The Witcher 3

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Karpfenfrosch

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Karpfenfrosch

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28 comments

  1. LeeeLy
    LeeeLy
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    Is this compatible with the next gen update? 
  2. Maiakovskyy
    Maiakovskyy
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    Hello. If I install the main mod(Of viable Swords and Dumplings) will the sword's appearance change including in the cutscene or will the sword remain the same?
    1. Yokozunacohen
      Yokozunacohen
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      hey,
      i used this great mod in 1.32, but it works in the 4.01 version as well?
  3. DonProtein
    DonProtein
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    Masterful work!

    Both Brenna and Sodden are perfect for certain character builds, really shines for them.
  4. Jahdan
    Jahdan
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    I'm not seeing the Fragment of Vandergrift's sword in any merchants shop in Silverton. Is it somewhere different? Can someone confirm which merchant it is because I'm sure I'm going mad.
  5. tkorez
    tkorez
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    Pelease, can you remove crafting component you need from killing Grandmaster Ulrich? He's part of the dlc HoS, and i want to be able to get the sword way before starting HoS., same with essence you get from HoS beasts for sodden. Otherwise great mod.
  6. forcedtoREG
    forcedtoREG
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    how would this mod fair with NG+ and FCR3?
    and does this require a new save? perhaps a save just before starting Sword and Dumplings quest would do?
    If possible i would prefer Mods that fair well with NewGame+ since i havent yet to try it

    I would also love to try most of your mods but it seems like you mentioned some of them (specifically "SKELLIGE STEEL") "might" not well-balanced for NewGame+ which in my case is very unfortunate.
    Im starting a fully modded playthrough with Witcher 3 on NG+ using my Vanilla Save a long long time ago.
    1. Karpfenfrosch
      Karpfenfrosch
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      You don't need a new savegame. Loading a game before the affected quest will be just fine.
      However:
      I can't tell you anything about compatibility with FCR3. The swords themselves should work in NG+. But some of their additional effects might not work correctly. I can't tell you for sure though. You'd have to test it yourself.

      On a side note:
      NG+ is just a mess when it comes to balancing. I recommend starting the game over in NG instead of doing NG+. Sign resistances get way too high in NG+ so you won't be able to apply their effects in most cases. You won't find new crafting recipes if you already got them in NG and money has no value since you quickly become rich as hell.
      About skellige seel: Because of all these problems it's difficult to implement something balanced into this unbalanced mode, hence the disclaimer. There is a level requirement though so you don't have to fear these armor pieces to be too powerful. They might end up very strong but require an accordingly high level in order to equip.
    2. forcedtoREG
      forcedtoREG
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      That lightens things up! thank you. however i really wanna try what NG+ has to offer, Been itching for that Feeling of being an already accomplished Witcher right at the beginning..
      .
      Follow up question though:
      Say for example I wanna use your RAVEN SWORDS(cuz i'll be using Raven Armor which supports NG+)..
      When you say "this Mod does not support NG+" does this mean, all items/quests involved on this mod completely wont spawn on an NG+ playthrough? or will they still spawn but be underlevelled with the same Stats as in their NG Version?
      Because i dont think i'll badly need that Sword Damage on Raven Swords, The AXII Intensity is enough for puppeteering
      .
      Also, you quoted "You won't find new crafting recipes if you already got them in NG" so since, i'll be using an Old Vanilla save, it means I havent gotten ANY of this modded Items at all.. so when I start an NG+ playthrough with your MODS newly Added, theyll still spawn/trigger correctly right? but just underlevelled in terms of Damage and Armor?
      .
      EDIT: ended up only using Raven Armor which supports NG+... havent tried mods with no NG+ support
  7. Gageo
    Gageo
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    Thanks for sharing your amazing mods.
  8. Rock5tar0420
    Rock5tar0420
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    hey, i was wondering how you were you able to add the Eruption glyphword effect to the sodden sword. i can see how you did the rotation effect, but i cant seem to find how you did the other. i was hoping to add that effect to a couple of other swords so when i start a new game ill have that effect till i unlock the runewright. if you give me any tips i would be most grateful. thank you for the great mod.
    1. Karpfenfrosch
      Karpfenfrosch
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      You can find it in npc.ws. Look at line 2776.
  9. NopPark
    NopPark
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    Debug Console Commands Weapon is not working , i try all of them ,additem(" ") but not spawning:

    All Debug Console Commands is working working properly, Crafting Components and Crafting Diagrams

    UPDATE : nvm, it working ALL OF THEM lol , do not copy paste , or copy paste the line and delete line on the back and write it yourself
    UPDATE 2 : Sodden weapon Igni 360 effect in my game not working ,the fire only little, trying clean game without mod installed not working too,
    is that a bug?
    1. Karpfenfrosch
      Karpfenfrosch
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      Did you install both parts of the mod? Mod and DLC? Did you run script merger? I don't know if it could be the cause but do you own the Hearts of Stone Expansion?
    2. NopPark
      NopPark
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      Yes, I Install properly Mod And DLC, have both expansion HoS and BnW
      Yes, I run Script merger, I even rechecked the code and manual merge
      mod Working properly , the only problem is Sodden weapon Igni 360 effect , the effect only fire just a little ,
      how to send pic in here? i have screenshot
    3. Karpfenfrosch
      Karpfenfrosch
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      You could upload it to Google Drive for example and send me the sharable link or upload it here on Nexus by adding a new image for Witcher 3 and sending me that link.
    4. NopPark
      NopPark
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      lol i'm not thinking about it
      here : https://prnt.sc/p0p127
      https://prnt.sc/p0pa5g
      https://prnt.sc/p0pc6v
    5. Karpfenfrosch
      Karpfenfrosch
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      These fire effects look really different from vanilla. I guess you're using a mod that alters Igni's fx? Did you already try without such a mod?
    6. NopPark
      NopPark
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      give this mod high priority doesn't working, trying clean game only this mod and dlc without other mod and dlc mod installed doesn't working too
      i think this is a bug , this test using newgame+ i don't know about vanilla newgame
      https://prnt.sc/p0qwcp
      https://prnt.sc/p0qvp0
      https://prnt.sc/p0qw1r

      igni without Sodden:
      https://prnt.sc/p0r74d
      igni with Soddenlvl2:
      https://prnt.sc/p0r7d2
      igni with Soddenlvl1:
      https://prnt.sc/p0ra91

      UPDATE : FOUND THE PROBLEM OCCUR ONLY IN NEW GAME + , MY SAVEGAME ORIGINAL ONE GET THE EFFECT WORKING PROPERLY
      TESTED USING MANY MODS INSTALLED
      https://prnt.sc/p0rjlm
  10. dm3rd
    dm3rd
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    • 24 kudos
    Hi, I merged all my recently new mods without issue but after that script merger found a new bundled text conflict that wasn't there before.
    Apprantly 'modlvl100plus' (mod for fixing items over level 100) changes the same file you do, but the file merging fails as apprantly it has it in a diffrent blob.bundle file. Yours is blob0.bundle it's is blob.bundle. is there any way around this?
    1. Zowbaid
      Zowbaid
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      You're trying to merge bundle files? Don't do that. Just reprioritize the mod order and put whatever mod you want to use first in the loading order. You can simply do this by changing the spelling of the mod folder alphabetically, or go into your documents/Witcher 3/mod.settings file to change load order there.

      Anyway, only scripts ever need to be merged. Bundles don't. The game will load fine without them. Because when it comes to bundles, they can only overwrite one another, not merge with each other.