The Witcher 3

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TheRealArdCarraigh

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TheRealArdCarraigh

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191 comments

  1. franchivp
    franchivp
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    It is compatible with Mod Alchemy Primer?
  2. Gergo900410
    Gergo900410
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    You would make a seperate version that only contains the recipes for the new bombs or not changes the models and textures of all bombs of the game ?

    - Salt Bomb 1-2-3- Glue Bomb 1-2-3- Fungi Bomb 1-2-3- Shrapnel Bomb 1-2-3- Virus Bomb 1-2-3
  3. pengquan1998
    pengquan1998
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    It looks Cannot be used with W3EE,is my error?
    1. TheRealArdCarraigh
      TheRealArdCarraigh
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      Hmmm 
      Honestly I don't know
      It can indeed not work, if EE edits either the entity or path to the entity in the xml, or both 
    2. Rev0l2ti0n
      Rev0l2ti0n
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      It works fine. You have to merge petard.ws for the single line, but that's it. Also doesn't show up in radial menu, but minor issue.
    3. Gizmo2014
      Gizmo2014
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      The models all work as expected on Geralt himself (worn, throwing, etc.). However, the radial menu icons, the inventory icons, and the alchemy icons are the default bomb textures.  Interestingly, the w3ee bomb casings (alchemy ingredient) shows the texture from this mod in both the inventory and the alchemy menu.  Any ideas on how to get the texture to work in the radial menu, inventory, and alchemy menu? Or is it just baked into w3ee's version of the UI?  It seems like there should be a work around given that the bomb casings work.  
    4. banmenot
      banmenot
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      The reason for the icons not appearing in W3EE is because W3EE changed the extension of the files, if you edit the icons extension for the bombs in this file from W3EE: "gameplay\items\def_item_alchemy_petards.xml", they will work properly.

      W3EE = *.dds
      Ard Bombs = *.png
    5. Gizmo2014
      Gizmo2014
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      Outstanding! Worked like a charm. Thanks for the find and posted fix.  
    6. copycant
      copycant
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      So I'm guessing I need to unpack the DLC folder from W3EE to have access to "gameplay\items\def_item_alchemy_petards.xml" to change the file extension names for the icons, correct?
    7. B1ackwolf
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      @copycant i had problems finding the xml too, so what i did was simply open the witcher 3 merger, and scroll down past the scripts section well down into the mid of the bundled text, you'll find the file its suggested, then open it using the kdiff thingy program it prompts when there are some conflicts (im using w3ee lazarus, so i merged it with the main w3ee so it worked more like a dummy file tbh)

      after that search for the ".dds" extension (just press ctrl+F and make sure to check only the box marqued with the merged output, if not youll end finding a lot of lines and thats a complete hassle).
      then just proced to copy paste a ".png" over every ".dds" there (i counted around 25 or so. just keep pressing F3 to find the next one and it'll be easier) and it should work after that.

      Big sorry for the boomer level explanation, english is not my first language and im even worse with coding and stuff so this was the only way to explain it coherently. 

      PM in case it doesnt work tho.
    8. copycant
      copycant
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      @B1ackWolf you sir, are a saint. I'll give it a go when I get the time, huge thanks!

      -Update: No such file is suggested in the Kdiff program, I'll poke about a bit to see if I can find it
    9. B1ackwolf
      B1ackwolf
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      @copycant

      Run your scriptmerger press "file" (up aside the place you put your path to witcher folder)
      Then go to options and in the section called MERGING click the box that says "review each merge even if autosolveable"
      Then find the file in the list where you select your files to merge (its not in the SCRIPTS section but very low, under the BUNDLED TEXT, keep scrolling until you find some files called def_item_alchemy, def_item_oils, def item mutagens etc, it should be somewhere there.

      after you try to merge the file it'll prolly prompt saying there are not conflicts (but you could review the file anyway and its there where you must change the dds extension into png)
    10. Monch44
      Monch44
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      @banmenot could you elaborate further on how to do this for us dummys please.
    11. Ferroxius
      Ferroxius
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      I've now made an official patch for EE that should fix the issue with the icons while also allowing EEs functions and Ard Bombs's functions to coexist. Ard has kindly uploaded it now
    12. DonDiggyDown
      DonDiggyDown
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      thank u
  4. Sagezza
    Sagezza
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    If anyone is interested, then this mod works with w3ee redux in 4.04
    using patch of course
    1. DonDiggyDown
      DonDiggyDown
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      works thx
  5. mallninjaz
    mallninjaz
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    Anyone figured out how to disable new bomb types and only use the models? Thanks!
  6. LA1exei
    LA1exei
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    Hello, have a question.
    It's possible to use all mod changes except textures/icons of the bombs? I really like more vanilla textures/icons.
    Thanks.
  7. vavabr75
    vavabr75
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    For anyone trying to install the mode with W3EE 5.03, on classic 1.31 or 1.32: download the patch (ArdBombs Enhanced Edition Patch by Ferroxius and Matth3w for 1.32), but don't use the folder "For EE Users", use "For EE Redux Users". For some reason - maybe version 5.03 incorporates some features that only Redux had - it's working perfectly using Redux patch. All bomb icons changed, new bomb recipes working, working with WPI.
  8. gaymej
    gaymej
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    The damage of the salt bomb is too high, "0.01; 0.025; 0.05" is more appropriate.The alchemy skill also increases the damage of bombs
  9. kultissim
    kultissim
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    I really wish you could release a texture only mod with no change other than eye candy. Please do it
  10. PaleBlobBlob
    PaleBlobBlob
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    this is awesome, paired with wearable pouch items it looks so cool
    thankyou for this mod

    question, how do you add gore effects on kill, like vanilla grapeshot bombs?
    i'd like to add it to shrapnel bombs

    oh and i'm on classic goty version of the game