The Witcher 3

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Zowbaid

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Zowbaid

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  1. Zowbaid
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    Hi, everyone. Hope you're all enjoying my mod. :)
    I'd like to briefly explain what each of the 5 mods does in case you were still a bit confused.

    Main File:

    • "Essential Weapon Rework" - This is the main mod that changes and modifies all the Relic weapons as well as all the Witcher weapons in the game. This version also adds the 15+ special Relic weapons that CDPR had designed and never released into the final game. You can obtain them as rewards from specific quests in the main campaign and certain primary optional quests (such as the Ice Giant in Skellige). You will most definitely have to merge this mod with any other mods that conflict, especially Scabbards mod. Merging is totally safe, just make sure to choose all the lines from my mod. *Do NOT merge this with Besserwisser or Nitpicker's mod. Just give my mod higher priority over those 2 and you'll be fine.*


    • "Essential Weapon Rework - Ghost Mode Edition" - It was a requested feature that this mod be compatible with GM. Since I didn't use it, I never gave it any thought because it would've been a hassle to do. And it was. But now it's here, so enjoy it. Do NOT merge this mod with GM in Script Merger. You will see conflicts, but that's fine. You MUST give this version higher priority over GM, and it will work without any issues hopefully. Don't complain if this breaks GM's intended balancing. My mod makes swords stronger than vanilla, which also means they'll be stronger than what GM's author had intended. If swords seem too strong now, then guess what, my mod did it's job. You can always rebalance enemy health and dmg through GM's Scaling mod menu if you feel like the balance has become too easy. Enjoy! After dozens of hours of testing, I can honestly say that this mod does NOT break the challenge or difficulty of GM. In fact, I'm even willing to admit it adds more....flavor, if you will. I hope you all enjoy it. :)

    Optional Files:

    • "Rewards Only" - This mod does NOT modify any stats on any weapons in the game. It only unlocks the 15 special Relic weapons that CDPR had designed but never released. They were considered elusive and mysterious weapons that wikis had information on, but no way to actually obtain them. Now, you can obtain them through specific rewards in the main campaign from different main quests and primary optional quests (such as the Ice Giant in Skellige). *NOT compatible with Ghost Mode.*


    • "Unique Weapons Only" - This version only modifies the stats on 4 weapons -- Swallow (Ciri's Steel Sword), Zireael (Ciri's Silver Sword), Eredin's Sword, and Imlerith's Mace. It allows you to obtain them as rewards for beating certain main campaign story quests. Every other weapon in the game has vanilla stats and are totally untouched. This version also contains the 15 special Relic weapons as certain rewards from specific main campaign quests and certain primary optional quests (such as the Ice Giant in Skellige). *NOT compatible with Ghost Mode.*


    • "Special Relic Weapons Merchant" - This mod is considered a standalone. It can be installed alongside any of the 3 mods above, or on its own if you so choose. It allows you to purchase the 15 special Relic weapons that were hidden by the devs in the vanilla game but never released into the final build. If you missed obtaining them as rewards from certain quests while using my other 3 mods, then this mod allows you to purchase them from the black market pawn broker, the Loan Shark, in Novigrad. If you are using any other mods that modify other merchants' inventories, then you will most definitely have to merge this mod with all conflicts through Script Merger. Don't ask how this creep got these extremely rare weapons. He has some pretty nasty connections, I hear. *Compatible with Ghost Mode. Make sure to merge them in Script Merger.*
  2. Zowbaid
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    Added a new mod in the Optional Files called "Special Relic Weapons Merchant" that allows players to purchase those 15 special Relic weapons that were hidden by the devs in the vanilla game. They were added as rewards to all 3 of my weapon mods in version 1.3 a while back, but with this standalone mod, you can now purchase them directly from the Loan Shark in Novigrad. It means that if you'd rather not use any of my stat-changing mods, then you can simply install this, and it will allow you to buy those 15 weapons without having to worry about getting them as rewards from the other mods. In addition, you can also install this mod alongside any of the other 3 versions of my mod and you will still be able to buy them if you happened to miss their reward drops at some point. I only added those 15 Relic weapons to the merchant because those weapons were the elusive ones. The base vanilla Relic weapons already in the game are still obtainable through normal means in chests, quests, monsters, schematics, etc. 

    For the vanilla game purists that don't want to modify any weapon stats, but would still like to get every obtainable weapon that CDPR had originally designed, then I recommend downloading and installing "Rewards Only" and "Special Relic Weapons Merchant" mods together.
  3. obsidiangrave
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    nice
  4. ProRock21
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    There is not enough version without a new unique weapon (mace and so on...)
  5. DawnCry
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    Great work but not a lot of thought went into balancing it seems. giving witcher gear 5 stats makes it less specialized and more same. Another thing I noticed are the huge armor pierce values. The Problem ist armor pierce reduces enemy armor by the same amount and enemies rarely have armor at all and 180 max. so anything above 180 does nothing.

    I will take a look If i can manage to balance  it a little bit better for my private use. I would try to achieve a balance around the toussaint knight steel sword so the best weapons (Witcher weapons and special etc.) are comparable to it in strength.
    1. Zowbaid
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      Go for it. You can balance them to however you like.
  6. acedefective13
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    So I tried using console command to spawn Swallow, and I installed several runes on it but it doesn't show them, is that a bug or intentional?
    1. Zowbaid
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      Doesn't show how? You mean physically the runes on the sword? Or you mean the buffs/stats from them aren't working?
    2. acedefective13
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      ah.. I mean the runes on the sword, sorry for not being clear enough. Is that normal?
    3. Zowbaid
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      Probably normal then since that sword mesh was never designed to be used by the player or to have Runes installed on it in the first place. So the devs didn't create meshes for it with Runes visible. Also my mod doesn't touch meshes or sword models in anyway at all, so what you see it straight from vanilla.
  7. delular100
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    "Essential" is a bit too much of a word for something that is essentially a cheat mod...
    1. Zowbaid
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      Sad point of view. It is essential. Period. Vanilla weapons were garbage before. DLC weapons were far superior. This now makes vanilla equal to DLCs. Don't agree with this logic? Then I suggest you find a mod that removes ALL stats from every weapon in the game. You'll enjoy the game without them much more it seems.
    2. ElementaryLewis
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      They may seem too strong, but not stronger as most best swords. That's why this mod is great enough.
  8. KellogsFrosty
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    Really cool mod, i fully agree that Relicts are unreliable and alot of times seriously underpowered. On the other hand this mod upgrades them too much i think, i like to play on the second hardest Diff, but now im dealing too much dmg :D
    Anyone got suggestions except just going highest diff? (Enemies deal too much dmg on Dm i feel)
    1. Zowbaid
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      You can always download ESGO mod or an equivalent and then adjust enemies' damage output or HP to your liking. That's what I use. I believe there's a downscaled version of ESGO on the mod page if you don't want all the changes it brings if you just want to control damage and enemy health. 
    2. wtf123123
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      Hi, just wondering what settings/sliders do you have for ESGO that you feel balances the stat bonuses from this mod nicely? 
    3. Zowbaid
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      Honestly, it's whatever you like. I tend to like all my enemies spongier, especially larger monsters, contracts and bosses to have very high health. 2x or 3x or higher. But for smaller monsters, I keep it around maybe 1.0 to 1.5 health. Humans and beasts I reduce their health a bit to like 0.7 or 0.5
  9. draconeia
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    Thank you for this mod!

    You mentioned that this mod doesn't work with an overhaul like 'No level's", however, would it be compatible with a basic Gear leveling/scaling mod? 

    Example: Balanced Item Level Scaling

    I merged them and the game is running however I can't be sure they are working properly together.
    1. Zowbaid
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      Yes totally compatible.
    2. draconeia
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      Thank you!
  10. OldInvoker
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    Thanks for the fresh look at the witcher armament, but there was a problem with the display of information. When I use a sword, for example the Snake School, some bonuses of this sword are not displayed in the character stats, for example:
    Extra experience for people
    Power of Aard
    Is this a bug in the stats or a real lack of boosts?
    1. Zowbaid
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      Those kinds of buffs only appear when you hold the sword in your hand. That's why you have Exp for humans, and Exp for monsters on different swords. If you could see it all the time, then that would mean you could use a steel sword and still get bonus exp from killing monsters, which wouldn't make sense since those specific buffs are tied to the swords when you are using them.
    2. OldInvoker
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      Huge thanks for the clarification, I verified it personally when I pulled out one of the swords and went into the stats menu. 
    3. Zowbaid
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      Yep, it's been like that since vanilla. :)
  11. TheOutlaw95
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    Having some xml conflicts merging with BiA. Shall I put Essential Weapon Rework with higher priority than BiA? 🤔
    1. Zowbaid
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      Yes exactly. I offer the same fixes or some changes/additions and more, so just give it higher priority.
    2. TheOutlaw95
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      and what if i merge em instead of giving priority? Does that work?
    3. Zowbaid
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      Literally no need to merge them at all. Since my mod does the same thing and more that BiA does. It's redundant.
    4. TheOutlaw95
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      Alright, Could you suggest the best mods to enhance Iris and Aerondight?
    5. Zowbaid
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      For Aerondight, I recommend this mod and picking one from the list: Choose Your Own Aerondight

      For Iris, I guess this one would be the one that matches this mod the most: Better Iris

      When installing an Iris mod, make sure to merge scripts with my mod.
    6. TheOutlaw95
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      Thankyou...Endorsed 🤝
    7. TheOutlaw95
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      Btw, is Essential Weapon Rework compatible with Runes FX? I see you've mentioned in the recommended mods description that it's not updated to NG.🤔
    8. Zowbaid
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      Yes I have an updated version for it.

      Download
    9. TheOutlaw95
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      Is it compatible with 'Magic Spells'?
    10. Zowbaid
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      I don't see why not. That mod shouldn't touch weapon stats as far as I know.
    11. TheOutlaw95
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      I meant the Runes FX, actually. There's a compatible version for magic spells provided on the original mod's page (in the files section). But that's outdated too, right?
    12. Zowbaid
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      Ah I see. in that case this version isn't compatible.
    13. TheOutlaw95
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      Guess i'll just use Spell Tomes instead.
  12. Hangadis
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    Im trying to merge ur mod with armor rework mod (https://www.nexusmods.com/witcher3/mods/8651?tab=posts) and get error below
    https://i.ibb.co/g4KWWQk/Screenshot-1.png

    There has been some mods manipulations (like install and uninstall many mods) thats can brake something. Now im reinstall the game but if this didnt help - i dont know what to do :c
    1. Zowbaid
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      Looks like you installed Script Merger incorrectly. My mod should not have errors with that mod. 

      That error doesn't make any sense. Check your Script Merger install paths for all your files. Either you're missing wcc_lite, or the path you chose is wrong.
    2. Hangadis
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      Yes, u right, its not about ur mod. Just script merger is broke for no reason and i dont know how to fix this :c

      Nvm, vortex solve this