File information
Last updated
Original upload
Created by
Partoutatix and woodbyteUploaded by
PartoutatixVirus scan
Tags for this mod
Activity logs
This page was last updated on 14 April 2020, 4:39PM
- Changelogs
-
-
Version 0.94
- Rough Start for NGP/Hos/B&W 1.0.
So that you don't start off those modes already rich, sets their beginning cash amount to the same as NG, removes unequiped gear, alchemy ingredients, crafting ingredients, junk, food, glyphs/runes when you start them. - Well Stocked Craftsmen 1.4:
Alchemists are no longer well stocked in Aether, Albedo, Hydragenum, Nigredo, Quebrith, Rebis, Rubedo, Vermilion, Vitriol as those items are not commonly sold by shops in the base game, only in the Blood&Wine expansion. Those items were clearly meant to be obtained differently through most of the game (loot, crafting). - RLFL/No Pack Monster Drops 1.5:
Cleaned up the code a bit and made it more "catch all".
Fixed any remaining instances where common pack-type monsters could always drop loot.
Devourers (a subspecies of rotfiend) now always drop loot instead of being treated like other rotfiends as you can't reliably find whole packs of devourers in the game (only during a couple of quests) and because they drop unique loot you need for alchemy recipes (devourer's blood). - Simple Alchemy Refill 2.1:
Campfire requirements now require the fire to be lit before it can be used.
Fixed bug with Bottomless Carafe not being used in the SAR meditation refill mode.
Fixed various notification/display bugs related to the player having vanilla junk/food/quest items that are (incorrectly?) labeled as potions/refillable which would always appear as unfilled potions with no/wrong missing ingredients to SAR's meditation refill mode.
Fixed vanilla bug where the alchemy table might not tell you when your extra charges were already maxed.
Fixed bugs related to alchemy table/manticore set extra charges.
- Rough Start for NGP/Hos/B&W 1.0.
-
Version 0.93
- Hotfix for 0.92. No re-merging needed if updating from 0.92.
- No Pack Monster Drops 1.3: Fixes 1.2 bug where non-pack monster weren't dropping loot. Also added byway murders and fyke isle ghouls to the list of pack monsters.
-
Version 0.92
- Re-merging needed and you should reset the No Packmonster Drops mod menu to default.
- Reduced Pack Monster Drops 1.2: Fixed bug with unreliable pack monster loot drop rates. Now instead of relying on probability/randomness generation to determine whether or not loot drops for each pack monster killed, the mod instead just counts how many of a given pack monster you've killed since the last one that dropped loot. Example: if you have drowners set so that 1 in 4 drops loot (4 in the mod menu), then every 4th common drowner you kill will drop loot.
- Reduced Pack Monster Drops 1.2: Changed default boar drop rate to 1/1 as with my other mods they only drop raw meat and you might want to hunt them for it.
- Reduced Pack Monster Drops 1.2: Added the quest ghouls you fight when you wake up in White Orchard to the list of pack monsters.
- Reduced Pack Monster Drops 1.2: Added the quest nekkers from the skellige contract Strange Beast to the list of pack monsters.
- Lore Friendlier Loot 1.7: Improved compatibility with Community Patch: Besserwisser and Nitpicker by including the besserwisser changes to the single conflicting file that couldn't be merged together. Merge the .ws and bundled .xml files and give this mod higher priority when loading to get the full benefit of both mods.
-
Version 0.91
- Minor update, re-merging needed.
- Loot Bags Glow without Witcher Senses v1.2: Made the yellow sparkle effect also pause during combat.
- Cheaper Lore Friendlier Shop Prices v1.3: Fixed bug where you couldn't buy an item at its cheaper modded price unless you already had enough gold to afford its more expensive vanilla price.
- Deleveled Gear Buying Selling Servicing Prices v1.2: Fixed bug where shops could only buy a weapon/armor from you if they could afford its vanilla more expensive/leveled price.
-
Version 0.9
- Simple Alchemy Refill 2.0: fixed bug with Heavy Artillery skill not appropriately changing the amount of bomb ammo.
- Reduced Lore Friendlier Loot 1.6: Contract Monsters no longer drop relics. Instead the monster hunt quest-givers add diagrams/schematics for those relics as part of the reward. The relics that didn't already have a recipe/schematic use new schematics taken from similarly-priced relics of the same type. This is done both to keep the gameworld coherent (so that every contract monster isn't walking around with pristine, scabbarded relic swords in their colons) as well as to keep the witcher contract pay as the intended main reward for these quests and to better insure intended gear progression with my other mods.
- No Decorative Container Looting 1.8: Added a toussaint skeleton and a cradle to the list (from the fablesphere).
-
Version 0.8.1
- Hotfix: Fixed missing hidehigherlevelitemsinshops file in ItemLevelsNormalized.
-
Version 0.8
- Item Levels Normalized 1.32: Fixed bug with Shops Hide Higher Level Items option: in the vanilla game shops already try to automatically upscale their randomized armors to match the player level, but half of those vanilla-upscaled armors actually end up one level above the player, so the optional mod would end up hiding half those vanilla-upscaled shop armors. Shops now only hide items that are more than one level above the player's.
- Item Levels Normalized 1.32: Crossbows now also scale with player level. Extended xbow level ranges for it: in the vanilla game xbow levels are determined by their attack power % (ex: 101% attack power = level 1) and it maxed out at level 31 for any xbow with more than 190% attack power. So whether a xbow had 191% attack power or 225%(witcher school xbow) or 300%(b&w best xbow) they'd all be the same level: 31. Extended xbow level ranges make it so witcher school xbow level range starts at level 34(mastercrafted witcher set level), early B&W xbow level range starts at level 40 (grandmaster-set level) and endgame B&W/most powerful xbow level range starts at level 50 (NG endgame level, same level where geralt's stats stop progressing). In NGP(level 50+) all xbows will thus have the same lv50/maxed out AP rating.
- Item Levels Normalized 1.32: Moved the bundled xml files into a separate dlc folder so that there is no more merging of xml files needed for that mod.
- Item Levels Normalized 1.32: Added compatibility with the Geralt Level Scales mod.
- Crafting Witcher Relic Gear Requires Master Craftsmen/upgradedstartingvipergearlego submod 2.0: reduced the base crafting requirements for the starting pants/boots/gloves upgrades to an amateur-level armorer, in case someone who has already disabled the master requirements wants to obtains those items early.
-
Version 0.7
- Since there's now a Mod Limit Fix (https://www.nexusmods.com/witcher3/mods/3643) and in order to post an updated version sooner and make it easier for you choose which bits and pieces of LEGO you want to use, this version of the mod now consists of all the LEGO submods packed together as a single download/install that you have to automatically merge together. This is instead of having them all already fused together as a single monolithic mod that can't be broken down into the smaller pieces of your choice.
- Reduced Lore Friendlier Loot
- Version 1.5
- Reduced Pack Monster Drops 1.1: fixed an issue with Boar drops using the value for kikimore drops. Spotted by ColinDuckworth.
- Reduced Pack Monster Drops 1.1: Fixed a potential issue that could happen if a pack monster that dropped loot happened to drop more than 1 type of mutagen at once(ex:dropped both a monster mutagen and a generic colored mutagen) as only one of those mutagens would be seeing its count proportionally increased.
- Version 1.4
- Fixed an issue with some animals & stronger/solo/boss monsters sometimes not dropping enough/any loot when this mod was used together with my No Junk Drops mod (removed junk from animal and monster loot lists).
- Fixed an issue with jaguars never dropping loot (re-enabled fur scrap in their loot list).
- Fixed an issue with boars potentially never dropping loot when used with no Junky Junk Drops (re-enabled raw meat in their loot list).
- Reduced the amount of randomized container junk in blood&wine to match that of the rest of the game (1 item output per randomized container loot list).
- Reduced the amount of loot dropped by stronger versions of pack monsters (drowned dead, nekker warrior etc) to 1 item per monster.
- Erynias and Lamias are now correctly considered stronger versions of pack monsters.
- Solved an issue with the 5.4x drop rate reduction for pack monsters which sometimes caused drastically unreliable results regardless of the drop rate set in the loot lists (sometimes they'd drop loot too often, others they wouldn't ever drop loot). Solved by moving the functionality to an optional script mod "Reduced Pack Monster Drops" which provides reliable results and is also mod menu configurable by pack monster type and also proportionally preserves mutagen loot. Default pack monster drop rates are set to about 1 drop per pack on average (1 in 4 for ghouls, 1 in 8 for nekkers etc).
- Removed the drowner brain from White Orchard herbalist as I had placed it there to help those affected by the extreme variation in drop rate issue and it is no longer needed.
- No Decorative Container Looting
- Version 1.7
- Added a couple of burned corpses to the list.
- Rare Items glow
- Version 1.6
- Improved compatibility with Complete Animations, should be an automatic merge now.
- Version 1.5
- Added a mod menu. Lets you enable/disable the mod and set whether only containers with rare items glow or if all lootable containers glow.
- Fixed an issue where the unlootable containers in the Pellar's hut in Velen could glow.
- Fixed an issue where the unlootable container in Triss' room at Kaer Morhen could glow.
- No Junk Weapon Drops
- Replaced by the the alternate No Junk Weapon No Junky Junk Drops version for easier/automatic merging of those 2 mods with Reduced Lore Friendlier Loot's optional Reduce Pack Monster Drop Rate mod.
- Simple Alchemy Refill
- Version 1.9
- Fixed a bug with the alchemy skill Efficiency (extra charges for bombs) not being taken into account.
- Version 1.8
- Fixed issue with campfire requirements for Alchemy Menu cooking not making an exception for Corvo Bianco.
- Made it so that Corvo Bianco witcher bed/alchemy table exceptions to campfire requirements only trigger when the player is actually standing near the witcher's bed or alchemy table (previously was anywhere inside Corvo Bianco).
- Version 1.7
- Added 3 Meditation Automatic Refilling options:
- Off (same as before): you need to craft single alchemy items from the alchemy menu instead of meditating for it.
- Vanilla (cheapest): uses the same "1 cheap booze refills charges on all your alchemy items" logic as vanilla but also takes into account whether you increased max quantity multipliers and whether or not oils also need to be refilled.
- Simple Alchemy Refil (default, much more expensive): automatically refills your alchemy items using the appropriate base ingredients for the category of the items that needs refilling and their level/quality. That means that bombs are refilled with bomb base ingredients, oils with oil base ingredients, potions & decoctions with potion base ingredients. An enhanced-level base ingredient can't refill a superior-level alchemy item, but a superior-level base ingredient can be used to refill an enhanced or basic-level alchemy item of the same category. Tries to refill the highest quality version of alchemy items if possible, but if an item has 0 charges and can't be refilled for lack of base ingredients, the mod tries to give you a refill of a cheaper version of that item if the ingredients for it are available instead.
- There's an option for whether or not the automatic refilling repeats until fulfilled. lt's on by default so that there's no need to repeatedly meditate in order to get a full refill when using increased max quantity multipliers.
- Added options for whether or not meditation alchemy refilling and cooking from the alchemy menu require a nearby campfire (corvo bianco and talking to alchemists taken into account). Default is set to on for meditation refilling, off for alchemy menu refilling as the latter is more expensive than the former. And the game will often put you in situations where you're expected to be able to brew something without any campfires nearby (nor time to make one).
- Changed the default max multiplier for potions back to 1. (Will solve the issue of short vanilla potion durations with an alternate version of Extend Potion Duration instead).
- Probably improved compatibility with meditation mods.
- Added the sarfix console command to the main mod so you can restore your highest level alchemy items to the vanilla state and save before you uninstall the mod.
- Version 1.6
- Added a mod menu.
- Refill Mode: choose whether to refill alchemy items with corresponding base, base+herbs or full recipe (no mutagens).
- Oil refill: choose whether or not oils need to be refilled. Set oil refill amount by Oil Level. Default basic oil refill amount is set to 1, enhanced is set to 2, superior to 3 in order to avoid a cluttered alchemy menu.
- Added options for increasing the maximum amount of an alchemy item you can have in your inventory.
- Added option for whether or not missing recipes for already owned alchemy items are automatically added.
- Cheaper Repair
- Version 1.1
- Added a Mod Menu. Lets you enable/disable the mod. Configure how much it costs to repair 1 durability damage % point. Configure the cost separately by item quality (common/master/magical/relic/witcher).
- Shops Don't Pay for Junky Junk
- Version 1.3
- Added a mod menu. You can now enable/disable the mod through it and set the junk sale price multiplier.
- Crafting Witcher and Relic Gear requires Master Craftsmen
- Version 1.5
- Added a mod menu. Lets you enable/disable the mod and set the item quality level starting from which master craftsmen are required to craft it. Should work for every language.
- No Random Gear Stats and Stat Values
- DLCArmorSeparateNGvsNGP Version 1.0
- Added optional mod DLCArmorSeparateNGvsNGP so that NewGame merchants don't sell the NewGamePlus version of DLC armor sets and vice versa. So you can be sure that you're buying the best possible version of those items instead of risking seeing a better version pop up in the shop a few levelups later, avoids the feeling that shops sell multiple copies of the same relic etc.
- Item Levels Normalized
- Version LEGO 0.7-only
- Fixed a bug with the "Hide Higher Level Items in Shops" functionality where you'd see fewer armors in shops than expected. This was caused by the vanilla game shops' mechanic of automatically upscaling shop armor levels to match the player's level, with half of those upscaled armors actually ending up 1 level above the player's and thus getting hidden by the "Hide Higher Level Items in Shops" functionality. And as shop inventories would refresh/rescale on levelup/travel etc the situation would just keep repeating itself and you'd only ever see half the number of armors in shops that you'd expect. Long story short now shops only hide gear that is more than 1 level above the player's.
- Version 1.31.7
- Fixed crafting menu sometimes showing incorrect item levels in NGP.
- No Duplicate Relics
- Version 1.3
- Changed the default mod menu setting for the amount of coin that a duplicate is replaced by from 1% of the item's original value to 54% as you would usually be able to sell it for at least that much .
- Added some extra decimals to the mod menu coin replacement % slider, it can now go down to 0.01%.
- Version 1.2
- Added a mod menu. Lets you enable/disable the mod and configure the amount of gold a duplicate gets replaced by (1-100%).
- Since there's now a Mod Limit Fix (https://www.nexusmods.com/witcher3/mods/3643) and in order to post an updated version sooner and make it easier for you choose which bits and pieces of LEGO you want to use, this version of the mod now consists of all the LEGO submods packed together as a single download/install that you have to automatically merge together. This is instead of having them all already fused together as a single monolithic mod that can't be broken down into the smaller pieces of your choice.
-
Version 0.6
- Gear Levels Hidden and No Level Requirements: Fixed bug where higher level bolts would get unequipped when you accessed the radial menu.
- Cheaper Lore Friendlier Shop Prices: Fixed bug where bolts were sold for a higher price than expected. They now sell for the same price you see in your inventory, no markups..
- No Infinite Bolts: Added "Blunt Bolt schematic" to most craftsmen.
- Crafting Witcher Relic Gear Requires Masters options UpgradedStartingViperGear mod: fixed bug where viper silver sword was missing its base damage stat in NG.
- Reduced Lore Friendlier Loot: Added a "Drowner brain" to the White Orchard village herbalist's shop for edge cases where the player was having trouble getting it to drop from drowners (drowner brain drop chance is 45%).
- Item Levels Normalized optional Hide Higher Level Items in Shops mod: will now also affect crossbows and bolts.
-
Version 0.5
- SimpleAlchemyRefill 1.5:
Made it easier to configure oil refilling options. You can now only craft/refill lower level versions of an alchemy item in your inventory if the number of charges that craft/refill would create is higher than what you currently have in your inventory. Should make the list of recipes easier to check/browse regardless of menu sorting options as lower level items generate fewer charges than higher level ones.
New hud element added to the alchemy menu list of recipes : a number next to each alchemy item recipe name that represents the number of charges of that item in your inventory.
New hud element when you select an alchemy item's recipe in the alchemy menu: a line displays if you already have an alchemy item of the same type in your inventory and how many charges that item has. Should make it so that you are always aware if a craft/refill is going to replace an existing charge or a different level version of the same item. - RareItemsGlow 1.4:
Fixed bug where the effect could start again in the middle of a cutscene if that cutscene crosses very large distances.
Made the mod easier to configure for those who want every container to glow. - LootBagsGlow 1.1:
Fixed potential bug where the effect might unpause during cutscenes that cross/teleport over very large distances. - NoDecorativeContainerLooting 1.6:
Added a couple of horse corpses from battlefields to the list of decorative containers. - Added Kolgrim's skeleton fix: fixes a vanilla bug where the White Orchard Viper Sword schematic containers never glowed despite holding quest items.
- SimpleAlchemyRefill 1.5:
-
Version 0.4
- Simple Alchemy Refill: fixed bug where alchemy recipes for non-alchemy items such as the food and booze you had in your inventory could be mistakenly added during loading.
- Shops Don't Buy Junky Junk is now Shops Don't Pay For Junky Junk: shops pay 0 crowns for your trash junk (configurable). For easier dumping of unwanted items.
-
Version 0.3
- Simple Alchemy Refill: fixed a vanilla bug where you could start a game with an alchemy item without knowing its recipe (and being able to buy recipe you don't need). With SAR's changes in refilling it additionally led to the player being unable to refill those items until he obtained their recipes. Now you automatically get the recipes for any alchemy item you begin the game with.
- Crafting Witcher & Relic Gear Requires Master Craftsmen's optional Upgraded Starting Viper Gear: fixed bug where installing the mod on a save where you already had those items would lead to broken base stats.
- More expensive alcohest: previously raised the price of enhanced alcohol base Alcohest(10) to that of basic alcohol base Dwarven Spirit(20). Now also lowered the price of Dwarven Spirit to the previous price of Alcohest(10). It aligns with dialogs where a witcher complains about 12 crowns barely covering his potion refilling expenses.
- NoDecorativeContainerLooting; fixed bug with Woodland Beast Contract quest where your weapons would become invisible after being taken away and placed in a decorative-looking container.
- Fixed vanilla bug with "Missing in Action" White Orchard quest where you help Bastien find his brother with the help of his dog. You never actually got a cash reward for finishing the quest, only xp. Reward was set at 20 crowns as it is the lowest haggling value for the other sidequest you can get from the same notice board.
-
Version 0.2
- Release.
-
- Author's activity
-
April 2020
-
14 Apr 2020, 4:41PM | Action by: Partoutatix
Attribute change
file visible to the public
-
14 Apr 2020, 4:39PM | Action by: Partoutatix
Attribute change
Description changed.
-
14 Apr 2020, 4:39PM | Action by: Partoutatix
Attribute change
Description changed.
-
14 Apr 2020, 4:38PM | Action by: Partoutatix
Attribute change
Description changed.
-
14 Apr 2020, 4:15PM | Action by: Partoutatix
Changelog added
Change log added for version 0.94
-
14 Apr 2020, 4:13PM | Action by: Partoutatix
Changelog added
Change log added for version 0.94
-
14 Apr 2020, 4:11PM | Action by: Partoutatix
Changelog added
Change log added for version 0.94
-
14 Apr 2020, 4:09PM | Action by: Partoutatix
Changelog added
Change log added for version 0.94
-
14 Apr 2020, 4:07PM | Action by: Partoutatix
File added
lego [version 0.94]
-
14 Apr 2020, 4:06PM | Action by: Partoutatix
Attribute change
file hidden from public viewing
-
02 Apr 2020, 8:03PM | Action by: Partoutatix
Attribute change
file visible to the public
-
02 Apr 2020, 7:58PM | Action by: Partoutatix
Attribute change
Description changed.
-
02 Apr 2020, 7:36PM | Action by: Partoutatix
Attribute change
File 'lego' category changed to Main Files.
-
02 Apr 2020, 7:35PM | Action by: Partoutatix
File added
lego [version 0.93]
-
02 Apr 2020, 6:45PM | Action by: Partoutatix
Changelog added
Change log added for version 0.93
-
02 Apr 2020, 6:43PM | Action by: Partoutatix
File added
lego [version 0.93]
-
02 Apr 2020, 4:12PM | Action by: Partoutatix
Attribute change
file hidden from public viewing
-
02 Apr 2020, 4:13AM | Action by: Partoutatix
Attribute change
file visible to the public
-
02 Apr 2020, 4:11AM | Action by: Partoutatix
Attribute change
Description changed.
-
02 Apr 2020, 3:59AM | Action by: Partoutatix
Changelog added
Change log added for version 0.92
-
- Mod page activity
-
May 2025
-
03 May 2025, 7:23AM | Action by: qapab
Untracked
'LEGO - Loot Economy Gear Overhaul'
-
03 May 2025, 7:23AM | Action by: qapab
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
02 May 2025, 4:15PM | Action by: qapab
Untracked
'LEGO - Loot Economy Gear Overhaul'
-
02 May 2025, 4:09PM | Action by: qapab
Tracked
'LEGO - Loot Economy Gear Overhaul'
April 2025
-
29 Apr 2025, 6:45AM | Action by: ThePathologicCatatonic
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
28 Apr 2025, 7:10PM | Action by: aDanishGuy
Untracked
'LEGO - Loot Economy Gear Overhaul'
-
28 Apr 2025, 6:27PM | Action by: aDanishGuy
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
27 Apr 2025, 8:30PM | Action by: aDanishGuy
Untracked
'LEGO - Loot Economy Gear Overhaul'
-
27 Apr 2025, 8:26PM | Action by: aDanishGuy
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
26 Apr 2025, 5:46AM | Action by: royalshepherd
Untracked
'LEGO - Loot Economy Gear Overhaul'
-
24 Apr 2025, 11:08PM | Action by: Hiklen
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
21 Apr 2025, 1:16AM | Action by: Iduncare2
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
17 Apr 2025, 11:47AM | Action by: TimmayLivingALie
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
16 Apr 2025, 1:11PM | Action by: itmeansnothing
Untracked
'LEGO - Loot Economy Gear Overhaul'
-
09 Apr 2025, 3:37PM | Action by: Johnny4M3T
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
09 Apr 2025, 7:11AM | Action by: starkathglowforce
Untracked
'LEGO - Loot Economy Gear Overhaul'
-
06 Apr 2025, 4:48PM | Action by: frankzurt
Endorsed
'LEGO - Loot Economy Gear Overhaul'
-
06 Apr 2025, 3:03AM | Action by: giuygiuytouytoiuy
Endorsed
'LEGO - Loot Economy Gear Overhaul'
March 2025
-
30 Mar 2025, 1:52PM | Action by: Vlktatz4434
Tracked
'LEGO - Loot Economy Gear Overhaul'
-
26 Mar 2025, 11:49PM | Action by: exileodessa
Tracked
'LEGO - Loot Economy Gear Overhaul'
-