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5th Tower Mods

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5thTowerMods

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Installation:

1. Place the contents of the \DLC folder into your Witcher 3 \DLC folder.
2. Place the contents of the \mods folder into your Witcher 3 \mods folder.
3. If necessary, make a merged script patch.

Un-Installation:

1. Make a game save without Tomes items in your inventory or any active Tomes effects.
2. Remove dlcTomes from your Witcher 3 \DLC folder.
3. Remove modTomes from your Witcher 3 \mods folder.
4. If necessary, rebuild your script merger patch.

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Q: Will this mod conflict with the mods I am currently using?

A: Possibly. The new game data is added through the DLC system to avoid conflicts with other mods,
but you may still have conflicts between the scripts. If you are merging scripts, you will need
to check to see if you need to rebuild your patch to include the scripts from \modTomes.
Each section I have added or changed in the scripts begins and ends with a comment line
containing: //#tomes

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Q: Where do I get the spell tome items?

A: The spell tomes are sold by a variety of merchants, beginning in Novigrad. They are also
included in the general loot tables as part of the highest quality rare treasure starting at
character level 10. Lastly, each tome has been hand placed in several locations throughout the
game from White Orchard to Toussaint. There is also a new console command which will add all
missing tomes to your inventory:

addalltomes

(note: if you have a tome equipped in the trophy slot when using this command, you will receive
a duplicate.)

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Q: Do tomes need to be equipped to work?

A: Yes.

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Q: Some of the spells seem kind of weak.

A: Most effects scale with sign intensity, and you need to build into that attribute to see the
full potential of these spells. There is also a fundamental balancing issue in regards to shock
damage, because all enemies gain percent shock resistance through their levels, though I have tried
to compensate for that. Enemies above your level gain additional resistance to shock, and the "red
skull" enemies will be totally immune. I have left that mechanic in place to avoid conflicts with
other mods, and because rebalancing the game in general is outside the scope of this project.

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Q: This mod would be better if I could use more than one tome at a time.

A: There will be a second version of this mod where some of your sign skills are replaced by
versions of these tome spells, allowing you to use several at once and create some combinations
between them. In that version, there will be interchangeable skill and tome item versions of spells.

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Q: I found a bug.

A: Please leave a comment on the nexusmods discussion page letting me know what happened, and
provide as much information as you can about what you were doing, which skills you had equipped,
other mods you are using, and any other information that might be relevant.

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