The Witcher 3
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FailFailWin-draagushnahk

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Draagushnahk

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133 comments

  1. Draagushnahk
    Draagushnahk
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    Finally updated for 1.3.1 unification patch!
  2. Gergo900410
    Gergo900410
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    How to installed the Lore Friendly Alchemy-54-1-0.7z ?
  3. YeIIow
    YeIIow
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    How is the compatibility with LEGO?
  4. PinkAnderson
    PinkAnderson
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    • 5 kudos
    Spent 2 hours editing the merger with Ghost mode... probably can be done faster if you know your stuff. But it works and now alchemy finally kinda makes sense for a Witcher game again.. 
  5. ligonflarius
    ligonflarius
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    Bug Report (is this the right place?):
    When I spend some potions from the stack of 4, they can still be refilled with simple alcohol, as in vanilla.

    The mod changes only apply when I spend all 4, and then have to boil a new stack.
  6. ligonflarius
    ligonflarius
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    This is really a mod that we need, thanks.
    Issue: some potions seem to still require only alcohol, while others require the whole thing. Should I consume all of them so the mod applies fully?

    I've used the mod manager
  7. Gageo
    Gageo
    • member
    • 8 kudos
    Hi

    I've just installed a mod that prolongs the duration of places of power and gear enhancements greatly. I was quite surprised to find that it conflicted with your mod, since it also seems to change duration of the mentioned buffs, although I don't see you mentioning it anywere.

    Can I give priority to the other mod, and let it control the duration of places of power and gear enhancements, without breaking your mod? Thanks a lot for your work.
  8. Zent3ck
    Zent3ck
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    I've just started TW3 for the first time. I played through TW 1 & 2 earlier this year, and I am immediately missing the more preparation-focused alchemy systems, especially that of TW1. In my first couple of hours I grabbed every plant I came across, now I've discovered there's no real point to that.

    Would it be too much to install this and Preparations for my first playthrough? Anyone's opinions welcome.

    Edit: Since I asked this, I've installed Ghost mode and Preparations, then discovered this isn't compatible. So I've merged the scripts, taking the option from LFA in all cases. Hope this works out!

    Edit Edit: Well into the game. it works more or less fine, only a couple of problems with the merger: The Cat potions require Nekker Eyes, which no longer appear as loot, and individual Enhanced Thunderbolt require Basilisk Venom, which is so rare it makes the potion almost unusable. Apart from that, no real issues.
  9. Haighter219
    Haighter219
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    • 4 kudos
    Is there any plan for a Ghost Mode compatible version?
    1. Draagushnahk
      Draagushnahk
      • supporter
      • 11 kudos
      Honestly not anytime soon, as I have started my playthrough and won't be using such a massive overhaul personally this time around. If I ever play the game again I might. The mod itself changes very few files, it might be worth just script merging and seeing what conflicts manually.
    2. Haighter219
      Haighter219
      • supporter
      • 4 kudos
      It's just a bunch of XML conflicts, I may try to fix them myself.
    3. Draagushnahk
      Draagushnahk
      • supporter
      • 11 kudos
      Provided Ghost Mode doesn't change the balance of potion effects too much based on its other changes, it should work out fine. My edits are balanced around the core game on death march.
  10. RickThedope
    RickThedope
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    • 41 kudos
    Needs and update to 1.21
  11. AStro88
    AStro88
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    I'm using this mod along with a bunch of others, since I've installed it wolf's liver disappear from the game and alchemy recipes that need it simply show an invisible ingredient impossible to obtain.. Maybe this has something to do with wolf's liver not being considered a food item no more and being an alchemy ingredient?