The Witcher 3

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Created by

Partoutatix and woodbyte and 01DarkLord04

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Partoutatix

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About this mod

Instead of scaling enemies up to Geralt's level like the vanilla option, this mod instead scales Geralt's gear & stats to the enemy's level, so you get the originally intended balance for every fight. Works for both NewGame and NewGamePlus.

Requirements
Permissions and credits
Changelogs
Made with FCR3 in mind (which is now included in the nextgen version of the game).

What it does
At the beginning of a combat encounter Geralt's levelup stats (base max vitality, base damage bonus, base sign intensity bonus -not his actual level-)  and gear (melee weapons, armor  & crossbows) are scaled to the recommended level for that encounter, so that you get the intended challenge/balance for every fight. All those scaling buffs/nerfs are removed when combat ends. 

Effectively removes enemy levels from the equation so that with this mod a rat remains a rat and a golem remains a golem without needing to make any arbitrary changes to enemy stats.

This means, for instance, that it's possible to go to Skellige first and try its higher level quests, and conversely you can also visit Velen later and you still won't feel overpowered when doing its lower level quests.

Does not make permanent changes to the game/your saves.

Works for both NewGame and NewGamePlus*. 




Why this mod?
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TW3's world suffers from levelitis. You have lv5 draconids and lv 40 boars walking around, and the high level pig would eat the dragon. This makes not only the open gameworld feel incoherent and the content/quests artificially level-gated or bloated (among a myriad other issues), it also means that once you outlevel a combat encounter/quest/area (e.g. by following the main story) all that lower level content will be a cakewalk, unchallenging and unrewarding.

To solve that last problem, a year after the game released, patch 1.2 introduced an option for upscaling enemies to the player's level. The problem is that the enemy-upscaling mechanics don't really preserve any sort of balance. In White Orchard the low level drowner might have felt like a drowner and the low level griffin might have felt like a griffin to a low level Geralt, but the same drowner generically upscaled to a level 40 Geralt feels like something else entirely, in fact it pretty much feels the same as that low level griffin when it's also upscaled to lv40 as the upscaling formula renders base enemy differences/definitions almost meaningless. With each upscaled enemy being as strong as the next you ended up with a pack of upscaled rats as the most fearsome enemy in TW3 (strength in numbers).

Some mods tried to better tune the enemy upscaling mechanics so that the most egregious examples don't happen or use their own arbitrary scaling formulas to come up with different results for what stats a lv4 drowner facing off against a level 50 Geralt should have.

Other mods instead set a single fixed level for Geralt and arbitrarily change the stats of all the higher or lower level enemies as well as Geralt's stats at that level in order to get their own chosen balance against the arbitrary stats Geralt has at that single, fixed level.

This mod instead makes no arbitrary changes to enemy stats and takes advantage of the fact that while enemies may have fixed levels in tw3 (guards excluded), Geralt doesn't. We may not know what stats a lv4 drowner upscaled to an ever-leveling-up Geralt should have in order to remain close to balanced, but we know what stats Geralt should have to get close to the intended balance against that fixed-level lv4 drowner: Geralt's level 4 stats.


Implementation details:
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When combat starts the mod scans for the highest level among Geralt's enemies, then sets his base level-dependent stats (base max vitality, base damage bonus, base sign intensity, fistfight damage) to the value they'd have if Geralt were at that level. His gear is similarly scaled to that encounter level with damage rating scaled for melee weapons, armor rating for armor pieces and attack power for crossbows (and bolt damage if FCR3 is installed or if the option is set). Geralt's slotted skills, slotted mutagens, mutations, gear secondary stats etc are unchanged: a higher level Geralt that has access to more & better skills, better gear, better alchemy etc will still be significantly more powerful than a lower level one scaled when both are scaled to the same level, but the difference between them won't be in the orders of magnitude any more.

When combat ends all those scaling buffs/nerfs are removed.

The vanilla game gives enemies huge buffs/nerfs whenever they are more than 5/15 levels apart from Geralt, not any more.

FCR3 (which is integrated in the vanilla game as of v4.00) scales crossbow bolt damage with the player's level, it  now scales with the level of the player's enemy/victim.


*In NewGamePlus the mod will scale Geralt&gear to the level of the NGP encounters same as NewGame, however IMO NGP levels and stats aren't really balanced. NGP enemies seem to just be upscaled, only instead of being upscaled to Geralt's level they are upscaled a fixed 50+ levels (whichever level you started NGP at). Which brings us to:


Optional add-on Mod: NewGamePlus has NewGame stats.
Tells the main mod that NewGamePlus enemies should retain their NewGame level and have Geralt scale to that NG level to stay closer to the original NewGame balance.
It shouldn't be a cakewalk in spite of your higher level NGP skills and gear advantage because NGP enemies generally already have stronger stats per level than their NG counterparts and the mod also reverses the few cases where NGP enemies had worse stats per level than their NewGame version.


Install:

Same as installing most other TW3 Mods. Avoid Vortex, TW3 Mod Manager recommended  if you need a manager. Place any \modxxx folders directly inside your <TW3 game install>\Mods (or \mods) folder, place any \dlcxxx folders directly inside your <TW3 game install>\dlc (or \DLC) folder. Merge everything with Script Merger.

How to install most simple TW3 Mods for newbies/klutzes:
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First you gotta locate your The Witcher 3 game install location. Usually it's somewhere like "C:\GOG Games\The Witcher 3 Wild Hunt GOTY" for Good Old Games versions of the game or "C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3" for Steam versions of the game.

Mandatory:
Script Merger
Download, run/install it, run what it installed to be sure it's working.

Optional but highly recommended:
TW3 Mod Manager
Download, run/install it, run what it installed to be sure it's working. Installing it all to some place like C:\TW3Modding\ should work.



After that you can install most mods by downloading them manually (VORTEX NOT RECOMMENDED WITH TW3 MODS, IT WILL EVENTUALLY CAUSE PROBLEMS). Extract their contents somewhere (rightclick on the downloaded mod file->extract) and then place their files&folders in the right places in your game install yourself OR let TW3 Mod Manager extract and place them correctly for you (Recommended).

If you're not using TW3 Mod Manager you need to make sure all of your mod's \modxxx folders end up directly inside your <TW3 game install>\Mods folder (or <TW3 game install>\mods, wherever your other mods are). If there's no mods folder in your TW3 game install folder (TW3MM would've created one for you) you can create one by rightclicking on some empty space there -> "New" -> "Folder" and write Mods as its name. That means your \modxxx folders ends up as <TW3 game install>\Mods\modxxx. TW3MM would place it there automatically for you so you wouldn't have to.

If your mod has \dlcxxx folders they similarly need to be directly inside your <TW3 game install>\dlc folder (or <TW3 game install>\DLC wherever your other dlcs are). They should end up as <TW3 game install>\dlc\dlcxxx ( never <TW3 game install>\dlc\dlc\dlcxxx !). TW3MM would do this automatically for you.

If you mod has a xxx.xml mod menu file then it would have would have to end up as <TW3 game install>\bin\config\r4game\user_config_matrix\pc\xxx.xml. Again, TW3MM would do this automatically for you.
With the nextgen/4.00 version of the game to get the mod menu to work you additionaly need to edit the dx11filelist.txt and dx12filelist.txt files in The Witcher 3 Wild Hunt GOTY\bin\config\r4game\user_config_matrix\pc by adding your mod's xxx.xml mod menu filename to those lists. Again TW3MM would do this automatically for you.

If you happen to have more mod menus tham what can fit on the mod menu list you can easily edit & group mod menus together into subgroups yourself using something like notepad++, example: 1-> 2 (that mod menu was placed in a "combat" subgroup, example from Menu Strings).

If your mod has custom keybinds you probably have to add them to your <My Documents>\The Witcher 3\input.settings file using some editor like notepad++. Once more, TW3MM will usually do this automatically for you.

After your mod's files & folders are in the right places you need to run patched Script Merger and merge any conflicting files that can be merged together (that means both .ws scripts and .xml bundled files).

Sadly, not all mods will automatically merge together, most probably won't (though all LEGO merge automatically with each other, obviously), but some unresolved conflicts can be solved with a little manual help:



The bottom half is the output/result of your merge, the yellow <Merge Conflict> line is the conflicting line that SM can't figure out automatically. 
Right click on the merge conflict and you get some simple options:


^There you picked the line from mod 2, but you can also pick the lines from both mods, in any order:


Or you can even write your own code in there. Of course knowing which lines to choose or how to make them work together does require you to somewhat understand what the code does. When in doubt you might try asking the concerned mod's authors & users for help in the comments sections.

However keep in mind that there's no guarantee that any 2 mods can be effectively merged together, nor is there any guarantee that 2 mods are working well together even if they merged automatically and the game seems to be running ok.

That's why to be extra safe you should carefully read each mod's install instructions to make sure there aren't any special instructions or requirements for the mod to work (some mods might require other mods to work such as the unification/community patch or shared imports) or incompatibilities, and then merge & run the game after each new mod install to make sure it's running well.


MAKE SURE TO TURN OFF ENEMY UPSCALING IN OPTIONS->GAMEPLAY.

Uninstall:
Delete \modgeraltlevelscales and \dlcgeraltlevelscales. Unmerge the files if you merged them before.

Compatibility
FCR3: Compatible
Item Levels Normalized (or any other mods by woodbyte or Partoutatix): Compatible.
Enhanced Edition: NOT compatible.
Ghost Mode: NOT compatible.
Generally not compatible with any mod that screws with the way item/geralt levels are calculated.

Part of a series of mods for the passive aspect of combat.