Crafting Witcher and Relic Gear Requires Master Craftsmen:
Main file - no update needed (if you have blank menu option, try to remove tags="customNames;customDisplayName" on line 4 in the xml config) Optional file - updated
Hi! Amazing idea and execution, this makes the game more immersive. Can you do something about the unmarked quest in Oxenfurt that only activates when you pass next to the market while having 35000 coin or more! with LEGO installed, that quest will never be seen again This one: https://witcher.fandom.com/wiki/The_Taxman_Cometh And if you are kind enough to make the diploma you receive hangable in Corvo Bianco, that would be amazing (even the taxman tells you to frame it and hang it somewhere, yet you can't do that)
It does work perfectly for v4.04 I taught this is a page for an individual LEGO mod and not the All-in-one, this overhaul is not compatible with 4.04, but you can use the individual mods and it should work (with some script merging) Check the pinned comment for details on each mod (.. wel ba9i zayd f elkouwn <3)
Apparently, all the sub-modules of this mod have been updated, any chances to have this available as a single package again, for simpler installation and better management of mod limit?
Hello, I want to ask the author of the mod, how does Item Levels Normalized change the unique Aerondight damage mechanics? I'm surprised nobody had asked about this sword in this thread before, given its uniqueness in vanilla. Is it still possible to gain additional damage when the weapon is scaled to one's level or is this feature removed? In my opinion it was a great feature in vanilla, it really made this legendary weapon feel different, that's why I'd like to know if it was changed and if it was, how Aerondight works with ILN.
The temporary/unique aerondight buff - as in the yellow glowy one that can go up to +100% damage and always crit as long as you're not hit- works the same as before.
As far as the aerondight permanent extra damage buff that was meant to try to scale the sword up to your level - it is made redundant by ILN already scaling base damage to your level so that buff is minimized while the mod is installed.
I understand, thanks for the quick reply. And I have to say, this item scaling feature makes another run in this game quite interesting, if someone wants to use the same gear for longer period of time without feeling underpowered, or even keep the favourite pair of swords or an armor through most of it, the mod allows it. And that's pretty cool, feels more book-like where Geralt focused on the job with his trusty pair of swords, not on changing his gear every five minutes, although I understand if someone likes it that way too, because it's nothing strange from a gaming POV, but not necessarily from a role-playing one.
You made good points in the mod description page, I remember too well situations when for example I found a unique/relic sword "Pride of the North", but the sword just ended up in my collection of unused, but cool-looking weapons in stash, because its stats were just inferior to my currently equipped Witcher steel one. Now I can just use it and I'm not punished for it by the game, your tweak of allowing only master armourers/blacksmiths to craft the better tiers of gear is also spot on, people can appreciate non-Witcher swords more, that's a very good point.
See the answer to auto123's post. Redoing the reduced loot mod at the moment which is painfully slow and annoying to edit. After that it's just the alchemy refill mod that needs a do-over, a couple of trivial tweaks to the no junk sale and cheaper repair mod and it should be done. No eta.
Thank you for your work. I removed all mods and all scripts before installing your collection. The installation is done using the Mod Manager. However, I am encountering merge conflict when running Script Merger for the mods in this build. The program fails to resolve the conflicts automatically. So far, I don't understand how to resolve them, given that there are quite a few conflicts (one of them in the image below). I don't know if you can help, but you can keep in mind that there is such a problem (of course, if it is a problem and I understood everything correctly).
Does this mod work with NG 4.0.4? I feel like it's not worth starting a new playthrough without this mod enabled, it's just too important for my immersion...
Since it probably isn't up to date yet is there an eta for it's updated-release?
No ETA, it's when I get the courage to get back to it. The latest patch additionally broke how mod menus work so it was a bit disheartening and extra work. On the todo list before getting back to the itemization mods would first be to make 3 mods I'm still missing for the exploration aspect of the game (delaying bnw, hos and most side quests until after the main story is done). After that it would be updating the combat mods and then the itemization mods, and hopefully it should finally be done.
Is this compatible with the next-gen version of the game? Currently on 4.0.3, I think? And if not, are at least parts of this available for next-gen? Id really like to play with this on, it sounds just what I am looking for.
Im currently looking through the mods included and see that very few are next-gen incompatible. Could I just install all of them and leave the incompatible ones out without running into issues?
Edit: Ive gone ahead and downloaded all mods individually(except the alchemy refill one, cause it marked as not for next-gen). Game launches at least ^.^
How come I miss this mod the whole time I reverted back and notice I did endorsed this like 6 years ago. Thank you. To everyone who find earning orens difficult, install RER and complete all contracts. That's how real Witchers works. NG would be awesome.
Well all the mods that would make up the next version of lego are technically already compatible with patch 4.03 if you want. There would be some new additions like All Containers Glow, Delayed Asian Gear sets, and some removals like Rare Items Glow, Lootbags Glow, the bugfixes, Greyed Out Junk Items and possibly a couple others that are no longer needed.
The reason I haven't "packed" these up is because there are still a few improvement left to implement concerning the alchemy refilling mod (to allow you to refill from the inventory like crthdr's Another Alchemy Refill mod, make it so oils are full rather than empty first time you install so that they don't all suddenly appear as refillable in the alchemy menu on first install, make it automatically convert available alchemy bases when refilling from inventory or during meditation refill to further streamline the process and remove the need for Craft Alchemical Bases mod, make it so uninstalling the mod automatically leaves everything as it would be in vanilla with only the highest versions of your alchemy items visible), the reduced loot lists mod (re-add even precious-tagged crafting and alchemy ingredients to the random loot lists with only a few exceptions, replace higher quality randomized junk loot from the lists with their lower value variants), the mod that makes certain item categories sell for near zero (make it so even most precious-tagged crafting and alchemy ingredients are worthless for selling but randomized junk now sells at full price, so the player would sell/dump randomized junk but keep all the -weightless- ingredients for crafting) and add some more containers to the list of No Decorative Containers.
But before moving back to the itemization mods I'd like to finish creating the handful of new mods i'm missing for the combat aspect of the game (still need to check which important FCR3 combat changes didn't carry over to next gen, still need to make sure all bosses/contract monster fights last long enough and are unlikely to be survived without the proper alchemy preparation, make sure that drinking potions in the middle of a fight is risky) and exploration aspects of the game (removing preknown mapmarkers, delaying HoS until after the base campaign, delaying BnW until after HoS, delaying completely disconnected/standalone sidequests until after the main quests are done). That way I could put out all 3 packs at the same time and the way they are meant to work together should be clearer.
Right now when I can I'm working on the exploration mod that removes pre-known map markers, but if anyone wants to contribute by developing the other new mods or improving old ones I'd welcome the help. You can check the wolven workshop discord for it.
682 comments
No updates needed:
Updated by the author:
- Reduced Lore Friendlier Loot (all files)
- No Decorative Container Looting
(if you have blank menu option, try to remove tags="customNames;customDisplayName" on line 4 in the xml config)
- No Infinite Bolts (both versions)
- Deleveled Gear Prices
- Cheaper Repair
- Cheaper Runewright
- Cheaper Corvo Bianco
- Item Levels Normalized (both files)
Updated/Fixed/Tweaked be me, uploaded by the author:(if you have blank menu option, try to remove tags="customNames;customDisplayName" on line 4 in the xml config)Not relevant:
Updated by me:
Partially updated by me:
- Crafting Witcher and Relic Gear Requires Master Craftsmen:
Main file - no update needed(if you have blank menu option, try to remove tags="customNames;customDisplayName" on line 4 in the xml config)
Optional file - updated
- No Random Gear Stats and Stat Values:
Main file - updatedOptional Maxed Out Gear Stat Values - fixed random Dol Blathanna swords stats
Optional DLCArmorSeparateNGvsNGP- no update needed
Fixed/Tweaked by me:Outdated mods:
Can you do something about the unmarked quest in Oxenfurt that only activates when you pass next to the market while having 35000 coin or more! with LEGO installed, that quest will never be seen again
This one: https://witcher.fandom.com/wiki/The_Taxman_Cometh
And if you are kind enough to make the diploma you receive hangable in Corvo Bianco, that would be amazing (even the taxman tells you to frame it and hang it somewhere, yet you can't do that)
(Dima Raja hhh)
It does work perfectly for v4.04
I taught this is a page for an individual LEGO mod and not the All-in-one, this overhaul is not compatible with 4.04, but you can use the individual mods and it should work (with some script merging) Check the pinned comment for details on each mod(.. wel ba9i zayd f elkouwn <3)
As far as the aerondight permanent extra damage buff that was meant to try to scale the sword up to your level - it is made redundant by ILN already scaling base damage to your level so that buff is minimized while the mod is installed.
You made good points in the mod description page, I remember too well situations when for example I found a unique/relic sword "Pride of the North", but the sword just ended up in my collection of unused, but cool-looking weapons in stash, because its stats were just inferior to my currently equipped Witcher steel one. Now I can just use it and I'm not punished for it by the game, your tweak of allowing only master armourers/blacksmiths to craft the better tiers of gear is also spot on, people can appreciate non-Witcher swords more, that's a very good point.
http://imgur.com/a/c5i5p7N
Does this mod work with NG 4.0.4?
I feel like it's not worth starting a new playthrough without this mod enabled, it's just too important for my immersion...
Since it probably isn't up to date yet is there an eta for it's updated-release?
Thanks a lot for making such an amazing mod!
Kind regards
And if not, are at least parts of this available for next-gen? Id really like to play with this on, it sounds just what I am looking for.
Im currently looking through the mods included and see that very few are next-gen incompatible. Could I just install all of them and leave the incompatible ones out without running into issues?
Edit: Ive gone ahead and downloaded all mods individually(except the alchemy refill one, cause it marked as not for next-gen). Game launches at least ^.^
New 4.04 patch breaks everything, again.
The reason I haven't "packed" these up is because there are still a few improvement left to implement concerning the alchemy refilling mod (to allow you to refill from the inventory like crthdr's Another Alchemy Refill mod, make it so oils are full rather than empty first time you install so that they don't all suddenly appear as refillable in the alchemy menu on first install, make it automatically convert available alchemy bases when refilling from inventory or during meditation refill to further streamline the process and remove the need for Craft Alchemical Bases mod, make it so uninstalling the mod automatically leaves everything as it would be in vanilla with only the highest versions of your alchemy items visible), the reduced loot lists mod (re-add even precious-tagged crafting and alchemy ingredients to the random loot lists with only a few exceptions, replace higher quality randomized junk loot from the lists with their lower value variants), the mod that makes certain item categories sell for near zero (make it so even most precious-tagged crafting and alchemy ingredients are worthless for selling but randomized junk now sells at full price, so the player would sell/dump randomized junk but keep all the -weightless- ingredients for crafting) and add some more containers to the list of No Decorative Containers.
But before moving back to the itemization mods I'd like to finish creating the handful of new mods i'm missing for the combat aspect of the game (still need to check which important FCR3 combat changes didn't carry over to next gen, still need to make sure all bosses/contract monster fights last long enough and are unlikely to be survived without the proper alchemy preparation, make sure that drinking potions in the middle of a fight is risky) and exploration aspects of the game (removing preknown mapmarkers, delaying HoS until after the base campaign, delaying BnW until after HoS, delaying completely disconnected/standalone sidequests until after the main quests are done). That way I could put out all 3 packs at the same time and the way they are meant to work together should be clearer.
Right now when I can I'm working on the exploration mod that removes pre-known map markers, but if anyone wants to contribute by developing the other new mods or improving old ones I'd welcome the help. You can check the wolven workshop discord for it.