The Witcher 3

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DaVincix

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DaVincix

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About this mod

Epic Lore Realism Gameplay Overhaul - the lorified, more plausible, challenging and immersive experience. For the "Classic" version (1.32).

Requirements
Permissions and credits


              
Prelude

Geralt of Rivia, the reknown witcher 'the Butcher of Blaviken', obviously got some Amnesia once again.
So it happened after the adventures within the Assassins of Kings stories, where he gained back a lot of his skills.
Nothing is really known about this new skill loss. Mutation and alchemy sideeffects?
 
It might also have to do with his love affair with the charming sorceress Triss Merigold?
And then his re-occuring rememberance to whom his love actually belongs, namely Yennefer of Vengerberg?
Pretty sure magic connects the both. Or was it caused by something else? Does it get revealed? Perhaps.

And what's more? Misfortune never comes singly!
On the way to Kaer Morhen, Geralt was entirely robbed out by a large group of heavy armed mercenaries.
An antique set of armor and witcher swords, but of solid basis, were available as quick replacement.
As well, Geralt took his earlier in Kaer Morhen deposited Crowns reserve into his pockets.

Anyways, Geralt is searching for Yennefer, his fatherly friend Vesemir at his side. 
They found out she is underways through war shattered regions.
Lately the battlefields of Temeria ...



In the upcoming adventures, the Witcher is anew challenged to prove his swift learning capability.
And with what is before him, he might have to go some unusual ways to get things done.
The lore friendly tweaks story shall help him ...







More than the lore way to play The Witcher 3







I.  I N T R O D U C T I O N

Lore Friendly Tweaks supports like no other the opportunity to play a lore-friendly Geralt in the witcher game universe. It's a major overhaul mod that improves the gameplay immensely and this in a unique style and atmosphere.

At the start of the plot our witcher does not carry the common quality gear but the master quality, as well as that he is not a beginner along vanilla's RPG rookie balancing.

An initial focus of the mod is to realise a way harder economical life for Geralt in wartimes of the Wild Hunt phase.
On the other side, Geralt gets rewarded with a lot knowledges. This mostly plot related, simulating that he remembers lost abilities during experiences in a more believable way, as well as receives plausible items from characters along his adventures.

The modification makes true what lore background as common base, former title consideration and especially The Witcher 3 world and atmosphere design suggests, but wasn't realised in the vanilla gameplay. 


Summary
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LFT is the most lore friendly, deep and complete gameplay overhaul available on the web for The Witcher 3.

The project
lorifies, improves and fixes the gameplay, makes it plausible, gives it a proper and challenging balance, adds countless features throughout the whole game parts and greatly increases the immersion.

A huge in-depth overwork, worth hundreds of single mods, put into a unique conceptual balance design with lore realism as core: C
asting the role of a genuine Geralt of Rivia in a believable witcher universe.

Read under the Articles tab of the page for
some details of this overhaul.

To getting the best out of the game, the combined application of the mods in 'Other Mods' section is much recommended.





How to use the available links on this modpage: Right-click, context menu, choose "open link with other tab".


 
II.  I N S T A L L A T I O N

Requirement: The Witcher 3, v1.31 or v1.32. Wild Hunt including all free DLCs, expansions Hearts of Stone & Blood and Wine.
From Steam or GoG doesn't matter.


I. Download and save the "LFT.zip" file to a preferred location.

II. Unzip (extract). Result: A "Lore Friendly Tweaks" folder and "Readme.txt".

Requires an archive program installed, for example: 7zip (recommended), Winrar or Winzip. And according knowledge how to extract compressed files.

III. Open "Readme.txt". Follow instructions.



What should be known? (push "show")
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A. The Witcher 3 directory: The location of "mods", "bin" and "DLC" folder.

Example path (default): C:\Program Files (x86)\Steam\SteamApps\common\The Witcher 3

Better is generally a "Games" directory outside of "C:\Program Files...". I have the game residing in "E:\SteamGames\steamapps\common\The Witcher 3"


B. The Witcher 3 folder in Documents: The location of the "input.settings" file.

Example path (default): C:\Users\...\Documents\The Witcher 3



C. Following Community Patch files are needed with LFT: BASE and Shared Imports.

Install them along its own instructions.


D. Script Merger is needed.

Look further below at 'More information', when new to this theme.


E.
A lot mods are integrated in LFT.

B
rowse 'More information' for some related info.





F A Q


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Can i use a vanilla save or a save from another mod setup?

No, this mod
requires a fresh game start.

"vanilla" = unmodified original game


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Is there a game menu setting, that i should avoid by all means?

Yes, do not play with "Enemy Scale" active in the game menu. It is off by default.


--

Can i play all W3 game modes?

No. The quick starts with HoS and BaW as well as New Game Plus (NG+) are not supported.

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I would like to keep my current mod setup. Can i do that?

Yes, you can.
Rename your "mods" folder to for example "mods_disabled" or whatever differs from "mods"
.
Also check your DLC folder for DLC folder mod files, eventually store them away.
Then make a new "mods" folder, and use that for the LFT installation.
The game always reads from "mods" folder. So switching between different mod setups is possible, using respective game saves.

Usage of a blank "mods" folder is also the safest way to install LFT and corresponding mod files.


--

The page has quite a lot information.
Do you need to know all the descriptions before downloading and installing?

No. You can also download and install the mod along the instructions (txt files within LFT download).
And checking back later at the sources on this page, just when needed.
In other words: When you are used to install W3 mods, you can go straight for downloading the file. However you should look at least into the 'Other Mods' section of this LFT page, especially the "Complementary Mods
" and also further below there.



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Is the installation hard?

No and yes.
It's basically copy and paste, manual installation.
Easy for W3 mod users and fairly easy for W3 mod beginners when already used to apply game mods.
Hard for players of games new to mods and no data affinity; but still feasable, as every mod user once started such things.
Note, i can't offer help when you use/need mod manager tools, as i always apply manual installation.


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Is LFT recommended for me, when haven't played the game for a long time or not at all, or when i'm an average player?

It is helpful to have played Wild Hunt at least one time through
. This is but no requirement. The only kind of requirement, rather
recommendation: Affinity for lore friendly stuff and according playstyle
for a best immersion. Plus an average IQ might be helpful, too.
It's okay for "average" players, when understood in the sense of limited time for playing. "Average" in the sense of playing generic fantasy, i.e. when no preference for lore realism and related witcher world immersion: Better choose other mods.


--

The mod is tagged as "Compilation". Is it a compilation of mods only?

No. It comes with a lot mod integrations though, seamless implemented. See 'Credits' section. When there are mod integrations not liked at all, then better do not apply LFT. On the other side, when you like them anyway, then a lot installation/script merge "trouble" is saved for the LFT user, a big advantage. See also 'Articles' to understand better, why those mods are there within LFT and in what way.

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Are there other mods, that i should have with LFT?

Yes. Check out 'Other Mods' section.

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Do i miss something, when i do not install those "Complementary Mods" from 'Other Mods' section?

Yes. They are very relevant for the balance with LFT.

--

Should i install LFT updates as soon as available? Do i miss something when i don't?

Yes, updates are there for a reason. Yes, you will miss relevant stuff (content additions, improvements, fixes).


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As for "overhaul", are other gameplay overhaul mods like fe. W3EE or Ghost Mode compatible with LFT?

No, this can't work.
This is also valid for all submods or any mods that were made with those other gameplay overhauls in mind.

Likewise not compatible are other overhauls of gameplay aspects (like fe. combat, skills, alchemy, edibles, any items, and more).
See also 'Other Mods' section and 'Articles' for this theme.


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Can i use xyz mod with LFT?

Possible. I at least use far over 200 mods with LFT.

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What's with Gwent mods in particular?

Check out 'Other Mods' section.

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Vanilla fixes?

Basically, LFT can be understood as huge fix and amendment of the vanilla gameplay. LFT fixes by default a lot of files natively. And with mod integrations like FCR 3 and many other, see 'Credits' section.
For more essential fixing and improving mod contents compatible with LFT, c
heck out 'Other Mods' section.

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Should you read the comments in 'Posts' to getting relevant info?

No, not really.

--

Trouble with Primal Needs (integrated mod in LFT)?

Check below "More information", hints about integrated mods.

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And else when i have the time, where can i read about content details?

Descriptions in Articles.

Info about integrated mods, the 'Credits' section
(list, links).
For more details the Documentation folder (download).




More information, mostly about installation aspects (push "show")

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Further basic infos

LFT installation requirement and process:


The mod installation must be done on a working vanilla game, version as mentioned above.

It is then simple copy and paste with easy-to-follow instructions.

A mods folder that contains already mods works as well, just when those are compatible. Logically, re-running Script Merger is duty then.

New to W3 mods? Note, a "mods" folder does not exist by default.
No worries, that "mods" folder comes with the LFT mod files, also the "bin" and "DLC" folder.
Btw., the LFT installation does not change vanilla data. Breaking the original game is impossible.


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Updates:

Changes are cumulative and save friendly with saves from the LFT started game (except when explicitely otherwise mentioned).

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Support:

Only given when updated to the newest version.


--

Play modes:

No file support for
New Game plus (NG+) and HoS or BaW quickstart.
Thus do not play NG+ or HoS and BaW quick game starts with LFT.

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Changelog:

For version 1.0 until present version with Downloads (Documentation folder), because way too massive for the page.

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Tools, Compatibility and Priority


1) Script Merger for merging script mods with each other and with script codes from LFT.
Do not script merge the xml files (Bundled Text) from LFT! You would break the LFT mod, if you do.
Simply ignore xml file "conflicts" in Bundled Text window of Script Merger, no exception. 


I apply the Script Merger v0.6.2, works well for me since installed ages ago.
Plus i highly recommend Script Merger updated to the Script Merger Unofficial Patch version. 

Advice:
- Apply the Script Merger after every mod update as part of a update routine, serves as general control.
- As one update routine part: In case the RedEngine parses the scripts and the gamestart reaches the game menu, exit the game!
And relaunch the game. Then load a LFT save and play. This is an important preventive measurement.


2) Go for the Mod Limit Fix. Alternatively apply Mod Limit Adjuster (i'm using this latter one, and recommend it).



In case somebody applies Mod Merger, do not mod merge the LFT modfiles, no exception.


And don't confuse script merge and mod merge.

Additionally, i recommend the following programs: 7zip for compressed files. And Notepad++ for example for .txt, .xml, .ws files and diverse other files, that can be opened/edited with a text editor. They are free but very capable.


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Compatibility:

Not compatible with other gameplay overhaul mods and almost every mod with xml files.
Else, much compatibility is given.
I'm using 200+ mods aside to the LFT mod files (s
ee 'Other Mods' section).

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Priority (load order):

When playing with diverse mods, load order is an important aspect.
For playing LFT it is very relevant to have the LFT main mod folder above all other mod folders. Highest priority is requirement.
Except "Compilation Trigger" (from Community Patch) and "Merged Files" (script merge result) with priority above LFT main mod folder.

The mod folder names provide that by default though, so it does not need any extra action. Further below is a link with according images.

But how to manually change load order (priority) of mod folders, simple and quick?
Few common examples:
Rename folder "modalpha" to "modzeta". Priority is much lower now, alphabetical.

Rename folder "modalpha" to "mod0alpha". Due to the 0 number, it will get an even higher priority.
Rename folder "modzeta" to "mod9zeta". Due to the 9 number, it will get an even lower priority.
Alphabetic and numeric mod folder name combinations for simple and quick prio settings.
For a better readability and still quicker folder name editing, i'm using this structure: "mod000_abc_xyz" (numeric, alphabetic order).
That's really not witcher-work ;)

In regard of LFT and other mods, there is basically nothing to do as user within this theme. Because mod names provide the needed load order.
Everything here stated is extra info, when somebody puts hands on mod names and manages load order manually.

For the case, a user changes mod names and such mod contains script (.ws) files, re-running Script Merger is required. All other mod files can get name changes at every time, just without re-running Script Merger.

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Script Merger application:

When using other mods and LFT (or any other overhaul mod), with running Script Merger, a lot "conflicts" will be shown. Aside to "Bundled Text" window (xml files, see above), there is "Non-Bundled Text" which is listing all non xml files. First mod file in lines with same files takes priority, overwrites. Simple as that.
Decide the priority with mod name change, if needed. Ignore "conflicts" when it is not script (.ws) files.
Understand that the Script Merger tool is basically for merging script (.ws) files on the right side of the window. And secondly for getting an overview of the priority of other used mod files, left side of the window. You don't script merge any Bundled Text files nor Non Bundled Text files.

That said, advanced users or modders can manually script merge/merge diverse files. But this is merely no theme for the normal mod user with Script Merger tool and LFT. In other words, everything is good and works properly, when proceeding as described.

According images on Imgur.com:
Script Merger: Script Merger done
Mods folder: mods
DLC folder: files

(click on them to enlarge)

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LFT "Addon" files:

There might be LFT "Addon" release files (possibly only temporary, optional or hotfixes). Those are exceptions from the above mentioned load order.
"Addon" means here literally "add it on" the LFT main mod folder. In other words: They shall have higher priority than the main LFT folder. But remain still below the CP
"Compilation Trigger" and "Merged Files". The "Addon" mod names provide that also by default, so no fuzz.

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Integrated Mods

Check the Credits section at the bottom of this page for integrated mods.

However, the download folder contains a list of integrated mods, too. Thus you can check that also when offline.

Primal Needs (PN), specific hints:


- Make yourself familiar with PN functions and its screen indicator (UI), rather called "HUD". It's basically explained on the PN page there.

- Important game menu settings for PN: Check Options, Video, then HUD Configuration. "HUD" must be active, as well as "HUD Tipps"! I think those settings are default vanilla, so this here is a preventive hint. Other settings there are not PN related, free choice.

- LFT is designed to play with PN features active. The PN mod menu but allows to disable single features or even all of them. However, PN delivers RPG contents for the game that should have been in vanilla. Thus playing the game without PN active is like "Easy Mode" or like "soup without salt"! Anyways, it is a core part of the LFT mod design. If you don't like PN, then better choose other mods.


Common hints:

- LFT has some mod menus from integrated mods. These are behind one extra 'Mods' button. So if a player has two such 'Mods' buttons in the game menu under Options, then the other one is from other installed mods.

- Short-keys and other things regarding integrated mods are explained in the LFT folder, "instructions" and "info" txt files.

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Performance

As for massive code editing and code additions, as well as many added icons, the game start loading can take a tad more time.


In regard of in-game loading, i don't experience any LFT related issues.
This mod contains no files that drain FPS, ie. no heavy textures. Also note, the 'Fast Stash Menu' mod is integrated already.

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Strings

The LFT mod works with every game localization (W3 language version). Original game strings are not changed.
This has pro's and con's, as follows.
A big advantage is a general compatibility, it just doesn't need any such strings patches. Another one, a really huge workload is saved on my, or the modders, side. Thus the focus of the modding work has been playing, then actual gameplay modding, playtesting, adjusting and then releasing the results.
Disadvantage is, that many added items (when based on vanilla items) have the same item name. The latter normally doesn't matter, because those items apply other icons (exclusively new added ones), have different "quality" icons (grey/none, blue, orange, etc.) and different categories. So they are quite easy to identify on first glance in the inventory or elsewhere in the world. Likewise they are auto-sorted accordingly in the inventory and the stash.
   


As follows mod parts from integrated mods with custom text translation, speak, exclusively added .w3strings files:

a) Primal Needs (PN) mod menu and some item terms & item descriptions. Translations provided: cz, de, en, fr, pl, ru.
Do not use other PN translation (strings) mods, they are incompatible with LFT
(because PN is uniquely customised).

b) Meditation UI mod menu. Translations provided: cz, de, en, fr, pl, ru.

Non-translated strings from mod integrations use the english strings translation.
In other words, there aren't empty lines, regardless which W3 game localization is used. Just in case that happens though with your localization, easy customization is possible, as follows: Copy the according "en" strings file, and exchange that "en" part of the strings file name to your language abreviation for .w3strings files. So those at least have a name/description in English language in the game.


Feel free to provide the strings file translations to your language for according mod parts and send me the file (will be credited). Or make an own mod page for this purpose (no objections).







III.  O T H E R   M O D S

Recommendations, compatibility and related information (push "show")
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Sub Sections:
A. Complementary gameplay mods and basic fixes & improvements
B. Compatibility, categories and recommendations
C. Incompatibility, categories and exceptions

Regarding all here listed mods: An installation should happen after the LFT installation. That is at least the basic recommendation for an installation-order, just first the gameplay overhaul mod as "mothership", afterwards all other mods.
Edit: Since the Next-Gen version 4.0 is out, take care to choose the right mod version, when a mod offers a "Classic" and "Next-Gen" edition.


A. Complementary gameplay mods and basic fixes & improvements


Complementary gameplay mods


Following gameplay mods by Partoutatix are compatible and must-haves with LFT.
T
hese mods are like LFT of gameplay-fixing character, and thus are complementary to LFT's modding aspects. They were applied parallel to the LFT development, thus part of the balancing, so don't miss them!
Install them along its own instructions (consider hint below). Then run Script Merger, auto-solved.
Three of these mods need easy to apply LFT patches (in LFT Patches folder *, with Readme.txt).


Alchemy, refill:
Simple Alchemy Refill  (SAR Herbs Version 1.2) *

Economy, prices deleveled:
Deleveled Gear Prices *
Cheaper Lore Friendlier Shop Prices
Cheaper Repair
(I use v1.0, without mod menu)
Cheaper Runewright
Cheaper Corvo Bianco

Loot items:

No Junk Weapon Drops (I use v1.1)

No Duplicate Relics
Note, while there shouldn't be any relic sword/armor/horse loot item duplicates in LFT, that mod might help in regard of such relic shop items, when the game engine applies according quasi generic item spawns for shops. This mod is rather an optional recommendation.

Enemies, non-quest monster spawns:

Monsters Come Out At Night *

Hint: Do not use other mods from above mentioned aspects. It is indepth content of LFT. Thus can break the gameplay and cause bugs, if you do. This concerns also and especially other mods by Partoutatix like from his LEGO compilation.

Further highly recommended gameplay mods, by different other modders, as follows.


Roach gameplay:

Thoughtful Roach

Less Magic Roach

Holster utilities, accessoires:
Wearable Pocket Items

Accessory Slot Mod

E3 VGX Bearbag *

Hoods *

* optional LFT gameplay patches available (in LFT Optional folder).

Special weapon gear handling:
Swords on Roach

Crossbow and Torch on Roach (makes good sense for the crossbow).



Basic fixes & improvements

Huge collection of fixes, improvements and re-enabled contents
:
Bug Fix Ultimate Collection
Called now "Brothers in Arms", short BiA, compatible with load order below LFT (lower priority than LFT).
BiA comes with different folders. The usage with LFT would be as follows:
- BiA main mod folder, calling "modBugFix__MasterCollection01": This is the most important and original BiA mod file. Drop it into the mods folder, ready. No merge nor do anything else with this file, except a custom load order with other mods!
- BiA xml folder: Do not use this file with LFT! LFT is p
re-patched, according xml contents and item icons are part of LFT.
- BiA scripts folder: Recommendation, don't use this file with LFT!

- BiA DLC folder: Recommendation, don't use this file with LFT!
As short summary for LFT with BiA: Use the main file "modBugFix__MasterCollection01" and good (update that file with new BiA releases).
Edit: BiA got another file structure with v8.0. I didn't have opportunity to check compatibility. Recommendation: Keep the here suggested priority, and merge scripts only.


Fixes quest location icons, complementary to BiA's collection:
Novigrad Crest in Journal Restored

Quasi fix, restored content:
Witcher Lore Collection (
WLC, compatible with load order below LFT)
Drop into the mods folder, ready. Do not merge the xml files, LFT is pre-patched with according necessary xml entries.

Very essential:

Fix Stuck Quest Items

Ground fixes:

No Stair Rolling (a classic)
No Fall Damage (just needed, also a classic)


Several essential mods:
Enable Mimics (Lip Movement and more, i would not recommend the shadows version)
Screen FX Removal

No More Glowing (NMG)
Unseen Monsters
Jump In Shallow Water
Vampires Have No Shadows

Sounds:
Quiet (compilation of certain sound mods, for me has big fixing character)


Camera base fix:

Remove Camera Shake and Bobbing
There are more such useful camera&animation "fix" mods (use the Nexus search function).

World situation (very essential, a duty mod for me):
Consequences Of War (proper Wild Hunt endings, application post Wild Hunt)

Diverse fixes:

Besserwisser's Patch (do not use a FCR3 patch file, FCR3 is integrated in LFT; put Besserwisser on a low priority; script merge the script files, not the xml, ignore "conflicts"). I personally use still v2.0 No Armors Edition; works properly without giving any headache.
Edit: See also above my "Edit" about BiA. As Besserwisser now included in BiA, that means logically it can be skipped to install (when BiA 8.0 or higher gets installed).

Various more newer fix/restored content mods:
Harbor Names Restored

Levelup Fix
Omelette Quest
Restored Content - Ciri's Fate
(but not really compatible with the following rendering mod)

Realtime rendering:
Immersive Real-time Cutscenes

Other improvements:

World Map Fixes (as mod title says; no load order relevance)

LOD:

LOD Bug Fix Collection (as mod title says; put on very low priority)

Edit: There are newer and better LOD overhauls released now, fe. by Scoutbro. Recommendation: Check that out.

Adrenaline/signs, kind of fix:
Adrenaline Burst Fix

Torches gameplay (realism improvement, nice to have, when using torches):
Realistic Torches


Extra file "fix":

Merged Free DLC - Mod Limit Fix (very optional; i'm using it, despite applying Mod Limit Adjuster)



B. Compatibility, categories and recommendations

"Green lighted" mod categories and hints.

Below the categories: Some example mods that i use and recommend.


The example mods are perfectly compatible with LFT and all linked mods on the LFT page.


# Appearance mods, when pure texture/model replacers

All mods from this category should be compatible with LFT. Required, the replacer is actually a pure replacer mod (no xml or any other files, that contain stats).

LFT special info for this category (mod content by default):
The KM/Hunter armors are upgrade items: Start master->magic->relic using the Cos Wiecej models, then witcher->grandmaster using KM/Hunter vanilla models on its own (no relic pre-req), grandmaster with setbonuses; the "Witcher" swords are in this upgrade system.
Newly added a KM-Hunter line for witcher and grandmaster upgrades using Novigradian Armor Set models (pre-req the relic Cos Wiecej armor; physical upgrades). 
Warrior Jacket (WJ) is a standalone relic->witcher upgrade, the vanilla WJ (KM) model is replaced to avoid duplication with the KM armor.
HoS Viper set witcher->grandmaster upgrade with setbonuses. Specials for "Viper" swords upgrade system.
Wolf armor and sword set progression "fixed" (pre-req grandmaster). Specials for the early game (master, magic, relic; light chest armor).
Manticore has extended grandmaster upgrades. Specials
for the early game (master, magic, relic, witcher; chest armor and pants).
There are more specials with witcher/school gear. And many non-witcher/school armors and swords got an upgrade system, some also specials.
For all armors the weights and classes (light, medium, heavy) are along model shape and form. All swords have proper weights incl. the scabbard and belts.

Aside to this info above, note: T
wo armor mods are integrated in LFT. This is Cos Wiecej and Novigradian Armor Set (see also Credits). Do not apply them with LFT!

Geralt, witcher school armors:
Witcher Armors Dirty and Worn Retexture (best complete witcher school armors texture mod)
Classic Manticore Armor (use with higher priority than aforementioned mod)


Geralt, body mods:
... not listed
(i'm using diverse lore-friendly Geralt body replacer mods, which may vary at times)

Geralt, gear mods:
Book Inspired Medaillon
Leather Headbands (No Balancing Impact edition)
Fix Viper KM Armors
Dark Undvik
Temerian Retexture
Fix Nilfgaardian Set
Common Armor Retextures
Cidarian Armor with no Circles
Oathbreaker Armor Dark Theme
Darker Boots

Professional Witcher Belt
Ciri Lore Friendly Book Sword or Ciri Sword Redesign
... diverse more

Here a word about the pretty known Witcher 2 Gear mod (W2G) as relevant info: This in meantime quite old gear mod for non-school armors in the game was once in close connection with LFT as combined usage. This is no more the case! The W2G mod is basically compatible with LFT as replacer for non-school armors, but not the xml file that comes with the regular W2G mod (vanilla gear xml file). My advice: If you use W2G, don't merge the xml file from W2G with LFT's xml's, and in no way give it priority above LFT! Solution: There was once a W2G version by a user in comments there, that operates the W2G mod without the problematic W2G xml file, check that out. Also note, that W2G is not really bugfree in all its armor replacements (most are, but some are not).

Ciri:
Face Retexture, ... (i'm using over a dozen mods for Ciri)


Yen:
Yennefer Concept Hair, ...
(and more)

Triss:
TW2 Triss, ...
(and more)

I apply many more lore friendly eye, hair, etc. and gear texture/model replacers (main characters, PC, NPCs).

NPCs:

All NPC Scabbards (important: use only the DLC mod file of that mod and it's done; LFT files are pre-patched)
Simple NPC Swords
Unique Eyes for all Witchers
Improved Lady of the Lake
NPC Physics 60 FPS Fix


Monsters and trophies:
HDMR
, ... (and more)



# Animation mods
All mods from this category should be compatible with LFT.

Combat animation (script only):

Pirouettes (rolling replacer, for me essential!)

Disable Cinematic Kill Cam (disables the finisher slow-motion, essential)

Better Combat Animation (same page as aforementioned, recommend the No Spins version)

Armor Class Fighting Styles (good armor related basis, modifies same file as aforementioned mod, but no issue to script merge them)


Or other such mods, and any combat stance or dodge mods. Those combat animation mods might have possible incompatibilities with each other. Except the here four above mentioned script mods, that are perfectly compatible.

Also note, w2anims files are very probably responsible for sliding NPCs, and those files are often used in combat animation mods. Script only animation mods don't have this issue.

Combat Speed Mod (CSM) is custom integrated in LFT; as well as few other animation related mods (check 'Credits' section). None of those mods have w2anims files. Sliding NPCs are absent from my game!

One can use enemy animation speed mods with LFT, like for example Speed Force. Personally, i do not apply them, they have an impact on the whole combat balance. Nonetheless, when looking for a still bigger combat challenge, then go for it.


Common animations:

Emote Hotkeys (non combat animations, during exploration, optional assignment via hotkeys; low relevance, just nice-to-have)
Some animations from Emote Hotkeys are content of Primal Needs (PN), thus part of LFT. I assigned a few certain animations which are not covered by PN.

The known 'Complete Animations' mod (CA) derives from the Primal Needs (PN) animations. CA therefore is not compatible with LFT by default, because PN is custom integrated in LFT since a very early LFT release. When a user thinks "I like PN, but can't live without CA", there is a way to merge both mods, namely the script codes along this page. I didn't and won't go that way, just mentioning here the possibility (and no guarantee that it works properly with LFT).



# Visual Effects and similar mods
All mods from this category should be compatible with LFT.

Exploration related:
Reasonable Senses ("Alternative" file only, red/grey, keeps the world from being that colorful, increases realism immersion)
Lamp on Boat (very useful, especially with dark night mods)
Smart Magic Lamp
(very useful, especially with dark night mods)
Natural Torchlight (very useful, especially with dark night mods / mod menu settings)
No unsheathing on horseback
(very senseful)
Active Medallion (useful and nice to have for some extra immersion)


Other effects:
Skellige Ice Breath (i use "Cold Places" preset/menu)

Camera:
Absolute Camera (multiple camera options, can also "fix" FOV; in my case one manual script merge, simply choosing C)

Potions, Signs (visual effect preference mods):
Dynamic Cat Potion
Axii Cooler Visual Effect
E3 Quen
Lightsource Yrden




# Sound and Music mods
All mods from this category should be compatible with LFT.

Silent UI
MOP Redux



# World Textures, FX, LOD, Weather, Environment, Lighting and Reshades
All mods from this category should be compatible with LFT.

World:
HDRP, and animals, grass, trees, clouds, lights, particles, boats, etc. mods (just along preference; use search function).

World specials:
Winter Is Coming (WiC Skellige edition, winter textures file only, awesome Skellige atmosphere; file needs priority above HDRP!)

Weather and Lighting:
Skellige Winter Weather System (SWWS, regular version, in connection with WiC Skellige winter texture file; needs priority above other weather mods)

Realistic Weather (best) *

Clear Lighting Toussaint (a lite lighting mod) *
Character Lighting Fix (balanced
; lower priority)

* alternatively, i use(d) Immersive Lighting (IL); i'm still not certain what i find better. However, with according load order, they can be used together (IL lower than Real Weather, Real Weather lower than SWWS), while the weather steering .csv files of IL and Real Weather might be critical, although i never experienced an actual bug.
Also i'm testing the new Filterless Toussaint instead Clear Lighting Toussaint (will need a while until i'm there in my current playthrough). But pretty certain, Filterless Toussaint is the way to go for me. In order to combine this with IL properly, there is a IL no Toussaint mod; look in the comments of the IL page for the No Toussaint download link.
At last (on 24th December '21), i made myself a supporting combi mod for the latter (IL No Toussaint) and Real Weather, where IL has no weather steering .csv files. That seems to work very good for my purposes, ie. the following mods (priority): SWWS, Real Weather, Filterless Toussaint, IL no Toussaint no csv.

Extra:
Much recommended for the Skellige winter mods is Warmly Dressed Skelligers (Skellige NPCs carry winter cloths)

Day/Night cycle:
Darker Nights (can't live without the dark nights of that mod; lower priority than the lighting and weather mods)

For the smooth usage, apply the updated DN version by Aldarana linked in comments of the DN page.

Reshade:

Natural colors and sharpen (SweetFX reshade; de-saturation, proper contrast; E3 atmosphere; customisable)

Graphics, presets:

Magical Graphics Settings
(as ready preset, i would recommend this)
Personally, i use a custom rendering.xml leaned on the above mentioned, certain ini settings and Nvidia driver settings.



# HUD, UI mods
Mods from this category should be compatible with LFT, when they are compatible with the 'Meditation UI' mod (integrated, see link in Credits).

Toggle Minimap (toggling off/on five Hud modules, for maximal exploration immersion, ie. selectively emptying screen)

No Herbs and Enemy Dots on Minimap (for better immersion)


I'm playing with an almost empty screen by default, for maximum immersion (disabled UI's via game menu). Active is the medaillon bar when it is called up (but can be set on/off with short-key), mini-map on/off with short-key and PN indicators on/off with short-key.

For further minimalist approaches, check mods by Strahlimeier.
Especially his Minimalist Loot Menu is a must-have for me in this regard.

Signs Descriptions for Long Journey Extended (highly recommended! because Long Journey Extended is integrated in LFT)

Script merge conflicts have been reported with big UI overhaul mods like 'E3 UI and HUD'.



# Corvo Bianco Villa related mods
All mods from this category should be compatible with LFT.

Requires, that such mods don't change gameplay balancing aspects that are defined in xml files or change same script codes.

Gear stands (swords, armors) from Corvo Bianco villa xml modding can be used with LFT, no changes there in LFT (file not used).



# Companion mods
All mods from this category should be compatible with LFT.

Requires, that such mods don't change gameplay balancing aspects that are defined in existing xml files or change same script codes.


Note, i personally never tried them yet, and i wouldn't recommend the usage prior to the very end of the game (main quests finished) with LFT. But it might be a good option for a post major quests phase as part of a free open world play in this game, when everything of the game's plot is done.



# Quest mods
All mods from this category should be compatible with LFT.

Requires, that such mods don't change gameplay balancing aspects that are defined in existing xml files or change same script codes.

Mods like Ciri's Sole Memento, as well as new map scenario quest mod projects like the ones by Damastor, for example TE, should be compatible. Very probably also A Night To Remember.
Note, i personally never tried them yet, and i wouldn't recommend the usage prior to the very end of the game (main quests finished) with LFT. But it might be a good option for a post major quests phase as part of a free open world play in this game, when everything of the game's plot is done.



# Enemy Spawn mods
All mods from this category should be compatible with LFT.

Requires, that such mods don't change gameplay balancing aspects that are defined in existing xml files or change same script codes.

I think here of mods like Random Encounters Reworked. Note, i personally never tried them yet, and i wouldn't recommend the usage with LFT prior to the very end of the game (main quests finished). But it might be a good option for a post major quests phase as part of a free open world play in this game, when everything of the game's plot is done.



# Gwent mods
Gwent mods that solely replace any card illustrations are compatible by default.

For fresh game starts with LFT, the user is free to use a Gwent mod by choice or Gwent vanilla.
Or just using the optional LFT GI custom mod, which works 100 % issuefree with LFT (part of the LFT download, i recommend this one).


With other Gwent mods: The critical file would be the shops xml files, in case other Gwent mods have the shops files as well and deliver new or other Gwent cards.
Why? The LFT shops files are entirely changed versus vanilla and a core part of the LFT gameplay overhaul. Whatever you do in this regard, do not end up with altering xml values of LFT or you will break the LFT gameplay.

Very important: A Gwent gameplay mod user cannot change Gwent gameplay mods with existing saves. Doing so will lead to unsolvable Gwent bugs and saves from such a midgame Gwent gameplay mod installation-change are corrupted. So the decision, which Gwent gameplay mod shall be used for a playthrough should be taken before starting a fresh game. Using the mentioned LFT GI mod is like "apply and never look back" in this regard. However, Gwent mods that solely replace card illustrations can be applied/removed whenever liked.

Kind of summary, my Gwent mod recommendations,
in this order uncritical with LFT:
- LFT GI (custom Gwent Improvements mod, in LFT 'Optional' folder contained; just made/used with LFT's balance, 100 % issuefree)
or

- Gwent Extended (description looks/sounds pretty good, no shops xml file issue, new on nexusmods.com since 16th January 2022)
or
-
Gwent Improvements-Ultima (assuming this works almost like the LFT GI custom mod in regard of shops xml files)
and/or (if desired)

- any Gwent mod, that solely changes card illustrations



# Reported compatible gameplay mods

wollert: Reported about timescale mod, works technically issuefree with LFT.
My hint: Has a deep impact on the gameplay. While such a mod adds to realism, it is not recommended with LFT.
Because it eases the gameplay in many respects, contradicts the challenge in diverse aspects. Using such mod makes it an "Easy Mode" for the overall challenge and difficulty, and the whole mod design balance is manipulated, quasi neglected. In result, rather not usable with LFT, unless one decides to play such "Easy Mode" game.

koko775775 (LFT team member): He uses Natural Cat Vision with LFT.




C. Incompatibility, categories and exceptions

Here you will find info about incompatible mods.

Gameplay mod contents, that change something of the following aspects are incompatible with LFT:


# Geralt/Ciri, PCs and NPCs: Stats, skills, perks, abilities, encumberance, leveling, getting experience, rewards, damage and combat.
# Geralt/Ciri, PC and NPCs: Armors and weapons, including DLC gear sets, when not pure texture/model replacers (see above B.).
# Gameplay modes: Alchemy, edibles, crafting, meditation and travel/sign-posts.
# Economy: Price mechanics, item prices, trader behaviour and shop contents.
# Items: All loot lists of the game's world, including monster loot, shop items, quest items and all reward items.
# Items: Abilities, levels, qualities, slots, numbers, dismantling and weights.
# Items: Horse gear and trophies, when not pure DLC for entire new items.
# Items: Icons, when not pure DLC for entire new items.
# More categories: Check credits section for integrated mods to avoid overlaying of contents.

These things are defined in xml files besides grounded in script codes or related to them. All relevant xml gameplay files of the game are edited with LFT and a lot scripts as well! Many xml mechanics work together with script code in a complex way. LFT is mainly a xml and script based modification. My advice, don't use other xml mods with LFT, and gameplay script mods can be critical, too. E
xceptions below.

Exceptions from this aforementioned "incompatibility" rule:

- Script mods, when they do not change the very same code, are technically compatible. A matter of script merge, and the question, if the script mod content and its mechanics are suitable. So in regard of script gameplay mods, a wise choice is due. My recommendation list above contains a lot script mods, so maybe pick from there.

- All pure DLC mods, when adding actual new stuff are technically complete compatible. Just a matter of balance. I would not recommend to use a DLC mod, that potentially has any bearing with balance (gear, items, abilities, skills and just all stats).


More hints regarding xml file mods:

- Other mods with xml, theoretically compatible, when 'Bundled Text' script merged properly. That means, you know exactly what you are doing. Not recommended at all with LFT though, as the probability that something gets messed up is pretty high.

- "Overwriting" LFT xml files with load order priority setting above LFT is a mistake with LFT, because it very probably will break the mod. LFT "Addon" is the only exception here.

In technical regard: If a mod has xml files and conflicts can be controlled with Script Merger. Best way to solve xml conflicts is priority (load order), and not merging xml, as that can lead to hidden bugs (xml is not scanned by RedEngine). Also csv files belong to this category. As normal mod user, you are probably on the safe side, when with Script Merger detected xml mod files are below LFT in priority (load order).





IV.  C R E D I T S

With the list of integrated mods (push "show")
Spoiler:  
Show

File integrations

Many thanks for received permission via PM or by mod page default at date of integration, much appreciated!

Mod integration list starts here.
Andrzej Kwiatkowski - FCR3, since LFT 1.3 *
stefan3372 - Primal Needs, since LFT 1.64 *
Drawing DragOns - No Level Requirements, since LFT 1.9x
ThePillaredHallway - No Potion Drinking Screen FX, No Consumable Autofill and No Save Indicator Icon, since LFT 1.9x
AnotherSymbiote - No Talk Icon, hivKORN update code for W3 1.31, since LFT 1.9x
WonDoe - Guards Down-leveled And Mortal, partial, since LFT 2.92 *
erxv - Meditation UI, since LFT 3.0 *
skyliner390 - Primer,
bit of script code, since LFT 3.0 *
skn - Silver Sword for Specters, partial, since LFT 5.0 *
Karpfenfrosch - Icy Ocean, partial, since LFT 5.7 *
5thTowerMods - SCBA, re-integration since LFT 7.0 *
PsychoDad9999 - Keep Runewords, since LFT 7.0
byblomod - Toxicity Decoction Critical Fix and Faces Screen Skull On Threshold, since LFT 7.0
Sergeanur - Fast Stash Menu, since LFT 7.0
DJ_Kovrik - Long Journey - Extended, re-integration since LFT 7.0
leethx - No GPS, since LFT 7.0 *
WalteriusMaximus - Sensible Map Borders, since LFT 7.0
PKCheap - Grindstone and Workbench Charges, since LFT 7.1 *
Slashas - No Pesky Trails, since LFT 7.1
Cohgent - Less Is More, since LFT 7.4
LasurDragon  - Abandoned Sites Time Lapse, since LFT 7.6
euphoricknave - EK Combat Jump, since LFT 7.8
KanngKing - Combat Stance Initiation Fix, since LFT 9.3 *
bornispirt12896347 - Viper Pants Fix, since LFT 14.4 *
AsarGiN - Less Indignent NPCs, since LFT 14.5.3
bornispirt12896347 - BaW and EP1 Pants Fix, since LFT 15.5 *
mmx1415 - Aard damage scaling and knockdown adjustment, since LFT 18.8.5 *

Divergent444 - Herbs Missing Respawn Timer Bug Fix, partial, post LFT 20.1.3 *
acbatchelor - Combat Speed Mod, post LFT 20.1.3 *
menschfeind13 - Sword Durability, since LFT 20.4 *

ZOST and 18mic11 - Book Inspired Set Cos Wiecej, since LFT 20.4 *
Mugi--Amasiuncula--Defult - Immersive Vitality Effect, since LFT 20.9.1.5 *
Zolti - Novigradian Armor Set (NAS), since LFT 20.9.3 *
Mod integration list ends here.


Integrated mods marked with * are customised to bring them into line with the unique LFT design.
One can read about all the customisations in the according changelog and partially in elaborations, but also in Articles (page).
Parallel usage of integrated mods is incompatible.

LFT main mod file content, certain edits or files from mods:
MerseyRockoff - Witcher Lore Collection, pre-patch xml line entries, because LFT edits all such xml files.
PaulR0013, MerseyRockoff, konyme et al - Brothers in Arms, pre-patch xml line entries and icons, because LFT edits all such xml files.
KoalaNalle et al (Besserwisser team) - Besserwisser's Patch, the sun direction fix for White Orchard. This fix was at last in Besserwisser v2.0 and then excluded.

Optional patches and files
for custom usage with LFT, based on mods:
Partoutatix - a couple of gameplay mods (see "Complementary" in 'Other Mods' section)

Ard Carraigh - Hoods
Pierre - E3 VGX Bearbag
SorceressJ - Gwent Improvements (the GI LFT edition is standalone mod (not a patch), but works properly only in combination with LFT; see
"Gwent" in 'Other Mods' section)

Once more here many thanks to all the authors as listed.

My special gratitude for the permission to integrate the DLC Armor sets, authors ZOST and 18mic11 (Cos Wiecej) and Zolti (NAS), because for a very long time i aimed (planned) to have one day lorified core armors (Kaer Morhen/Hunter line) in this game for Geralt, and these both mods are best imaginable templates.

Special thanks to Partoutatix for having provided so many important gameplay mods for the game.
Also many extra thanks to
memr and
wghost81 for making Shared Imports and BASE, pretty senseful basement mods.

Team members & file contributors

Many thanks for teamwork and file contributions, as follows

JmX1977 - active for LFT 1.61 - 1.69. Reported bugs, numerous detailed suggestions, internal discussions incl. modding some initial xml's. Resulting input with formative influence. And as old modder friend from another modding community, suggested me once the Witcher titles and the books, so possibly without his suggestion i wouldn't have approached the witcher world.
Wiator - active for LFT 1.75 - 2.9x and LFT 4.91 - 6.x. Motivation, inspiration, playtesting/feedback, suggestions; specials: LFT logo & banner graphics and support for page texts/layout (around v2.0), new item icons (texture cache file), item terms "Dryades Water", "Punkbags", string files "pl" (PN, MedUI).
listr - active for LFT 3.5 - 7.x. Motivation, inspiration, playtesting/feedback, suggestions; specials: Betatesting incl. hunting/help fixing bugs, string files "cz" (PN, MedUI, TTB).
PanPan66
- active for LFT 3.5 - 8.x. Motivation, inspiration, playtesting/feedback, suggestions; specials: Betatesting incl. hunting / help fixing bugs, string files "fr" (PN, MedUI). Supported with reports also in later versions until ca. v19.7.x.
koko775775 - active for LFT 19.9.x - 20.3.
Motivation, inspiration, playtesting/feedback, suggestions; specials: Betatesting incl. comparative testing videos (internal); video production public planned for certain aspects (gameplay examples).

Many thanks for file contributions by non team members, as follows

ksolonenko - with LFT 4.9.1, string files "ru" PN, MedUI
Lord Mazour - with LFT 7.0, strings file "cz" Swords on Roach
Haighter219 - with LFT 7.9.8, LFT patch for Community Patch
Strahlimeier - with LFT 12.8.x, LFT icon (banner) for game menu


Various support

Thanks for helpful posts with bug or issue reporting, inspiration, constructive PM conversations with authors and former once used mod permissions

UnluckyGuy, acbatchelor, MerseyRockoff, paulr0013, Darkseraphin25, SorceressJ, Smalldjo, WalteriusMaximus, menschfeind13, Karpfenfrosch, skn, wghost81, Drawing DragOns, Arrchangelll, 5thTowerMods, Raderith, woodbyte, bombelitotv, andiantidote, Partoutatix, Corvah and possibly others, which i might have overseen now (please PM me, just in case).

Common credits

Andrzej Sapkowski (witcher novels), there weren't the witcher games, and not the inspiration to make this kind of lore friendly mod.
CDPR, for the imo. most awesome RPG game ever (containing some "flaws", but after all we are allowed to modify files).
W3 tool authors and the Nexus modding community, for providing awesome tools, mods, helpful info as well as inspirations.
NexusMods administration, for maintaining the nexusmods.com website.

Creator

DaVincix - mod conception, coding, cooking/packing, playtesting, project management.
LFT is a project after i long stopped prolonged activities as public modder
and veteran of realism gameplay modding projects since 2005 (other modding community). Because within 2016, I became an avid fan of Sapkowski's witcher books and CDPR's witcher games.

LFT page and files @ Nexus

Images & texts by DaVincix. LFT logo and banner as well as gallery images with logo, created by Wiator, some edited by DaVincix.
All materials, text contents and formats of this page in property and courtesy by the LFT team, respectively by DaVincix, along copyright / author rights and according responsibilities.

Many thanks go also to
Pickysaurus (community manager) for support on several levels.

For any objections or issues with this page, PM me.




Thanks for visiting and have a good day ... and keep yourself and fellows sane!

// DaVincix