The Witcher 3

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Ard Carraigh

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About this mod

Changes the models and textures of all bombs of the game for more uniqueness for each of them, and adds 5 new bombs.

Permissions and credits
  • Spanish
  • Russian
  • Portuguese
  • Polish
  • German
  • French
As you might know, the vanilla bombs are pretty lame with just one single model and just different colors for each bomb.
They shouldn't be as boring anymore.
Better used with Wearable Pocket Items.

Started from the idea of eNoodles to make a moon dust bomb more resembling to the one in "A Night To Remember" trailer.
And I ended up remaking all bombs.

Models should be optimized, only grapeshot bomb is a bit more demanding in terms of vertices because of its nature. Textures are 4K. 
I also modified all vanilla icons concerning dimeritium material and made them green for consistency with the corresponding bomb.

The new bomb recipes are available at Keira's shop and Blacksmith in Oxenfurt for level 1, at the herborist near Oxenfurt and another one in Novigrad for level 2 and at Gremist's shop and the other druid in the same location than Gremist for level 3.

For the details of what are doing the bombs, along with their ID to console them in:

Thanks to menschfeind13 for having handled all the scripts for me <3
Thanks to menschfeind13 for guiding me through the fx modding in my first experience with it. 
And thanks to all the Wolven Workshop Server for technical assistance, advice and simply existing <3 
If you want to follow my work, it's where it's all happening.
Thanks to eNoodles for WPI, the original idea that made this mod exist, and the ingame screenshots.
Thanks to SpontanCombust for making the containers loot table while I was busy with other mods.

Known issues: 
- After some time playing with WPI, you may notice that the glass of your bombs has become opaque. I still have no idea why. You can reset its original visual by aiming to throw your bomb and cancelling the throw.
- The shield dropping from Virus and the turning into allies of Fungi may not work consistently since it depends if either the scripts or the gameplay effects are applied first.