The Witcher 3

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Zowbaid

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Zowbaid

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About this mod

This is it. The Essential Weapon Rework Mod. It's finally here...

Requirements
Permissions and credits
Changelogs
UPDATED FOR NEXT GEN

MOD Description:

For 5 years, I've been waiting for a mod that reworked vanilla Relic weapons because of how depressingly weak they were. I've waited, and waited, and waited....and I finally decided enough is enough.

"If you want something done right, do it yourself." - Someone

Ladies and gentlemen, it's finally here. This mod completely reworks and rebalances the stats on ALL vanilla Relic and Witcher weapons. That's 100+ NG and NG+ weapons completely redone from the ground up to fit whatever build you desire. This also includes all Grandmaster Witcher weapons from the Blood and Wine DLC.

*This mod ONLY modifies stats and does not touch textures or weapon appearances in any way.*

The goal of this mod was to redo all vanilla Relic weapons to match the level of power and strength of Relic weapons in the BaW Expansion. Eventually, it evolved into updating ALL Relic weapons in the game to fight on the same balanced playing field. I thought it was an absolute shame that vanilla Relic weapons were treated as nothing more than crowns for exchange since most of them had utter garbage stats. Also, what was up with their random stat distribution? Now, when you find a Relic out in the world, you'll actually feel that level of excitement you're meant to feel discovering a high-tier piece of gear in an RPG. Each Relic feels unique and different from any other you'll discover. Some of them have powerful stats that work well together. Others meet specific build requirements. Others are just all-out crazy and fun combinations. I hope that you'll all enjoy this mod and feel a new sense of wonderment discovering weapons again. (Note: All screenshots above are taken of NG weapons, not NG+.)

!!!Always check the changelogs for all new updates and additions!!!


This mod makes changes to:
Click to see all changes
Spoiler:  
Show


This mod does NOT change:
- Iris.
- Aerondight.
- Gravedigger's Shovel.
- Any Common, Magic, or Master quality weapons.
- Any armor.

There are many mods that enhance weapons such as Iris and Aerondight, so I didn't feel it was necessary to buff them. You can simply download any of the dozens of mods available on this site.

How this mod approaches stat bonuses:
Relic Weapons:

With this mod, all Relic weapons have exactly 4 stat bonuses. Since Magic and Master weapons can have anywhere between 0 - 3 stat bonuses, I felt that it was fitting that Relics have a fixed 4 stats.

This mod also fixes many errors found in the code of the weapon stats that had just been forgotten by the devs. You wouldn't believe how broken some of the stats were. Anyone ever wonder why Hjalmar's Steel Sword never actually felt strong, even though it said in its description that it should be able to dish out 200% critical hit damage? Well, that's because the devs coded its minimum value as 200% and it's maximum value as 5%. I'm sorry, but what....? This is clearly a typo left by the devs. In fact, I'm quite sure they didn't even intend its minimum to be set to 200%; it was probably meant to be 2%. Basically, this weapon was always dealing a maximum of 5% critical hit damage, which is ridiculous. They've also embedded a typo in a very essential piece of code that can't be changed. I've uploaded a screenshot showing what I mean. 

This mod makes all weapon percentages reliable and accurate. Previously, CDPR had added a min and max range for different percentages of stats on these weapons. This meant that Relic weapons spawned with randomized stats, relying on total RNG if you wanted to have the highest form of that stat. If Relic weapons were meant to be unique, then why are they able to spawn with random stat rolls? This is a terrible system that makes discovering these weapons less rewarding than they should be. They're unique, one-of-a-kind weapons after all, and they deserve to have their own unique, fixed stats. With this mod, I've completely done away with that min-max range and set a fixed number for ALL stats. So, when you see a weapon drop with a stat of 15%, that's the percentage it was meant to have. You no longer need to save-scum to get the best roll anymore. :)

Witcher Weapons:
I've also completely reworked the way Witcher weapons grow and evolve stat-wise. I thought it was an absolute travesty that Witcher weapons would get such horrible stat treatment compared to other weapons in the game. I mean, does anyone even use the Cat or Griffin School weapons? Of course not. Because they only have 2-3 stats maximum, whereas the Bear set actually has decent stats. And why were Silver weapons getting more stats than their Steel counterparts? The weapons come in a pair and should share the same exact stats. Well now, each School has a unique playstyle that matches their armor sets as well. I've also added stat growth and stat evolution to each craftable tier of the weapon pieces going all the way up to Grandmaster level.

The default (Tier 1) weapon has only 1 stat.
Tier 2 (Enhanced) has 2 stats.
Tier 3 (Superior) has 3 stats.
Tier 4 (Masterwork) has 4 stats, matching the quality and strength of Relic weapons. 
Tier 5 (Grandmaster) has 5 stats, surpassing the quality and strength of Relic weapons, as they should for how costly they are to create.

Each tier upgrade also boosts each stat by a considerable amount. And at Grandmaster level, Witcher weapons will be a true force that fully brings out the power of the Grandmaster set-piece bonuses as well. For example, the Bear set unlocks a huge Quen sign bonus upon unlocking Grandmaster Tier in order to fit into its Grandmaster Armor bonus for Quen enhancements. Each Witcher weapon now fits into a unique playstyle that brings out the power of that School.

- Cat weapons focus on high crit chance, crit damage, and attack power.
- Griffin weapons focus on high spell power, decent crit chance and damage bonuses, and powerful confusion effects.
- Bear weapons focus on massive adrenaline recharge, HUGE critical hit damage and Attack power bonuses, and excellent staggering capabilities, like an actual Bear.
- Wolf weapons trigger heavy bleeding and have a great balance between Attack power and Spell damage.

And at Grandmaster level, all of them unlock a 5th stat that truly makes them shine.

- Manticore weapons excel at shredding through enemy armor and poisoning foes, while offering high critical hit damage.
- Viper weapons offer a great balance between attack power, aard sign damage, and crit chance & damage, with the ability to poison foes.

Unique Weapons
Ciri's Steel (Swallow) and Silver (Zireael) swords, Eredin's Sword, and Imlerith's Mace are now quest reward drops. Here is where you can get them if you'd rather obtain them naturally. Beware, SPOILERS ahead.

Spoiler:  
Show


You can also use console commands to get them if you've passed their drop points. Their console command codes are written in the "Changes" section up above and in the changelogs. They're truly special weapons.

Installation/Updating:
Simply extract and place the mod into your "mods" folder.
You do not need to start a New Game to get the benefits. All weapons will be changed right away.
To update, simply replace the old files with the new ones overwriting everything.

Uninstallation:
Simply delete the mod from your "mods" folder.
You do not need to be worried about losing your weapons upon removing the mod. It's very safe to uninstall.

Compatibilities:
This mod modifies many weapon files from the vanilla game and the DLC. So, it will most certainly conflict with any mods that modify weapon stats. The only weapon mod that will be fully compatible is any Aerondight rework mod because that weapon has literally its own file that is independent from all other weapons. In order to get the benefits of my mod and keep the weapon stats of your weapon mods, you'll need to merge using Script Merger. When merging, just choose which lines you'd like to keep, mine or your other mod's. If merged correctly, then you will have absolutely no problems using this mod with any other weapon mod. If after merging you still can't see the benefits of my mod, then it could be conflicting with other mods, in which case, giving higher priority to my mod could solve the problem.

  • Scabbards mod will DEFINITELY conflict with my mod. It is best to merge these mods together and they will work perfectly. The merge will be easy and seamless. *No Need to merge if you are using the GM version. Simply give my mod higher priority over both Ghost Mode and Scabbards mod.

  • If you're using my Scabbard Clipping Fix mod, you will need to merge it with this mod. When there is a conflict, select all the lines from this mod, except if it asks you about scabbards. In that case, select the line from the Scabbard Clipping Fix mod. Every other line should come from this mod. 

  • Besserwisser and BiA mods will conflict, but don't worry about it. My mod offers the same fixes that Besserwisser and BiA do, as well as new weapon stats, so just give my mod higher priority and you won't have any problems.

  • Released a new version for Ghost Mode users. Now, this mod has Full Compatibility with it. Just give it higher priority over Ghost Mode. Enjoy. 

  • NOT COMPATIBLE with W3EE, No Levels, or any "overhaul" mods that drastically change weapon stats, dmg, and scaling mechanics. No plans to make any other versions. Sorry.

Recommended mods to use with this mod:
It is HIGHLY recommended to use the following mods in order to get the best weapons experience.

  • No Duplicate Relics so that once you find a Relic weapon in the world, you won't find it again. This will make that Relic weapon feel truly unique and not just another duplicate existing in the world. It'll make you treasure it more once you find it, the way Relics ought to be treasured.

  • Runes FX to add cool new effects on the swords when runes are applied to make weapons look more unique and amazing based on their damage stats and types.

  • Winter's Blade Overhaul. This mod adds completely new mechanics to Winter's Blade making it even more epic. (Make sure to merge the xml files with this mod. Should merge without conflicts.)

  • ESGO. Just a generally fantastic mod that allows you to customize many aspects of the game such as damage, health, enemy resistances, stamina, experience, weapon scaling, etc. It adds really cool features to how Adrenaline and Dismemberment work, making Adrenaline-and Dismemberment-specific stats on some of the weapons more useful now. Also, if you feel that the weapons are too overpowered, then you can customize enemy health and resistances to balance it out to your liking.

  • Item Description Fix so that the new weapon descriptions will show up. Also just a very essential mod, IMO.

Final thoughts:
I truly hope you enjoy this mod. I made this mod in mind for the Witcher fans first before making it for myself. So, if you don't like certain stats or buffs or changes, please don't hesitate to give me feedback and I will do my best to consider your suggestions. If you find any bugs with certain stats, please let me know immediately. I just want people to enjoy this mod and to enjoy the Witcher 3 the way it's meant to be enjoyed.

Credits:
Aeltoth for helping with adding strings to certain weapons so that their true names appear in game. And for helping me to create "Swallow" as a replacement to "Zireael Steel Sword" so players can play Ciri's sections without any issues. Thank you so much, brother.
cumbrianlad for helping to test out the mod and finding any lingering problems or issues. Thanks a ton, man.

Final Notes:
Thank you all. This mod is for you. <3