The Witcher 3

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DrawingDrag0ns

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KiroKobra

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  1. DrawingDrag0ns
    DrawingDrag0ns
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    Alchemy Enhanced
    by KiroKobra

    This mod is part of a modular overhaul series
    You can use each module separately, 
    but using them together is my personal preference. 
    Each module can be merged without conflicts using Script merger

    Module 1...................................... Master Training
    Module 2........................... Ultimate Enemy Scaling
    Module 3..................................................... Vigor
    Module 4................................. Alchemy Enhanced
    Module 5............. Dynamic Enemy Stats and Speed
    Module 6............... Immersive Level Requirements

    Want to buy me a coffee?
    Or maybe you just want go the extra mile to show your support for my mods?
    Great news! This mod is eligible for donations! 
  2. DrawingDrag0ns
    DrawingDrag0ns
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    "I think I found a bug, should I submit a bug report?"

    With the huge success of the Netflix show "The Witcher", a lot of new and/or returning players are deciding to mod their games. This means there are a lot of people who don't know what they're doing, how to troubleshoot their mod issues, or even know better than to install multiple incompatible mods.
    This also means that mod authors are getting a lot of false-positive bug reports!

    When it comes to Witcher 3 modding, you have to have at least some understanding of what each mod does; if 2 mods edit the same line of code or same XML file, you really should pick one or the other. This game is NOT Skyrim, you can't just chuck a bunch of mods together and have it work.

    Before submitting a bug report:
    1. Read the mod description page of THIS MOD in it's entirety. Pay close attention to the install instructions, and compatibility notes.
    2. Double-check the mod description page of your installed mods, and see if you've installed any mods which are known to be incompatible.
    3. Once you have eliminated incompatible mods, you need to delete your "Merged Scripts" mod folder and re-run Script Merger.
    4. If the issue persists after these steps, you then need isolate the issue by uninstalling all other mods.
    If you have done all 4 steps, please submit a bug report!
  3. xXBL00DYN1NJ4Xx
    xXBL00DYN1NJ4Xx
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    I am having an issue with getting this to work with preparations. I used the preparations patch with version 3.0 of alchemy enhanced as thats what itsaid on the download page to get it to work but i keep getting this error:   Error [mod0000_mergedfiles]game\player\playerwitcher.ws(10123): I dont know any 'EET_AlchemyTable'

    Edit: this error is what i am getting after i merged everything in script merger btw
  4. Feodosy
    Feodosy
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    Здравствуйте, 3 предложения/просьбы:
    1. Можно ли сделать так, что бы на гнездо чудовища тратилась бомба, которая в руке, а не "танцующая звезда" просто лежащая в инвентаре?
    2. Сделать "Водная эссенция" подешевле)?
    3. Сделать так, чтобы ёмкость от зелья и масла возвращались в инвентарь после использования? 

    Вопрос: какой смысл в ограниченном числе эликсиров, бомб и отваров, если теперь их надо создавать каждый раз заново? Ведь, как я понимаю, в оригинальной механике ограничение было введено только для того, чтобы сбалансировать автоматическое пополнение. Нельзя ли снять ограничение?
    Когда обновление?))

    P.S. Можете ли добавить предмер "фиал", необходимый для создания масла в магазины алхимиков и травников?
    P.S. 2 Не выпадает "толченая плоть чудовища" и "эссенция чудовища"
    P.S. 3 Можно ли сделать так, что бы все мутагены чудовища, например "мутаген призрака", выпадали сразу по несколько штук. Таким образом можно будет создавать много отваров и логика будет соблюдена.
  5. haitac090603
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    can you make the monster item back?, it's impossible to find monster blood now
  6. ChasingPolaris
    ChasingPolaris
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    Heya, so I've played through the game and NG+ up to BaW with this mod and I have to say you did absolutely fantastic work. I'm definitely going to drop a tip for bringing this game much closer to the original Witcher experience.

    I do have a few bits of feedback though, should you choose to do any more work on this mod:

    - The rarity of Aether and Quebrith from shopkeepers and monsters is prohibitive (can you say two-minute Superior Cat with no Aether left?!); it is especially not balanced with drops of Rubedo, Albedo, Vermilion, and Vitriol, which are arguably way too common - Every shop has those, but you already have so much from drops you don't need it! Dismantling or alchemizing herbs (using alcohol to distill out the pure substances) to get these ingredients per Witcher 1/2 contents in each herb could help balance this. Even better would be if the game could recognize substances in the inventory which have/degrade to these ingredients and substitute them for the pure substance, but I realize that's asking quite a lot.

    - The fact that monsters no longer drop hides prevents the player from obtaining Monster Carapace, which is a required ingredient in Mastercrafted Bear Armor. I cannot obtain this armor for my current playthrough without using console commands, changing the drop tables manually, or praying something in BaW drops these hides.

    - You can't perform alchemy while on horseback, but you can still perform alchemy while diving.

    - Honeycomb should be able to be turned into exquisite honey with a diagram, perhaps from the Apiarian Phantom :)

    - An option to only allow brewing potions during meditation would be very W1 and therefore suitably difficult.

    - Alchemy mods that add new types of decoctions still use the normal mutagens from the vanilla game. Since removing the refill system was presumably the reason we now use color mutagens, perhaps a compromise can be reached where all decoctions must be made the first time with the correct mutagen (and the original drops restored), after which the original diagram is forgotten, cannot be relearned, and is instead replaced in the player's knowledge with a "known decoction" of that type.

    For example: I get a diagram for New Wraith Decoction, kill a Wraith, and must use the Wraith Mutagen in the New Decoctions section to create the first decoction, whereupon my New Decoction section loses the Wraith Decoction and Known Decoctions gains the Wraith Decoction, which now only requires a color mutagen.

    Just some thoughts. Thank you so much for this amazing mod, and I look forward to any updates you make in the future!
    1. KiroKobra
      KiroKobra
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      Thanks for your feedback! :)
      I'll adjust the loot distribution of the base substances and remedy the Monster Hide issue. 

      As far as the other stuff goes, I don't think I'll be doing any of that.

      I don't have any plans to implement meditation restrictions because this mod is already compatible with preparations and friendly meditation to achieve that. 

      I don't think its possible to make this mod compatible with modded decoctions - it wouldn't be possible to implement an alternative version of a modded decoction because I wouldn't know what the modded decoction is in the first place. The mod author of that mod would need to make the alchemy recipe match the theme of this mod. 

      The next mod update will include unique stat bonuses for "named" mutagens so the player will actually have a reason to hang onto them, which is another reason why I don't want to change how this mod handles decoctions currently. 

      Again, thanks for your feedback and keep an eye out for the next update! :)
  7. bfra82
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    I'm really happy to see you're back at it!
    1. KiroKobra
      KiroKobra
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      Thanks! Glad to be back, though in limited capacity right now. You may see some mod updates from me "in bursts" followed by extended periods of inactivity. 
  8. cmpunk89
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    Is IT possible to mame compatible with W3EE?Or maybe a merge?
    1. KiroKobra
      KiroKobra
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      Unfortunately not - W3EE is an overhaul with a LOT of moving parts and inter-connected systems.
  9. geraltdaSSchnitzel
    geraltdaSSchnitzel
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    Hi Kirokobra,
    i really like your mod and i also like nearly all aspects of it.
    But the potion duration is a bit to short for my taste, so I just had a small question: which line in your mod should i addit when i want to change the potion durations :) 
    have a nice day and sorry for my english, its not that good xd  
  10. vVABORr
    vVABORr
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    Hi! This mod is great and way more thrilling than vanilla alchemy. Thanks for your efforts! 

    i have only one question (request), tho, is it possible to integrate the old alchemy HUD, like more circular one. I dare to present an example: https://www.nexusmods.com/witcher3/mods/552 .
    I thoroughly enjoy the mod at any rate, thanks again!
  11. Goodsanis
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    Hello, you can release an alternative to your mod with just one change (Curalisk Brew no longer allows infinite potions)
  12. shadgy
    shadgy
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    hey kiro i can't put oil in my sword i don't know why it works when i start a new game with a dlc-start ( if you just play blood & wine) but not when i start an actual new game :(

    edit: the first oil potion don't appear one the sword but you can apply the second potion but never ne first so you have to make at least 2 potion to use one