About this mod
Re-ordering and rebalancing of lootable treasures, containers, shopkeepers, monster & animals.
- Permissions and credits
- Changelogs
Furthermore these edits only concern the vanilla loot lists and not the ones for the DLC specific content. However these loot lists will carry over to dlc loot definitions that are called from the main game. So there should be less loot in the DLC areas aswell.
Trying to fix the annoyance that is the Witcher 3 loot pool I tried several mods which address this issue yet none of the provided mods where making the changes *I* thought were necessary to make the game's looting experience a bit more rewarding/challenging.
The ultimate goal is not to keep the player poor as in the excellent "Lore Friendlier Loot by Partoutatix & woodbyte"
but to give the player a more balanced loot acquisition curve of non-equipable items. Also to "fix" inconsistencies between different ranges of professions e.g. alchemist vs. herbalist vs. travelling merchant etc. and to bring the crafting (be it poor as it is) more into play.
To accomplish this we:
- reduce the overabundance of crafting materials
- reduce and redistribute high tier foods
- re-deploy the intended crafting mechanic of crafting tier alcohol (White gull, Dwarven spirit & Alcohest) by properly spreading the items out in the loot lists
- reduce coin creeping into the player's pocket
- re-embelish the traders and shopkeepers according to the items that were removed from general spawn tables
- re-stock the vendors with items that would seem appropriate to their market stall/location
- add high tier items which have no spawn entries at all to the loot lists
While editing the definitions to the above mentioned specs I tried to stay as true to vanilla loot lists as I could to not have every merchant sell the same inventory alas this is painfully true for armourers and blacksmiths still and might not need to be fixed apart from actually giving them stock appropriate to their craftsman level.
Also relic and unique weapon drops have been left largely untouched apart from disabling duplicate entries that are already present in respectively named containers or in the quest rewards and living world spawn definitions both of which are not edited by this mod.
This mod will work on a vanilla game but I would suggest a few other mods to tune down the game's economy.
Suggested mods:
(Classic Edition) Preparations
No Decorative Container Looting
Basic Cooking Recipes
No Duplicate Relics
Item Levels Normalized
Deleveled Gear Buying Selling Servicing Prices
No Junk Weapon Drops
Brothers in Arms
As you may have noticed many of the suggested mods are part of LEGO yet I myself am not using the whole suite. The modularity of LEGO's design is great and by far more accomplished than mine.
Brothers in Arms will give you access to a few traders that would elsewise be inaccessible.
With permission from Partoutatix I also included a fix for a container entity concerning a wine-rack.
Take note: this mod will be highly incompatible with other mods that alter the same files. Especially the definitions for containers and shopkeepers. The changes to those are numerous and the Script merger will have quite a few problems merging my custom *.xmls with the base definitions.
Other mods that make changes through DLC additions should be compatible.
For a people who want to pick and choose I included different data archives:
/modLootlistsRemade -> all containers, shopkeepers, monsters & animals, recipes & edible changes
/modLootlistsRemadeMonsterLoot -> only changes for monsters & animals
/modLootlistsRemadeShops -> only changes to shopkeepers
/modLootlistsRemadeContainers -> only changes to containers, recipes & edibles
It can be removed from or added to a game in progress without problems.
Install:
Drop the archive(s) of your choice into Witcher3/Mods.
Run script merger afterwards.
When choosing modLootlistsRemade no other of the provided archives need be installed.
Uninstall:
Remove the archive(s) that are connected with "modLootlistsRemade" from Witcher3/Mods.
Run script merger to delete and remerge bundled files afterwards.
Personal note:
In the course of re-ordering and sorting the loot lists I went through roundabout 10k lines of item definitions carefully cross-referencing with other files so that no essential hand-placed items are changed.
I'm trying to "fix" the RNG, one could say, in a way so low tier loot-lists won't spit out dimeritium ores and ingots whereas high-tier loot-lists do retain their higher item worth.
One should acknowledge that containers are not equal to loot-lists, meaning many containers will have multiple loot-lists attached already creating another layer of RNG.
In essence there will actually be less or more *predictable* randomization.
The traders, merchants, shopkeepers and smiths have been re-worked so they would actually serve a purpose apart from waiting to give the player coin for goods. You should also know that there are a few traders still which I have not touched since I couldn't track them down (yet) or they have limited accessibility because they are locked behind certain quest outcomes.
Feedback, bug reports and constructive critizism are welcome and encouraged.