NEXT-GEN UPDATE NOTE: Considering the next gen version of W3 has FCR3 inbuilt, it is definitely not going to be compatible with Redux.
My current plan for W3 Redux support is:
With the release of 4.9, I consider Redux now complete for 1.3x versions of The Witcher 3.
I will still fix any critical or major bugs if they come up.
I will be taking an extended break from modding. I may come back to it to create a next gen version of Redux in a few months. However, no promises. If anyone wants to convert Redux themselves, they are welcome to.
All of this is subject to change, but figured I'd just give everyone a heads up that next gen support won't be coming any time soon.
To anyone who is still playing this mod, I've just released v4! It's been almost 2 years since the last update of the main file and I've made a few substantial changes.
Please check the changelog for more detail, but in summary: -A number of modules (such as Fatigue and the Vampire changes) have now been made configurable through an all new mod menu! -Decoctions have been completely overhauled and now reflect the original design idea I had when envisioning this mod. 15 new mutagens and decoctions based on monsters in "Hearts of Stone" and "Blood and Wine" have also been added. -Total redesign of the Side Effects alchemy skill (now Intoxication). I felt like the Combat and Sign trees both had a sort of "ultimate skill" (Wolven Storm/Flood of Anger and Supercharged Glyphs, respectively). This was missing from the Alchemy tree, so I've added it!. Give it a whirl. -A number of gameplay and FX improvements and some bug fixes!
If you're playing version 3.3, delete the following modules:
Redux
Total Armor Rebalance (has now been integrated with Redux v4)
Descriptive Levels (has now been integrated with Redux v4)
Less Regen (has now been integrated with Redux v4)
Gwent Redux Compatibility (Redux v4 version has been uploaded under "Optional Files")
Now just download v4 and merge it with your mods folder and run script merger if using other mods.
Also, v4+ are currently only supported in a few languages. The 3.3 translation packs will likely still work for 50% of the mod, but some things, like Decoctions, the mod menu and some recently reworked skills won't have the correct text.
Hi! Tell me please how to write the code in the console for the sword so that it appears in the inventory in W3Redux or W3EE? In the original game, swords are added, but in W3EE or W3Redux not.
I love the mod, but I've been trying a bomb build and the efficiency perk does not seem to be working as described, it only adds one extra bomb instead of three. does anyone know a fix
Hi, I know the possibility of you porting this mod to Next-Gen is very low, but if you're still interested in supporting this mod on Old-Gen would you consider looking at the mod Primer.
Specifically I feel this mods take on Meditation and Alchemy would be a perfect addition to Redux, but due to the compatibility nightmare I have gone trough trying to merge it with Redux, consider Making the features with Friendly Meditation and Preparations in mind instead of Primer
So Basically, I'm thinking Redux with Meditation centred potion chugging for Toxicity Mitigation and longer potion durations would be cool as well as balancing the potions with longer durations in mind.
Also I feel a good way to balance this with decoctions would be to lower decoction toxicity while making it so you can only have 1 decoction active at a time
I'm not sure if the mod is still being maintained, but in case it is (or someone wants to fix their own version), there is an issue with the Fatigue effect being applied from certain attacks breaking Quen even on the first cast. This is related to the fact that attacks which cause status effects invoke the function twice in succession, both of which get absorbed by the same Quen shield, but the second call no longer thinks it is the first Quen cast. To fix it, you (or the mod author if it's still being supported) can modify the file modRedux\content\scripts\game\gameplay\damage\damageManagerProcessor.ws. At line 196 you should replace if (playerVictim && quen && !quen.freeFromBearSetBonus && !quen.IsAlternateCast() && fatigueConfig >= 2) with if (playerVictim && quen && !quen.freeFromBearSetBonus && !quen.IsAlternateCast() && fatigueConfig >= 2 && !act.isDoTDamage)Hope this might help someone.
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My current plan for W3 Redux support is:
All of this is subject to change, but figured I'd just give everyone a heads up that next gen support won't be coming any time soon.
Please check the changelog for more detail, but in summary:
-A number of modules (such as Fatigue and the Vampire changes) have now been made configurable through an all new mod menu!
-Decoctions have been completely overhauled and now reflect the original design idea I had when envisioning this mod. 15 new mutagens and decoctions based on monsters in "Hearts of Stone" and "Blood and Wine" have also been added.
-Total redesign of the Side Effects alchemy skill (now Intoxication). I felt like the Combat and Sign trees both had a sort of "ultimate skill" (Wolven Storm/Flood of Anger and Supercharged Glyphs, respectively). This was missing from the Alchemy tree, so I've added it!. Give it a whirl.
-A number of gameplay and FX improvements and some bug fixes!
If you're playing version 3.3, delete the following modules:
Now just download v4 and merge it with your mods folder and run script merger if using other mods.
Also, v4+ are currently only supported in a few languages. The 3.3 translation packs will likely still work for 50% of the mod, but some things, like Decoctions, the mod menu and some recently reworked skills won't have the correct text.
Happy monster hunting!
In the original game, swords are added, but in W3EE or W3Redux not.
Specifically I feel this mods take on Meditation and Alchemy would be a perfect addition to Redux, but due to the compatibility nightmare I have gone trough trying to merge it with Redux, consider Making the features with Friendly Meditation and Preparations in mind instead of Primer
So Basically, I'm thinking Redux with Meditation centred potion chugging for Toxicity Mitigation and longer potion durations would be cool as well as balancing the potions with longer durations in mind.
Also I feel a good way to balance this with decoctions would be to lower decoction toxicity while making it so you can only have 1 decoction active at a time
if (playerVictim && quen && !quen.freeFromBearSetBonus && !quen.IsAlternateCast() && fatigueConfig >= 2)
withif (playerVictim && quen && !quen.freeFromBearSetBonus && !quen.IsAlternateCast() && fatigueConfig >= 2 && !act.isDoTDamage)
Hope this might help someone.UPD: Got fixed after installing Unification Patch and running Script Merger.
This adds variation to combat as you can now parry against monsters along with dodges and roll though be it limited because of stamina restrictions.