This compilation here is perhaps the best place to thank you for all your fantastic mods. I already had many of your mods with old-gen (LEGO!) and now I use them for my next-gen as well. Always clever, always light, always meticulously created. Exellent for my way of playing. Thank you for maintaining them for NG.
what they said. I could figure out LEGO combinations "on my own", but I do not think I would have found this combination of mods or how I'd like to use/ignore them without this overview.
Last thing I was annoyed by were levels (quest colors) on the map, but downloading the mod Dark Lord has pinned now against that...
Есть предложение/просьба. Сделать мод, который бы убрал отображение урона и брони у снаряжения. Или может быть реализовать как то систему сравнения этих показателей по некоему соотношения от условной единицы... Дело в том, что эти цифры - последняя вещь которая ломает веру в то, что уровней реально нет.
How unleveled is this? Just like EE Redux? I fight enemies in Velen and they appear much weaker than enemies in HOS DLC. They should all be about the same now correct?
I don't know how EE redux works. With this mod, for a given player character there shouldn't be much of a difference between facing a pack of lv20 drowners in skellige vs a pack of lv2 drowners in white orchard. They're drowners. IIRC some of the HoS critters surrounding the runesmith however were made tougher per level than their regular counterparts in order to discourage the player from unlocking a master swordsmith/armorer too soon.
That makes perfect sense. Seems drowners in Novigrad sewers at level 3 took forever to kill but the damage they did was fairly balanced so I can't complain. I may have just forgot how much the enemies health is buffed on harder difficulties. Thanks a ton for this list. Much more fun going wherever you want right away! I'm doing HOS before even meeting the baron lol
You might also try "No Levels" mod, which should effectively get rid of even that scaling. While playing HoS I haven't noticed that same enemies are stronger here than in other locations.. but man, spiders are strong and annoying though. Big one is some serious business.
The prince toad in severs is impossible to kill, looks like will have to go to no levels mod, I was hoping to avoid any overhauling mod and its conflicts with NG but looks like will have to after all.
About the only small wrinkle from this collection of mods is that the worldmap still displays recommended levels when they won't matter anymore As such, here's a remedy https://github.com/Ferroxius/No-Worldmap-Levels
Love it! I'm just wandering if it's possible/simple to do something about the numbers, in other words, make the monsters, Geralt's stats and his weapons always lv1 so numbers are always low and easier to digest, since the level numbers are hidden with these mods, it would just result in the numbers you see being really low, I rather seeing a "132 dmg" crit on the screen than a "12936 dmg", considering the game being always scaled in level, It wouldn't make a difference in balancing since the power progression now is based solely on weapon extra stats, runes, mutagens and overall build. I've tinkered with the mods scripts here and there but I'm not getting anywhere.
Of all the people in this site I think you would be the best person to ask for help regarding this. You think that's possible/feasible to do?
It's certainly feasible as I think mods like Enhanced Edition and "No levels" already took that fixed level approach. I believe the latter even picked lv1 as its fixed level so it might be your best bet.
Afaik it's not just a matter of keeping Geralt at lv1 and scaling down enemies to that level (a solution that probably works for some of the levilitis issues in bethesda games) as most tw3 enemies might end up with ridiculously weak or even negative stats when scaled to the unintended and untested lv1. Those mods likely had to come up with their own arbitrary stats that enemies should have to end up with their chosen balance at the single fixed level they picked.
Personally I don't remember even seeing floating damage numbers typical of jrpgs in TW3, must've always disabled it, at most I see an enemy's health bar drop a chunk when I hit it.
It's a good thing that this list of mods was written. If it hadn't, I wouldn't have even known that these mods even work with the new version of the game. As far as I understand, they will all be added to the updated LEGO in the future? Or there are no plans to update it, and release separate modifications?
Anyway, I'd like to thank you for your work. It's thanks to such a great community that playing The Witcher is such a great pleasure. Probably, if it were not for the modifications the game and a half, even a third would not have been so exciting.
Thanks. I kind of gave up on the LEGO/itemization aspect mods and on modding the other aspects of TW3 (combat and exploration) after I ran into a block concerning a missing but essential mod for lego a couple years ago (making all lootable containers glow exactly as if wicher senses were turned on) but I'm getting some help/encouragement on discord now and with the new version of the game which already includes most of the other mods/functionality I used (FCR3, immersive cam, autohiding hud etc) I'll try to give it another shot. LEGO's simple alchemy refill and reduced lore friendlier loot were also due for updates.
No ETA though, especially now that CDPR seems to be patching/updating the game every week, including stealth hotfixes that break mods. When I started updating mods for nextgen I figured the gameplay parts & script/xml files were already pretty much done and that future patches and updates would be addressing under the hood performance issues rather than change those files. Instead at this rate players might be better off sticking to 1.32 rather than have their mods break and require updates every week.
I agree with the last statement. As much as I (and many others, I think) would like to get everything right here and now, trying to maintain all the modifications while the game is constantly being updated is just not sensible. It's a waste of time and effort. And really, it's better to spend the time CDPR takes on patches and fixes to try and implement some of your old ideas.
As for LEGO, I can only gently ask you not to abandon it. I unfortunately didn't get around to trying it out in the old version, but I was constantly using one or another of the modifications included in it, and getting great enjoyment out of it.
I wish you success in your endeavours and inspiration. Be it in modding or other pursuits.
42 comments
I already had many of your mods with old-gen (LEGO!) and now I use them for my next-gen as well. Always clever, always light, always meticulously created. Exellent for my way of playing. Thank you for maintaining them for NG.
Last thing I was annoyed by were levels (quest colors) on the map, but downloading the mod Dark Lord has pinned now against that...
IIRC some of the HoS critters surrounding the runesmith however were made tougher per level than their regular counterparts in order to discourage the player from unlocking a master swordsmith/armorer too soon.
As such, here's a remedy
https://github.com/Ferroxius/No-Worldmap-Levels
Of all the people in this site I think you would be the best person to ask for help regarding this. You think that's possible/feasible to do?
Afaik it's not just a matter of keeping Geralt at lv1 and scaling down enemies to that level (a solution that probably works for some of the levilitis issues in bethesda games) as most tw3 enemies might end up with ridiculously weak or even negative stats when scaled to the unintended and untested lv1. Those mods likely had to come up with their own arbitrary stats that enemies should have to end up with their chosen balance at the single fixed level they picked.
Personally I don't remember even seeing floating damage numbers typical of jrpgs in TW3, must've always disabled it, at most I see an enemy's health bar drop a chunk when I hit it.
Anyway, I'd like to thank you for your work. It's thanks to such a great community that playing The Witcher is such a great pleasure. Probably, if it were not for the modifications the game and a half, even a third would not have been so exciting.
No ETA though, especially now that CDPR seems to be patching/updating the game every week, including stealth hotfixes that break mods. When I started updating mods for nextgen I figured the gameplay parts & script/xml files were already pretty much done and that future patches and updates would be addressing under the hood performance issues rather than change those files. Instead at this rate players might be better off sticking to 1.32 rather than have their mods break and require updates every week.
As for LEGO, I can only gently ask you not to abandon it. I unfortunately didn't get around to trying it out in the old version, but I was constantly using one or another of the modifications included in it, and getting great enjoyment out of it.
I wish you success in your endeavours and inspiration. Be it in modding or other pursuits.