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?
Also regarding the appearance of the sword: When receiving the sword it looks like the "Blade of the Bits" as you know it from the base game. Once you upgrade it to "Brenna" its appearance changes.
Can't speak for the full version ..... but the Hartori Sword of the Bits only version works just fine with NG 4.04 Redkit version thankfully ..... the sword you get isn't 1/2 as good as what you have by the time this quest gets done
An updated version of the mod for 4.04. If the author requests, I'll remove the link. https://drive.google.com/file/d/1hYZGZZZu4or9QLfbuiiSbTslmaPgzRFl/view?usp=sharing (deleted) Thanks the author for updating his mod. ^^
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.
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.
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.
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.
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
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.
38 comments
it is with great pleasure that I announce that I finally got around to update this mod for the Next-Gen Version of The Witcher 3.
In addition to this compatibility patch I also fixed a minor bug regarding the explosion effect caused by Igni while wielding Sodden.
i used this great mod in 1.32, but it works in the 4.01 version as well?
Also regarding the appearance of the sword:
When receiving the sword it looks like the "Blade of the Bits" as you know it from the base game. Once you upgrade it to "Brenna" its appearance changes.
https://drive.google.com/file/d/1hYZGZZZu4or9QLfbuiiSbTslmaPgzRFl/view?usp=sharing (deleted)
Thanks the author for updating his mod. ^^
It also comes with a minor bug fix and a new damage calculation regarding the explosion effect from Sodden swords.
Both Brenna and Sodden are perfect for certain character builds, really shines for them.
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.
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.
.
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