double as a convenient light source
- Integrated menschfeind13's Swords and Meditation. This mod is disabled by default and has to be set-up in Lazarus mod options
- Integrated custom version of enkains' Crossbow and Torch on Roach, where instead of Torch you can put Magic Lamp on Roach. Read the READ THIS!!!! file to learn how to use this mod, because this custom version has a little more intuitive way of putting and taking crossbow and lamps to and from Roach
- Chip damage on Perfect Parries (non poise breaking!) reduced by 30% and Perfect Parries now block bleeding and poisoning statuses from applying on hit
- Chip damage on Perfect Parries(poise breaking) reduced from 25% to 21% of the original attack damage (you do the math)
- Using items in left hand (Torches, Shields, Lamps) will now properly block signs casting (LIKE IT SHOULD), however it is now possible to perform Heavy Attacks while holding "offhand" item
- Geralt no longer puts away offhand items (Torches, Shields, Lamps) while climbing
- It is now possible to select and use offhand items in Radial Menu while on horseback - so now you can take out and put away a torch while sitting on Roach (previously the slot was unavailable)
- Applied plasticmetal's fix for Second Life mutation being interrupted and breaking the game from attempting to perform a special attack
- Added Toggle for "Witcher senses on toggle". New option can be found in Lazarus mod options > Lazarus Misc
- Removed the Horseback camera Autocenter(for controllers) option from Lazarus mod options > Lazarus Misc, but re-implemented this option to W3EE mod options > Addons > Immersive cam options > Horseback that will allow you to choose at which speed you want the camera to auto center on horse back or if it should at all
- Removed the lore-friendly yellow eyes from Modular Eyes DLC and re-cooked that directly into Lazarus mod using a different wolven kit version (hopefully this will stop the load/blurry dialog loadings small portion of people experienced)
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Version 6.2.1
- Fix for flashing Poise Sword icon after loading a game save
- Small tweak in Sword on Roach AMM patch code bits to check if AMM is not disabled even if it's installed
- Small tweak in Sundering Strikes talent. It will accommodate for stamina spent for the attack that was supposed to trigger it. Also hitting an enemy parry or block with Sundering Strike will cause a short stagger and lower its guard.
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Version 6.2
- Hopefully fixed effects caching memory issue, which was breaking random effects from working properly (Frenzy, potions, low health screen fx, drunkenness fx etc., Poise) If you experienced any of these issues it is highly recommended to use clearing potion after this update.
- Thanks to courtesy of menschfeind13, included his Swords On Roach mod into Lazarus. Make sure you update the PN.xml in bin (lazarus options file). Options for the mod are located INSIDE lazarus mod options (to prevent mod options menu from breaking from too many entries). Swords and meditation and Lantern and Crossbow on Roach coming soon.
- Updated dodge logic so that dodge cooldown won't apply itself if dodge could not be performed for whatever reason.
- A tweak for Throwing Knives auto-targeting from plasticmetal - It should be possible to hit ghouls and other small/short monsters with throwing knives without manual aiming
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Version 6.1.1
- Fixed my brainfart that happened while disabling quen and water interaction that would break diving
- Improved bomb cooldown logic so that the cooldown should not apply if the bomb throw was aborted
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Version 6.1
- New Dynamic Poise System. WATCH GUIDE VIDEO AND/OR READ THE TUTORIAL.
- Added hud indicators for dodge, knives and bomb cooldowns.
- Integrated a custom version of Thoughtful Roach, which provides a much more immersive take on horse summoning.
- Removed the Kill Player For Lulz for Quen and water interaction. You can now complete the Toussaint quest without god mode.
- Reworked Sundering Blows skill to be non-RNG based.
- Reworked Heavy Armor Techniques and Bear Set effects to fit the new poise system.
- Reworked Tiara and Full Moon potions to fit the new poise system.
- Improved Toxicity Overdose handling and designed a new chain of actions on reaching 100% of Toxicity. Upon reaching 100% Tox, you MIGHT still be able to flee from the fight instead of just dying immediately.
- Getting attacked while collapsing results in death. Collapsing face down into water results in drowning.
- Character physically reacts to hits while puking or collapsing.
- Re-added force "go to sleep" on 100% fatigue
- Alchemy and cooking recipes that require Honey in a Jar will now properly return empty jar.
- Incorporated Abandoned Sites Time Lapse mod.
- Temporarily removed the built in E3 HUD. I might post it as an optional download/mod later.
- - Horse charge can now deal damage and knock back or even knock down enemies. (prototype version - please report bugs)
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Version 6.0.2
- - Hopefully fixed the dialog loading times problems caused by corrupted xbm file in dlcmodulareyes. Please report if you still experience problems!
- - Adjusted stamina costs to alleviate stamina regeneration problems while trying to get a breather when facing multiple opponents constantly hitting your block. Also lowered stamina costs for bash and kick counters and basically all actions that can be perceived as defensive or utility. This change will allow you to engage in a little more extended exchanges given that you can nail your counter timings and will allow you to regenerate stamina quicker while exhausted, defending and under pressure. Using ALT quen is still highly recommended to protect you while regenerating stamina during exhaustion.
- - Adjusted the "panting" stamina sounds to activate later down the stamina bar. (below 30% instead of 50%). Sound deactivation checks stayed the same.
- - Adjusted food recipes and prices of food to better represent the cost of cooking ingredients (basically made all food a lot cheaper).
- - Inner strength stamina cost for sign casting with no vigor increased to 55 from 25.
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Version 6.0.1
- Attacking an Alghoul while it has its thorns out will cause quite severe bleeding (previously the thorns could be basically ignored). Thanks to Czartchonn for this suggestion.
- Brown and Poisonous oils have received a sensible nerfs as they could be used to apply maximum status stacks at incredible speed
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Version 6.0
- Re-applied the Lighting Reflexes fix.
- Added additional lore-friendly and logical status effects to some monsters. For example lycanthropes and vampires have received additional essence regeneration, all endriagas can poison on hit, vampires are much more likely to cause bleeding with their attacks, Noonwraith and Moonwraith blindness effect has been extended and applies on any of their attacks, Volcanic gryphon is actually fireproof - just like bestiary states, Wyverns can apply poison with their tails (just like bestiary says). Please do note this this change will make some encounters harder.
- Alt eyes from the incorporated Modular Eyes module are now light-yellow, lore-friendly witcher eyes that glow in the dark (credit to ScoutBr0 for inspiration)
- Light version of 60 FPS GUI E3 HUD has been incorporated (credit to ConstantinE and creators of E3 HUD)
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Version 5.9
- Completely overhauled stamina system. Now it has a much more dynamic approach with possibility to overexert / exhaust yourself due to poor stamina management. New system includes new breathing sounds that are sensitive to missing stamina and new screen FX for overexerted status.
- Low stamina penalties are much less severe until you overexert yourself. Low health penalties are less harsh and are to be directly countered by maintaining high adrenaline. You become overexerted when you fall below 10% of max stamina and recover from the status at 90% of max stamina (can be lowered to 81% by Iron Lungs perk). No stamina will no longer stop you from attacking, however while "overexerted" you will be unable to use attack distance modifiers or counter attacks.
- Implemented much more "reliable" dodge frames, which should allow to more consistently dodge attacks "on reaction". Hopefully this will remediate the "wonky hitboxes" we all love so much.
- To compensate for the dodge now being more reliable all around, Evasion recovery time has been implemented. It's basically a dodge cooldown which is affected by weight class of worn armor. To view your current Evasion recovery time go to character sheet and look under "Armor". This cooldown can be shortened via Evasion Recovery Speed attribute obtainable via Cat potion, skills and mutagens.
- Evasion recovery speed also increases speed of evasive actions (animation) by 10% of the amount (but it's mostly for lowering dodge cooldown).
- Further slight base armor nerf to over-performing Heavy armors and a slight buff to Light armors.
- Changes to Rend, Whirl and overall stamina costs of all actions was necessary to accommodate for new, more dynamic stamina system.
- Throwing a bomb or several throwing knives in a row will incur a short cooldown on these actions to prevent spamming and cheesing.
- Crossbows overhaul thanks to introduction of new attribute "Reload speed". All Crossbows have be reworked by hand and separated into following categories: Enchanted, Light, Normal, Heavy, Arbalest. Some crossbows can't be reloaded while moving.
- Throwing Knives now receive 30% bonus damage when attacking an enemy from behind or when he is unsuspecting.
- Roach is no longer a refrigerator. Food will properly expire on roach.
- Modular Eyes mod integrated into Lazarus. Be sure to check the Modular Eyes mod option and set them to default for Lazarus or adjust them to your liking.
- Bugfixes for Aerondith, Ciri being unable to hurt a Wereworlf and more.
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Version 5.8
- Throwing Knives can be now steel or silver
- Huge Bolt and Throwing Knives overhaul
- Ability to apply oils to Bolts and Throwing Knives (Can be applied only on equipped items. Better oils apply on more projectiles at a time)
- Drinking water from rivers, swamps and lakes will apply a poisoning stack per sip
- Toggle-able camera auto center on horseback (Must for controllers users) - Found in mod options
- Light armor now has 20% base armor. Heavy armor has now 20% less base armor (Heavy armor was over performing clearly)
- Tissue Resilience has been reworked, decoctions has been readjusted and brewing decoctions no longer consume the archmutagen (just the other ingredients)
- Archmutagen tiers can be used interchangeably when brewing decoctions
- Bolts can be retrieved just like throwing knifes (at a chance)
- Many bugfixes, qol and tweaks
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Version 5.7
- Updated scripts to W3EE 4.93 (includes all bugfixes and script improvements)
- Included Witcher Crossbows Overhaul mod and adjusted bolts and throwing knives damage to make ranged playstyle more viable
- Fixed numerous issues reported by the community (Ethanol claws, no synergy noonwraith mutagen, incorrect strings and skill descriptions, etc.)
- Reworked Trick Shot (25% armor penetration for ranged attacks instead of being able to shoot twice each reload). Added repeating crossbow in Toussaint just so that Archery Tournament can be completed.
- Fisstech has brand new using animation
- Puking no longer removes Decoctions and White Honey. Also puking induced via White Honey will not raise hunger, thirst and fatigue
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Version 5.6
- Mod is now compatible with W3EE 4.75
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Version 5.5
- Unified all hunger and thirst replenishment stats so that all foods are perfectly stackable now
- Horn of plenty should replenish hunger on use now
- Hopefully fixed the punch into perma drunkenness bug (reverted drunkenness script to the original and booze drunkenness is just a separate effect now and works as it did so you can still get shitfaced into a coma)
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Version 5.4
- Removed instances where certain critical attacks would apply permanent drunkenness effect on Geralt
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Version 5.3b
- Hopefully finally disabled wolfs dropping raw meat
- Fixed the annoying functionality of automatically opening Stash when pressing "i"
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Version 5.3
- Made compatible to W3EE 4.74. Hopefully this will be more future update proof.
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Version 5.2
- Compatibility patch for W3EE 4.62
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Version 5.1
- W3EE 5.52 compatible (worked anyway but now it contains some of the minor W3EE changes introduced lately)
- Disabled SlowMO while using Witcher Senses on horse back (just an inconvenient mechanic that needed to go)
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Version 5.0c
- Updated scripts to W3EE 4.46
- Fixed an issue with fast travel being unavailable on horseback (hopefully)
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Version 5.0b
- - Fixed compilations errors poppup up without AMM mod being installed.
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Version 5.0
- - Lore-friendly Toxicity Overhaul (with Trial of the Grasses skill changes)
- - Lazarus Alt Horse controls (Mount & Blade style) and reintroduction of Horse Attack Slow mo (on demand via heavy attacks)
- - Compatibility toggle with AMM mod (you just need to install AMM mod and have it at lower priority. No merging needed.)
- - Togglable no GPS
- - PN Hud compatibility with FHUD
- - Additional FHUD functionalities to show HUD during Meditation or Witcher Senses (Togglable)
- - Runes don't vanish when upgrading equipment
- - Togglable W3EE Combat Jog
- - Balance changes and vitality regen value changes
- - Heartbeat sound is tied to Adrenaline rather than Stamina, so if you hear Heartbeat, you can consider putting that accumulated Adrenaline to good use.
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Version 4.8
- Fixed Workshop and Grindstone animation (again). Remember that you have to unsheathe your sword before sharpening it on a grindstone.
- Overhauled Repair Kits: Only items above 80% durability can be repaired by Geralt himself, but using repair kits will apply the grindstone / workshop buff to repaired items. *EQ maintenance at its best*
- Overhauled Drunkenness effect: You can now drink until you puke and pass out. New camera effect included. Alcohol content matters.
- Added bandaging mechanics (with animation): When bleeding, Geralt can bandage himself using Linen, Cloth or Fabric, which will instantly remove 4 bleeding stacks. Can't be used in combat obviously. WRD no longer speeds up bleeding stacks removal, but Swallow received a nice buff in that department.
- Added bath mechanics (with animation): You can take a bath in shallow water (animation has to be enabled in mod options).
- Switched the big and ugly potion bottle to a lore-friendly little flask.
- Changed poison stacks duration logic a bit and added camera effect on 4+ poison stacks.
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Version 4.7
- Grindstone and Workbench animation has been re-enabled for W3EE.
- Geralt will no longer put away his torch when performing looting animation.
- It is possible to fill empty bottles with dirty water from rivers, lakes and even puddles. (new entry in input.setting required)
- The "shallow water" check for both Shallow Water Drinking and Getting Dirty Water has been rewritten to be a lot more forgiving (you can trigger it even in puddles - as long as you stand in water)
- Fixed the pure distillate yielding essences from contaminated ingredients.
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Version 4.6
- - DEFAULT mod PN mod options tweaked. I highly recommend to set all Primal Needs mod options to default AGAIN on every tab. - Overeating and overdrinking will correctly cause vomiting now and nausea. - Acquiring 5 poisoned stacks will cause vomiting and nausea effect. - Vomiting causes dehydration and increases hunger but nausea effect will not stop you from drinking clean water. - Vomiting correctly removed WellFed and WellHydrated effects. - Fixed some alcoholic beverages not inducing drunkenness effect. - Eating raw meats, raw potatoes or drinking dirty water can cause food poisoning (applies 1 poison stack) - Decreased weight of gems (they were too heavy for how small they really are) - Tweaked some strings in English and Polish to be clearer. - Fixed bombs and empty bottles being incorrectly assigned as items in edibles category.
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Version 4.3
- Added sugar, cherries. Tweaked alcohol recipes. Fixed missing strings. Fixed missing string files to support other languages than EN and PL.
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Version 4.2
- Hud bombardment fix
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Version 4.1
- Bugfixes
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Version 4.0
- Initial release
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Version 3.36b
- - Shields mod is no longer supported after ScoutBr0 revoked his permissions for us to provide support for his mod. in 3.36b you can still have shields mod installed, however all available armors will be completely unbalanced, dirt cheap and game breaking. Using Shields mod is not recommended with Lazarus 3.36b.
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Version 3.36
- - Adrenaline now starts degenerating after 2.5 seconds of not performing any offensive or defensive action (changed from 3)
- - Removed the additional Stamina and Vigor Regen buff from having high adrenaline (Adrenaline will still negate Stamina/Vigor regeneration malus from Low Vitality)
- - Hopefully finally fixed Stamina Regen bug. Apparently the new Adrenaline effect wasn't properly removed properly in some cases.
- - Reverted recent saddle changes to W3EE vanilla due to another Stamina bug. We will get back to these later.
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Version 3.35
- FIXES
- Fixed Counterattack stamina cost modifiers not being properly applied.
- FIXES
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Version 3.34
- FIXES
- Fixed Evade Speed not being properly applied.
- Fixed Fleet Footed Safe Dodge Angle display being incorrect.
- Fixed Counterattack Empowered Slashes display being incorrect.
- Fixed W3EE issues with Safe Dodge Angle not being calculated properly.
CHANGES
- Various changes to dodge system in light of the above bugifxes.
- Made heavy attacks, huge monster attacks, and especially wing attacks easier to partially dodge.
- Can no longer kick or bash counter huge monsters or specters.
- Increased stamina cost modifier for countering heavy and super heavy attacks.
- Heavy attacks by huge monsters can still apply bleed and poison through counters and parries.
- Bash counter is now modified by the targets stamina rather than their health.
- Axii Link success chance is now multiplicative rather than additive.
- Axii Domination success chance increase lowered from +5%/level to +4%/level.
- Axii chance no longer increases as the target's health decreases.
- Bleeding 'Blood Spray' visuals only play when hemorrhaging (13+ stacks).
- Changed Well Rested, Well Fed, Well Hydrated, and Adrenaline buff icons.
- Dimeritium Bomb DoT lowered from 100/150/200 to 20/30/40.
- FIXES
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Version 3.33
- FIXES
- Fixed Gourmet perk not affecting 'Well Hydrated' buff.
- Fixed a bug with the stamina value of 'Well Hydrated 1'.
- Potentially fixed an issue with run-away regeneration rates from food and drink.
CHANGES
- Altered the toxicity damage formula. Damage is slightly higher than before, especially as both toxicity and max toxicity increase.
- Lowered Tolerance to 5% toxicity damage reduction per level.
- Lowered Induction to 1.5 toxicity damage reduction per potion per level.
- Rubedo's vitality regeneration is now affected by toxicity level like other forms of regeneration.
- Rubedo's vitality regeneration now shows up on the stats panel.
- Lowered Tawny Owl toxicity from 50/40/30 to 45/35/25.
- Lowered Maribor Forest toxicity from 45/35/30 to 45/35/25.
- Further bleed tweaks and optimization.
- Increased the base chance of Geralt receiving a bleed stack.
- Performing finishers on alive but puppeted or confused human enemies now requires the target be below 50% health.
- FIXES
-
Version 3.32
- FIXES
- Fixed Sundering Blows poise reduction applying to fast attacks.
- Fixed Rend applying its full damage bonus regardless of charge time.
- Fixed LFE Runewright default Lazarus setting.
CHANGES
- Borrowed Yrden snare cooldown from W3EE 4.0 Beta. Rather than triggering once per trap, snare goes on a cooldown.
- Binding Glyphs now only increases the maximum snare duration, not the minimum.
- Increased the slowdown resistance of several stronger enemy types. This affects both the time it takes for Yrden to snare and snare duration.
- Increased the mental resistance of several stronger enemy types. This affects the success chance of Axii.
- Mental resistance now also reduces the duration of Axii, in addition to the success chance.
- Tweaked alchemy recipes to reduce rounding issues and more cleanly follow a 1:2:3 ratio for low/moderate/rich sources.
- Flood of Anger adrenaline boost lowered to 5%/level.
- Lowered Moon Dust Bleed Stacks to 3-5.
- Bleed Stacks 16 and above are no longer permanent, instead they have double duration.
- General tweaking of bleed stacks, damage, and timeout duration.
- FIXES
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Version 3.31
- FIXES
- Fixed Precise Blows tooltip.
- Fixed Enhanced and Superior Hanged Man's Venom being unobtainable.
- Fixed Cluster Bombs applying Bleed and Poison stacks. Please be on the lookout for other issues with Cluster Bombs.
- Fixed Mutagen Fusion alchemy panel not displaying item stats.
- Fixed Basic Mutagens having stats.
CHANGES
- Returned Decoctions to toxicity offset, but no longer has any impact on the toxicity of subsequent potions.
- Lowered Waning Glyphs damage increase to 30/level.
- Removed Geralt's base 25% bleed resistance.
- Devil's Puffball duration drastically reduced to 3/4/5 to account for poison stack changes, but raw poison damage increased to 400/500/600 per second. - DRINK CLEARANCE POTION AFTER UPDATING TO VERSION 3.31 TO APPLY THE FIXES CORRECTLY!
- FIXES
-
Version 3.30
- ALCHEMY OVERHAUL
- Enhanced and Superior items are now created based on the quality of the ingredients rather than the quality of the recipe.
- If all ingredients in a recipe are 'Pure' (yellow item), the resulting item will be Superior.
- If the average ingredient level is at least 'Quality' (blue item), the resulting item will be Enhanced.
- All alchemy ingredient quality levels and secondary ingredients rebalanced to support new system.
- All Enhanced and Superior recipes removed from the game.
- Added a 'Quality Lock' for filtering items as you cycle through ingredients.
ADRENALINE
- Reworked to reward active, aggressive playstyles rather than cautious, mistake-free execution, which is already rewarded by being able to maintain high vigor and benefit from all the associated buffs.
- Adrenaline secretion is greatly depended on the amount of surrounding threat.
- Very difficult to generate at full health but its secretion is exponentially increased the closer to death you are (up to 100% extra).
- A lot of adrenaline is generated by taking blows, performing gory executions and killing enemies.
- A little of adrenaline is generated by attacking and countering.
- Adrenaline is maintained by parrying (blocking).
- High adrenaline decreases bleeding resistance by up to 50% (due to raising blood pressure).
- Adrenaline negates up to 100% of low-vitality effects on stamina and vigor regen and attack speed.
- But there's a catch. You have to maintain constant assault and contact to make the most of it, otherwise accumulated adrenaline will begin to fall rapidly after 3 seconds of not actively fighting an enemy.
- Basically its purpose is to give you a fighting chance for an epic comeback through a last stand, but from that point you will have to play it out perfectly and quickly - otherwise a single blow or creeping in bleed will end you.
BLEEDING
- Now stacks up to 20 times. Bleeding will deal 7 damage per stack per second at base.
- Any physical attacks (including enemies) have a 33% chance to apply Bleeding (1 stack per fast attack; 2 stacks per heavy attack). This can be further increased by adding Bleeding chance.
- At 15 stacks bleeding becomes a hemorrhage and the stacks stops to regenerate naturally. At that point the bleeding deal additional 50% damage.
- Bleeding also weakens by applying a -1% attack power and -1% stamina regeneration per stack.
- Natural ONE stack regeneration is 60 seconds but be reduced down to 20 seconds while under effect of Swallow and to 4 seconds while being affected by White Raffard Decoction.
POISONING
- Now to primarily act as a potent debuff with some damage as an addition.
- Now stacks up to 5 times. In case of enemies it will deal 12 damage per stack per second. In case of Geralt it raises Toxicity by 1 per stack per second instead.
- Reduces stamina regeneration by 3% per stack.
- Action speed, attack power, and sign intensity reduced by 2% per stack.
- Graze Damage is increased by 5% per stack (less damage mitigation).
- Stack lifetime is 60 seconds but can be reduced down to 13, 10 and 7 seconds from using variety of Golden Oriole potions. Accumulated toxicity should be cleared with White Honey.
GLYPHWORDS
~Armor~
Deflection: Tier 1
- Armor deflects all arrows.
Heft: Tier 2
- All equipped armor pieces, except heavy armor, assume the armor value of a comparable heavier armor tier.
Levity: Tier 2
- All equipped armor pieces, except light armor, exhaust the wearer as much as a comparable lighter armor tier.
Retribution: Tier 3
- Returns 50% of incoming melee damage.
~Aard~
Acceleration: Tier 2
- Time slows by 30% for 3 seconds when casting Aard. Geralt's speed is offset.
Disintegration: Tier 3 - Aard 3, Axii 3, Reinforcement 3
- If a frozen enemy would be knocked down by Aard, it is instantly killed.
~Igni~
Rotation: Tier 1
- Igni is cast in a circle around Geralt.
Eruption: Tier 3
- Enemies killed by Igni explode, dealing 1000 fire damage and burning enemies within 5 yards.
~Yrden~
Absorption: Tier 1
- Enemies killed inside the Yrden ring restore Geralt's vitality and stamina. The higher the maximum health of the victim, the greater the effect.
Negation: Tier 3
- Blocks many magical abilities of enemies within the Yrden ring.
~Quen~
Invigoration: Tier 2
- Lowers the Vigor drain of Quen by 50%. The passive shield does not impede Vigor regeneration, and the active shield at max skill level does not passively drain Vigor.
Reflection: Tier 3
- Attacks that impact a Quen shield within a half-second of activation do greatly reduced damage to the shield, have their full damage returned, and stagger the attacker.
~Axii~
Propagation: Tier 1
- Puppet's duration increases by 2 seconds with each successful attack by the target. If an enemy affected by Puppet dies, the effect moves to a nearby target.
Hallucination: Tier 2
- When Axii ends, the target remains terrified of Geralt and will try to move away from him until they regain composure. Enemies will defend themselves, but not attack.
MUTATIONS
- Added replacement for Piercing Cold Mutation. Magic Harmony: Casting a sign strengthens your next cast of a different sign by 50%, following a cycle of Yrden, Aard, Axii, Quen, Igni.
WOLF SET
- First set bonus reworked. Countering attacks grant charges that increase critical hit chance. Max 5 charges. At max charges, your next strong attack uses all charges to ensure a critical hit, break the enemies block, and destroy shields.
SKILL & XP CHANGES
- Altered the skill XP curve. First few levels come faster than before, while the final levels take longer.
- Enemy slow resistance now contributes to how long it takes to be snared by Yrden.
- Updated several skill icons. These will not take effect on existing saves until you drink a Potion of Clearance.
- Reverted 'Attack is the Best Defense' to 10 second cooldown.
- Lowered Combustion burn chance bonus from +10%/level to +6%/level.
- Razor Focus now slows the decay of adrenaline by 4%/level.
- Flood of Anger now increases the generation of adrenaline by 10%/level and sign intensity per point of adrenaline by 0.15/level.
TOXICITY
- Lowered maximum impact of toxicity on regeneration rates from 60% to 50%.
- The effects of toxicity on regeneration is now exponential rather than linear.
- Combining both changes, the "break-even" point is 78%. If toxicity is below this level, regeneration is higher than before. If it's higher than 78%, regeneration is lower than before.
DECOCTIONS
- No longer use the offset system. Decoction overhaul is planned but until then this is a band-aid fix to make them more useful.
BOMBS
- Greatly expanded the number of abilities blocked by Dimeritium Bombs.
- Added a few vampire and wraith abilities to those blocked by Moon Dust Bombs.
- Grapeshot damage reduced from 2000/3000/2500 to 1500/2500/2000 but now applies 2-4 bleed stacks.
- Normal and Enhanced Northern Winds now only chill rather than freezing outright.
BOLTS
- Tracking Bolts removed from the game. Incompatible with bleed changes, and its role had no place in TW3 as released.
- Broadhead Bolts apply 2-4 bleed stacks.
MISC
- Attack Power on Horseback is now an attribute on Saddles, and removed from randomly generated swords.
MOD OPTIONS
- Added a new 'Lazarus' settings template available on certain option screens. These are the recommended settings when playing with the mod.
- Much harsher economy settings available in Lore Friendly Economy section.
BUGFIXES
- Fixed Frostbite stamina regeneration debuff being additive rather than multiplicative.
- Fixed Frostbite doing double the damage it should have.
- Fixed a bug where Counters and Parries did not drain stamina.
- Fixed a vanilla bug where the few abilities blocked by Dimeritium Bombs were never unblocked.
- Fixed Fast Metabolism applying twice.
- Fixed Warding Glyph not interrupting larger creatures.
- ALCHEMY OVERHAUL
-
Version 3.21
- Fixed Steady Aim and Lightning Reflexes reaching 100% timeslow
- Fixed Delusion not unlocking Rank 3 dialogue checks
- Steady Shot lowered to +25% crossbow damage
- Killing Spree now only triggers on melee kills
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Version 3.2
- Fixed Nekker mutagen displaying #statname instead of Evade speed
- HUD Damage numbers and applied statuses are now displayed in different colors (dealing fire damage is orange, applying poison is light green, chilling enemy and frost damage is light blue etc.)
- Added built in controller support for attack distance modifiers. Generally tilting your left stick forward to the max will change distance modifier to Long, being about half way through sets it to Medium and performing attacks from neutral sets Short. Controller distance modifiers options can be adjusted to your liking in mod options.
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Version 3.1
- Hotfixed a problem with generic mutagens not granting research points towards mutation
- Offense is the best defense perk nerfed a little bit (recent change made it too strong)
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Version 3.0
- Too many changes to list as mod update. Please read the 3.0 changelog or the entire mod description.
- MAKE SURE TO USE CLEARANCE POTION when updating to this version. Otherwise the skill changes won't be applied properly and your game balance may become broken. Not recommended for playthroughs that already unlocked Mutation panel.
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Version 2.7
- - Extensive fixes within new Mutagen Overhaul (missing attribute strings, stat display, skill bonus calculations)
- - New items added: 6 variants of Silver Bolts which can be purchased and crafted. Silver bolts will outperform regular bolts when fighting monsters. Regular bolts will no longer hurt Ghosts, Vampires and Cursed creatures
- - All objectives on map mod is now merged into this mod. No additional install or actions required
- - Immersive camera mod is now supported via scripts (you still need to install modImmersiveCam but delete the scripts folder from its content folder afterwards)
- - Minor W3EE bugfixes (like no skill bonus for dodge angle etc.)
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Version 2.6
- Now all monster mutagens provide different stats with randomized values. Generic non-monster mutagens provide no bonuses as their purpose is primarily in being secondary ingredients in mutagen refinement process and for brewing decoctions
- Refining a mutagen you like essentially re-creates it so that it has its statistic re-rolled. You can refine your mutagens until you are satisfied with its bonuses or you run out of ingredients.
- New recipes (including recipe for diluting better mutagens into several lesser mutagens) can be bought in Oxenfurt, Novigrad and after Master Alchemist quest in Skellige. You need recipes to refine your mutagens.
- S19 Alchemy skill has 5 levels and provides 10/20/30/40/50% stat bonus for slotted mutagens. Skill linking is DISABLED and skill slots are permanently LOCKED so that the tedious skill linking process does not discourage you from switching mutagens on the fly to better match your stat needs.
- Compatibility with LHW3EE is NOT guaranteed. You may need to merge the scripts manually instead of just overwriting them.
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Version 2.5
- - Hotixed WRD (increased healing a little bit. Decreased Toxicity at level 1 and level 2. Decreased the vigor penalty from 66% to 50%)
- - This is the last version compatible with W3EE 1.30 final. My mod will be almost entirely merged into W3EE 1.40 but i will keep updating the W3EE as a platform for testing gameplay improvements and balance changes. Thank you guys I wouldn't be able to do that if not for your support!
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Version 2.4
- - Removed Freeze chance from level 3 Gryphon Silver Sword (bug)
- - Fixed the raw meat toxicity so that the meat stacks more properly
- - Added Infused dust as crafting ingridient for crafting runes. Increased Greater Runes overall price and crafting prices just enough to make you care about decent upgrades
- - Nerfed the burning rose armor a bit (defensive stats were defenitely not matching how the armor looks)
- - Decreased prices of all repair kits as I felt they were used mostly to sell for money with very little necessity to use for actual repairs.
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Version 2.3
- - Reuploaded 2.2 as 2.3 because Nexus choked on the 250kb file for some reason
- - Winter's blade Armor piercing lowered, but the sword received some innate Frost Damage. Overall its balance remains pretty much the same.
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Version 2.2
- -Removed a bug withing White Raffard Decoction script that was granting invulnerability for the level 3 elixit effect.
- Despite the huge changes and nerfs, White Raffard Decoction still acted and was perceived as Swallow on steroids. Rebalanced and tweaked the potion so that it's a multipurpose potion, not just portable ambulance. White Raffard Decoction will behave now as multipurpuse potion intended for combat:
- - Increases the toxicity quite heavily. This allowed to achive an effect in which for first few seconds after drinking the healing effect will be trying to fight off the accumulated toxicity damage (so the healing of WH now speeds up over time, unless you drink it from 0 toxicity of course). But if you did not drink the potion from neutral then it can be used as a Toxicity boosted in fights, because it's toxicity drops quite rapidly and will return to a safe level within 30 seconds, giving a real opportunity to use the skills from the Grass Trails tree.
- - Healing effect is stretched over 30 seconds, but overall healing may seem lower due to initial toxicity damage caused by the infusion. Healing is amplified by Geralt's blood circulation, therefore the healing out of combat is lower.
- - Now also slows down vigor regeneration by 66% for the duration. (previous stamina penalty was relevant only for Heavy Armor users)
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Version 2.1
- - Toned down Winter's Blade frost discharge effect. Left the ice spikes generation but removed the weird looking snow FX effect that does not react to lighting or shadows - looked really out of place.
- - This version has a separate script folders for W3EE and LHW3EE so just make sure you use the scripts for the version you primarily use. They can be either overwritten or merged manually.
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Version 2.0
- - Stripped - Gryphon Silver Sword from Shock and Frost damage and effect, leaving it with only Ethereal and Fire (adjusted the numbers to compensate). It just looks the best and feels the best. No need for a wall of text.
- - Changed the cooking recipe for Fried meat from Raw Meat + Mushroom to Raw Meat + Ranogrin to make the meat cooking more available on the road. Also eating Raw Meat now builds toxicity. Changed Fried Meat Food Quality from 3 to 2.
- - Greater glyphs and runes are no longer available as loot. They can be only bought from vendors or crafted (crafting Greater runes and glyphs will now require an additional ingredient in form of a gemstone corresponding to the crafted rune/glyph). Crafting is fun! Try it out!
- - Fixed inconsistency where some level 3 potions would not require pure distillate to brew.
- - Have you ever seen a werewolf trying to make a swing over 4 seconds or jumping at you in retarded slow motion? I'm Currently reworking the awkward looking animation slow applied by Yrden and freeze (especially when they stack). This is because applying these effects late-game is trivializing even the toughest boss fight as your reaction time becomes irrelevant when enemy attack animation is stretched enough so that it looks immersion breaking and plain stupid. So first i nerfed the Yrden slow (just a little bit until someone more competent in scripting helps me. Eventually, I want yrden to slow TIME but not the enemies. This sign has enough going for it anyway) and then I completely reworked the Freezing effect so that instead of applying an awkward looking 10 seconds animation slow, freezing your opponents will actually FREEZE THEM SOLID (wow!) for 2 seconds. This mechanics not only looks better but it rewards your for seizing the opportunity in laying an offense against a frozen target (you snooze you loose). So feel free to trigger a quick Rend or whirl into your enemy face if you see him getting frozen.
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Version 1.9
- - Decreased food drop chances for human enemies even further. It was nerfed quite heavily but still not nearly as it should be. This should feel better as you should not be able to accumulate more food than you can eat while constantly eating. You should be forced to sometimes BUY food. Send feedback if you still receive more food than you can eat.
- - Minor fix to improved Undvik armor (given by Yoana) equip template.
- - All Undvik armor pieces purchasable from Skellige received 2 rune sockets each. This is because other relic armors provide very similar defense but also give additional bonuses, while having sockets. They were simply outclassing the beautiful Undvik armor. Just merely trying to decrease the gap a bit.
- - Reverted the bolt projectile speed back to vanilla. Need to see how it performs with the improved angle. (Some guys were saying that it feels like the bolts were missing more with the better angle and speed. I personally didn't notice that but decided to investigate anyway)
- White Raffard Decoction, despite not being instant heal but rather a 8-6 second burst heal, still felt like the "OH SHIT I MESSED UP POTION". Nerfed the overall heal from 100% of your vitality to about 75% and stretched it's effect from 8-6 seconds to 20-18 seconds. Decreased the offensive stamina consumption malus from 50% to 20% for the potion duration to compensate. Now you can't really spam this you cheesy bastards as the effect will simply overwrite itself.
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Version 1.8
- - Rebalanced Witcher Gryphon School Steel and Silver swords. Steel is more spellcasty, Silver is more offense slashy slashy on-hit effect (elemental blade). They now complement each other. And Silver sword also complements Gwyhyr.
- - Nerfed food healing. Removed the LHW3EE instant vitality chunk heal on consumption and nerfed the overall healing a bit. Fixed a missing xml preventing from beverages and solid foods being stackable.
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Version 1.7
- - Various fixes to ensure that game does not spawn NG+ versions of items
- - Sorry about the frequent updates and hotfixes but the mod became somewhat a beta-test platform of the changes before they are incorporated into base W3EE mod. Feedback regarding witcher gear balance, potions and loot variety is appreciated
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Version 1.6
- - Sezon Burz mod support is now included. My mod will automatically tweak your Sezon Burz set and increase its price.
- - Yoana now gives you an improved version of Undvik armor (chest piece) instead of a crappy witch hunter armor. If you previously received that witch hunter armor, it will magically turn into the new and awesome armor from Skellige. So pray that you didn't sell it
- - Reverted all the changes I did to other Witcher swords. The swords tweaking requires a different approach.
- - Adjusted some stats within the Griffin pants and the starting witcher gear
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Version 1.5
- - Adjusted Shields mod support by making all new Grandmaster Witcher sets and Wild Hunt Armors available only through Grandmaster level crafting. The schematics can be purchased from Yessica
- - If you had already purchase any Phoenix, Stag, Raven, Wild Hunt sets, please notice that their armor value will become overpowered due to changes I made to make these items craftable instead purchasable. It is advised to either salvage or sell these item and just craft new ones from schematics. It had to be done, because having these items just ready for picking at the beggining of the game was absolutely game progression level braking.
- - Wild Hunt swords can be salvaged for crystalized essence (very important crafting component when crafting Wild Hunt Armor)
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Version 1.4
- - incorporated Shields mod support. Just have the DLC from shields mod installed along with your W3EE and my mod will tweak the armor stats and fix the lore-friendliness and economy
- - balanced some potions for a test. Buffed some barely used, least popular pots. Cat received a hidden evasion_speed modifier which will do nothing until new version of W3EE comes out
- - Did some further love and rebalancing of Witcher armors. Now with 3 new sets from the Shields mod Raven, Stag (wanderer) and Pheonix (Warden). More info on witcher armors in the new table attached as an image to this mod
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Version 1.3
- Restructured scripts folder because version 1.2 wasn't merging correctly (Big sorry to anyone who didn't get it to work because of that)
- Reduced food quantity as drops from humans. Hopefully (improving immersion- especially for those who play with Primal Needs mod)
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Version 1.2
- - Bolts are no longer flying like fired from a Nerf Gun. They fly faster and don't lose altitude immediately after leaving the crossbow. Happy hunting
- - Fixed incorrect attack speed stat for Cat steel sword lvl 1 and lvl 2 (it was supposed to be 6% not 60%)
- - Extended the loot by a chance of obtaining some bolts in your chests (Highest tier bolts are still avialable only via crafting). I noticed that even with the intruduction of valueables, the loot pool was still not varied enough and it was way too frequently dropping horse saddles and other equipment
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Version 1.1
- - Enabled WellHydratedEffect which allows you to stack Well Fed and Well Hydrated buffs. Beverages last shorter and regenerate less vitality than solid food but suffer no in-combat regeneration penalty and also allow you to regenerate stamina a little bit faster. (5% to be exact at the quality beverage, which aren't so easy to come by.
- - Gave viper armor some much required love and attention. It's a medium armor that allows you to dodge a little better at the cost of defence(be more slippery!). Oh and the gloves help you poison your opponents.
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- Author's activity
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March 2021
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24 Mar 2021, 1:24PM | Action by: Charan666
File added
W3EE vanilla 4.93 [version 4.93]
January 2021
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07 Jan 2021, 11:15PM | Action by: plasticmetal
Changelog added
Change log added for version 6.51
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07 Jan 2021, 11:12PM | Action by: plasticmetal
File added
W3EE Lazarus Project [version 6.51]
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04 Jan 2021, 6:04PM | Action by: plasticmetal
Changelog added
Change log added for version 6.50
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04 Jan 2021, 6:03PM | Action by: plasticmetal
File added
W3EE Lazarus Project [version 6.50]
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04 Jan 2021, 3:12AM | Action by: plasticmetal
Changelog added
Change log added for version 6.49
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04 Jan 2021, 3:11AM | Action by: plasticmetal
File added
W3EE Lazarus Project [version 6.49]
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03 Jan 2021, 6:47PM | Action by: plasticmetal
Changelog added
Change log added for version 6.48
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03 Jan 2021, 6:46PM | Action by: plasticmetal
File added
W3EE Lazarus Project [version 6.48]
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01 Jan 2021, 9:17PM | Action by: plasticmetal
Changelog added
Change log added for version 6.47
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01 Jan 2021, 9:17PM | Action by: plasticmetal
Changelog added
Change log added for version 6.47
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01 Jan 2021, 9:14PM | Action by: plasticmetal
File added
W3EE Lazarus Project [version 6.47]
December 2020
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19 Dec 2020, 1:49AM | Action by: plasticmetal
Attribute change
Mod version changed to 6.46.
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19 Dec 2020, 1:49AM | Action by: plasticmetal
Changelog added
Change log added for version 6.46
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19 Dec 2020, 1:47AM | Action by: plasticmetal
File added
W3EE Lazarus Project [version 6.46]
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18 Dec 2020, 10:35PM | Action by: plasticmetal
Changelog added
Change log added for version 6.45
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18 Dec 2020, 10:30PM | Action by: plasticmetal
File added
W3EE Lazarus Project [version 6.45]
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10 Dec 2020, 9:07PM | Action by: plasticmetal
Mod image added
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10 Dec 2020, 9:07PM | Action by: plasticmetal
Mod image added
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10 Dec 2020, 9:07PM | Action by: plasticmetal
Mod image added
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May 2025
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