Hello. Could you please help me. I am trying to edit def_loot_containers.xml for personal use based on your and some other loot reduction mods. Specifically, I am interested in reducing the chance of random recipes/schemes dropping. The problem is that the game does not react at all to any changes to loot in def_loot_containers.xml. I am using Ghost Mode, maybe that is the problem. However, I give the edited mod the highest priority, so I am completely out of ideas.
Hello, make sure you are actually giving your edited version higher priority. If your altered files are loaded after Ghost Mode then they should be used. You could try uncooking the Ghost Mode files and re-assemble the pack for yourself with your edited files in place instead of wghost's def_loot_container.xml files.
I'm sorry to announce that, but it's NOT Next Gen Compatible. Only the file "def_item_edibles.xml" need to take the Next Gen change in order to be compatible.
But even so, the way you made this mod, judged by the description, is exclusive to the Classic 1.32. It's best you put the tag "Next Gen Incompatible" and on the title mod (Classic 1.32).
It's a nice work you made and that inspire me to do the same for my overhaul project.
Since the author is playing on 1.32 and might not update and since it's only def_item_edibles.xml, is it possible to use it anyways? If not is it possible to delete "def_item_edibles.xml" without modding knowledge? I mean Lore Friendlier Loot is always an attractive alternative but i was curious to try this out.
I haven't had the chance to check for changes since any of the more recent updates for the Next-Gen version was released. The statement in the small-print was made after the initial release of the Next-gen version 4.00 which was back then the same as in Classic 1.32.
The changes for the "def_item_edibles" file seem miniscule and I might make a small update to make it compatible with Next-Gen. It would seem I didn't double check the edibles file in the 1st place since it was already changed in the inital 4.00 Next-Gen release (sorry for that).
For the time being I changed the name of the mod until I have had the time to fix the naming conventions so there are no missing/wrong icons displayed.
Possible: yes. You would have to extract the corresponding *.xml files from the mod though and edit it to your liking with e.g. NP++. Item classes are now labelled and should be fairly easy to identify. I'd suggest to disable the entries instead of deleting them.
If you are asking if I plan to make such a version available then the answer is: no. I find it sort of strange that Geralt would have to find the potions' recipes in the 1st place having to buy them would ruin the immersion for me completely and just showcase that "grind for money > exploration".
There is an update in the making with overhauled recipe drop rates/occurences. It's not going to release soon though. Since I still have to apply the logic I built for myself to the NewGame+ lootlists which are currently only a copy paste and have no or very little level restriction on item spawn, meaning you can find e.g. high-tier weaponry from the very start of the game when in NewGame+.
As you welcomed feedback. I will give you my opinion on how your lootlists feel. I've just done a few playthroughs through White Orchard, ransacking the village, the military camp and a some points of interest. I have to mention that I'm also using Primer and Primal Needs, 2 mods that would be very affected by the loot system.
I tested both this mod and Reduced Lore Friendlier Loot, and for my taste, i agree with you. That mod keeps you a little bit too poor, and doesn't encourage you to loot anything else that is not a chest (which, to be fair, is his objective with LEGO). In that regard, i like how your mod feels, there is some loot, but I'm not the richest man alive out of white orchard.
Now, there were some things that I had to change: - I removed the food from every body("_interrior poor_everywhere but no nml" maybe this one too, but i don't remember), and even then, there was food everywhere, enough that I wouldn't have to care about getting food for the rest of the game. Also saw the same with water and alcohol. The main culprits were "_generic dried food_everywhere", "_generic barrel_everywhere" , and to a less extent (or at least i think) "_generic alco_everywhere". "_generic food_everywhere" was alright. I added one coin to each of those loot lists (i didn't know what to add) and set chances to the following ratios (i'm still not sure how well do these work): - 2 coins for each food. - 4 coins for each 2 water and 2 alcohol (1 of them the ones from your mod and the other one for other mods) I don't know how these ratios will feel in the future, but at least now, Geralt won't get fat before leaving the village xD.
- The second problem I found was with whetstones and smithing tools. Removing them from bodies seemed good enough.
Finally, the things that I liked about Lore Friendlier Loot where the handplacing of rare items (but I guess that would take a lot of work), and the fact that he also edited the blood and wine lootlists. I don't know how much do those lootlists come into play.
As a last mention, I wouldn't say that DLCs are that compatible with mods like this. While you won't have to merge anything, they alter the lootlists in a way that can be very unbalanced compared with this mod (ex.: food restored, or alcohol factory). I still don't understand how do they exactly interact (I think that lootlists from the mod and from the DLCs will get appended, but I'm not sure), but for sure, if you install a DLC mod that alters lootlists you will have to rebalance them.
1st off thank you for your time in writing this up. :)
I do appreciate feedback since after a certain point I only have my own opinion about what to change in the lootlists and a differing point of view always helps to keep things in perspective.
- I removed the food from every body("_interrior poor_everywhere but no nml" maybe this one too, but i don't remember), and even then, there was food everywhere, enough that I wouldn't have to care about getting food for the rest of the game.
I do agree that food is not super-scarce. Then again I think I only left low tier foods in there which can be used to maybe cook higher tier foods. I tried/thought about changing those lootlists to not include food items but then again the item pool is lacking in general and experience showed that most of those food drops are inside peasant huts/Novigrad stores and I deemed food an okay comodity to have in such abodes. I'm a player who doesn't loot every peasant hut so you could say this is personal preference. I know that there is a lot of food in the huts but it doesn't belong to the Witcher and you should feel bad for robbing peasants of their food. ;) Also not using any Witcher potions I found that I use up the provided food rather quickly but that's me having a different food balance than vanilla. Edit: the food for the body loots is/ was reduced to an apple an a bottle of water iirc. I had not deleted the other food entries but merely switched them off.
Also saw the same with water and alcohol. The main culprits were "_generic dried food_everywhere", "_generic barrel_everywhere" , and to a less extent (or at least i think) "_generic alco_everywhere". "_generic food_everywhere" was alright.
The barrels are everywhere and they are spread somewhat evenly over the maps. Whereas alcohols are rather available with my lootlists I rather loot a somewhat liquid substance from a barrel than the ingots, crafting materials and runes that where in there before. Especially the Novigrad harbour area is a huge pain. IDK who thought it was a good idea to have hundreds of lootable containers easily accessible to the player. This area alone is responsible for 30-40% of wealth-gain in the early-midgame.
The second problem I found was with whetstones and smithing tools. Removing them from bodies seemed good enough.
I thought about removing them completely too but I was happy enough with having removed the outright usable kits and needing the player to craft these most of the time. I did not remove all of the original spawn-instances but neither did I add them. So if you find smithing/armoring tool components somewhere there would have been a 100% chance drop for a usable repairkit with vanilla lootlists. I guess the occurence of those could be thinned out a bit still since I do have a lot of them sitting in my inventory.
Finally, the things that I liked about Lore Friendlier Loot where the handplacing of rare items (but I guess that would take a lot of work), and the fact that he also edited the blood and wine lootlists. I don't know how much do those lootlists come into play.
Hand-placing rare-items is something I wouldn't want to do. I don't find the current hand-placed item lacking in any regard. Also I ca live with contract monsters dropping unique swords (it would be better if it where connected to a chest that the player loots but not all contract monster encounters do have a chest nearby. That second part of your sentence I can only understand as a critizism of my work, with you not even knowing what Partoutatix actually did...
As a last mention, I wouldn't say that DLCs are that compatible with mods like this.
If they really are *DLCs* then they should be compatible. I change nothing about the section headers which the DLC lootlists also latch onto to insert their extra items. And the DLC lootlists usually only add 1 or 2 items to a lootlist so the file would contain the section header and the items they wanted to add to a specific loottable.
Just want to point out that our experiences may perfectly differ a lot because of my other mods, so everything I say may not relate and may not make any sense to anyone else. One example of this is that because of how Primal Needs modify alcohol (making them behave almost like healing potions), I need it to be very scarce.
And the DLC lootlists usually only add 1 or 2 items to a lootlist
That may actually be the case for most cases... Just letting people know that they may have to tweak some things. The 2 mods that I mentioned add from 1 to 2 dozen entries per lootlist.
That second part of your sentence I can only understand as a critizism of my work, with you not even knowing what Partoutatix actually did...
Yeah, to be honest, I don't exactly know what he did in the B&W loot lists, but i would guess he nuked them the same way he did with the vanilla ones. What I meant with that comment is that because I don't know what was originally on those lootlists I don't know how will playing B&W will compare to playing in vanilla. I don't know how often are those lootlists used in containers and I haven't really delved into them. My uneducated guess was that if he edited them, they may have some weight on the overall loot of the region. If you have seen through your playthroughs that B&W feels the same, ignore my comment, as I told you before, only played White Orchard up to this point. I'm still testing things are not broken with my game.
Just as an end note, don't take anything I say as destructive critizism. On one side, playing with your mod feels great. Definitly feel better than vanilla, and to this point, this mod is the one that I prefer from around the lootlists mods. On the other side, it is also pretty well organized. At first I didn't like it because the new order made it harder for me to merge with other mods. But at the end, I really prefered this new order because it helped me to tweak it to my liking, and it was actually easier to incorporate the changes from other mods into your lootlists. Everyone may have different preferences, but I'm sticking with the mod.
Don't worry. I didn't take it as destructive critizism. Some of the ideas and suggestions you had I rather liked tbh e.g. adding a filler coin to food/beverage spawns.
The BW lootlists I simply haven't gotten around to have a look into them. I'd love to give them a treatment similar to the base game lootlists but suffice it to say that I'm currently not modding W3. The updated version of this mod is stored on USB but I haven't had the time to finish up a 0.98 version yet. It seemed to me that much of the BW lootlists is called from the base game, though I have to admit I only finished BW once with my new lootlists (I was fairly happy with loot distribution there apart from the panthers dropping too high value loot iirc).
Yeah, the re-organization of the lootlists is something I'd like to streamline to actually make it compatible with other lootmods but seeing how poorly the vanilla lists are "organized" it's nigh impossible to make it look nice and orderly for a human observer and still maintain compatability to other lootmods which change the same files. I'm very happy you found your way inside the files and and are enjoying the order I established in there. :D
Does anyone know if this mod would go well with a mod like Primer? Can I just let this mod overwrite every loot pool, or will on the other hand make resources too scarse for Primer?
It might be the lootpools are a not big enough for Primer, I haven't checked with that. The item pool alterations are made with the Preparations mod in mind so the player would actually have reason to use the abundance of items gained from containers. Monster & animal parts might be a little bit harder to acquire but it is by no means impossible or designed to keep the player from certain ingredients. I might have made some alchemical ingredients more accessible since they were barely seen anywhere in the loot e.g. sulfur. On the bright side: you can install and un-install the loot-tables mid-game without problems so you can sort of try out the new loot definitions of mine and shalt you disapprove of them, you may still return to the Primer lootlists.
Ty for the quick response. I was also trying to make it fit with Primal Needs, so I am changing a little bit the container pools. In the Docs section you said that you removed almost all of the food from the non food containers. There are still some of the containers that contain food, like "body_everywhere", "_militarycamp", "_interrior" or bottles of water everywhere. Are those a feature or a bug?
As mentioned in the description text the loot tables were horribly overfilled with all items regardless of their item worth or probable place of appearance. The vanilla loot tables had lots more of food items referenced in the "_everywhere" -tables, I reduced those to some of the smaller buff yielding foods. The "bottled of water" was literally everywhere. I think there was not 1 vanilla lootlist which didn't have water as a possible spawn option (or multiple references for water spawn in the same lootlist for that matter). The Kaedwen and other camps (so named in the files) are one of the few places I have left the water available.
Interior places are pretty much like camps: foods' availability was greatly reduced with only a few crafting/basic foods still remaining to be found. Also it's part of the vanilla like looting experience, many times I tried to keep the type of item (food/alchemy/herb/weapon/armour/etc.) very much present in the particular lootlist.
You can however remove those entries yourself, be warned tho in testing I found that thining out the lootpools too much will make the looting boring and repetetive [as opposed to repetetive with vanilla lists only ;)]. The amount of item definitions of Witcher 3 is not super big, you only have so many items to actually reference in the loot tables. Which is a problem for low tier items since there are only so many junk items but hundreds upon thousands of low tier loot containers. In total I count 14 references for "bottled water" to spawn, I don't think is being "everywhere.
So if you find a small amount of food or bottled water in a container where you wouldn't quite expect them it is probabaly due to keeping the loottables somewhat variable and serving as filler or trash items.
edit: sorry for the wall of text.
TLDR; It's a feature. You should have seen the loot tables before I reworked them. You are welcome. ;)
I thought this might be exactly the mod I need, but reading the documentation I’m no longer sure. I use most of LOOT already and was interested in reducing RNG in creature drops. In this playthrough, I’ve killed over 100 nekkers and still no nekker eye to complete enhanced hang man. Of course I know I can (and will) just kill more nekkers, but I was looking for a way to adress the issue in general. Is this it?
I can't say for sure. It's been a while since I used LOOT, I'd hazard a guess and say my loottables would give you more than LOOT but defo less than vanilla. It might be I moved some of the nekker parts to nekker "warriors" exclusively the eyes might be among those.
Still making changes to the lists e.g. removing regional armors from general trader lists e.g skellige gambeson amongst other things. Don't expect an update too soon though.
However, after installing with mod manager and using script merger, i see this:
Is this normal? I would have thought there wasn't any need for merging your own mods with one another. The file which i have downloaded is "Lootlists Remade".
Should i just merge and be done with it, or is something else happening here?
Cheers
EDIT: I merged but the mod doesn't seem to be working for some reason..
Indeed you do not need to merge the parts of the mod. I thought I had worded it clearly in the description, guess I didn't. The archives that are named LootlistRemadeXXX are choosables shalt you not wish to have the full rebalance but only certain parts of it like stated in the description. If you want the full rebalance you only need "LootlistsRemade" and none of the optionals.
A good way of seeing whether the mod is actually running is checking the treasure hunt maps which should all be available at one trader per witcher school treasure hunt.
true indeed. i will move remove the map part 1&2 from roche camp and prolly give map parts 3&4 higher player level restriction so i can be fairly sure the player has visited Skellige already. another good spot, ty gergo! :D
48 comments
make sure you are actually giving your edited version higher priority. If your altered files are loaded after Ghost Mode then they should be used. You could try uncooking the Ghost Mode files and re-assemble the pack for yourself with your edited files in place instead of wghost's def_loot_container.xml files.
Only the file "def_item_edibles.xml" need to take the Next Gen change in order to be compatible.
But even so, the way you made this mod, judged by the description, is exclusive to the Classic 1.32. It's best you put the tag "Next Gen Incompatible" and on the title mod (Classic 1.32).
It's a nice work you made and that inspire me to do the same for my overhaul project.
Source:
Next-Gen Patch Changelog 1.32 vs 4.04a_REDkit
Does this apply to all modules? Containers, MonsterLoot and Shops; are all 3 not compatible?
So using the standalone MonsterLoot and Shops are fine to use.
I mean Lore Friendlier Loot is always an attractive alternative but i was curious to try this out.
I haven't had the chance to check for changes since any of the more recent updates for the Next-Gen version was released. The statement in the small-print was made after the initial release of the Next-gen version 4.00 which was back then the same as in Classic 1.32.
The changes for the "def_item_edibles" file seem miniscule and I might make a small update to make it compatible with Next-Gen. It would seem I didn't double check the edibles file in the 1st place since it was already changed in the inital 4.00 Next-Gen release (sorry for that).
For the time being I changed the name of the mod until I have had the time to fix the naming conventions so there are no missing/wrong icons displayed.
Your comments are much appreciated. :D
You would have to extract the corresponding *.xml files from the mod though and edit it to your liking with e.g. NP++. Item classes are now labelled and should be fairly easy to identify. I'd suggest to disable the entries instead of deleting them.
If you are asking if I plan to make such a version available then the answer is: no.
I find it sort of strange that Geralt would have to find the potions' recipes in the 1st place having to buy them would ruin the immersion for me completely and just showcase that "grind for money > exploration".
There is an update in the making with overhauled recipe drop rates/occurences. It's not going to release soon though. Since I still have to apply the logic I built for myself to the NewGame+ lootlists which are currently only a copy paste and have no or very little level restriction on item spawn, meaning you can find e.g. high-tier weaponry from the very start of the game when in NewGame+.
I tested both this mod and Reduced Lore Friendlier Loot, and for my taste, i agree with you. That mod keeps you a little bit too poor, and doesn't encourage you to loot anything else that is not a chest (which, to be fair, is his objective with LEGO). In that regard, i like how your mod feels, there is some loot, but I'm not the richest man alive out of white orchard.
Now, there were some things that I had to change:
- I removed the food from every body("_interrior poor_everywhere but no nml" maybe this one too, but i don't remember), and even then, there was food everywhere, enough that I wouldn't have to care about getting food for the rest of the game. Also saw the same with water and alcohol. The main culprits were "_generic dried food_everywhere", "_generic barrel_everywhere" , and to a less extent (or at least i think) "_generic alco_everywhere". "_generic food_everywhere" was alright. I added one coin to each of those loot lists (i didn't know what to add) and set chances to the following ratios (i'm still not sure how well do these work):
- 2 coins for each food.
- 4 coins for each 2 water and 2 alcohol (1 of them the ones from your mod and the other one for other mods)
I don't know how these ratios will feel in the future, but at least now, Geralt won't get fat before leaving the village xD.
- The second problem I found was with whetstones and smithing tools. Removing them from bodies seemed good enough.
Finally, the things that I liked about Lore Friendlier Loot where the handplacing of rare items (but I guess that would take a lot of work), and the fact that he also edited the blood and wine lootlists. I don't know how much do those lootlists come into play.
As a last mention, I wouldn't say that DLCs are that compatible with mods like this. While you won't have to merge anything, they alter the lootlists in a way that can be very unbalanced compared with this mod (ex.: food restored, or alcohol factory). I still don't understand how do they exactly interact (I think that lootlists from the mod and from the DLCs will get appended, but I'm not sure), but for sure, if you install a DLC mod that alters lootlists you will have to rebalance them.
I do appreciate feedback since after a certain point I only have my own opinion about what to change in the lootlists and a differing point of view always helps to keep things in perspective.
I do agree that food is not super-scarce. Then again I think I only left low tier foods in there which can be used to maybe cook higher tier foods. I tried/thought about changing those lootlists to not include food items but then again the item pool is lacking in general and experience showed that most of those food drops are inside peasant huts/Novigrad stores and I deemed food an okay comodity to have in such abodes. I'm a player who doesn't loot every peasant hut so you could say this is personal preference. I know that there is a lot of food in the huts but it doesn't belong to the Witcher and you should feel bad for robbing peasants of their food. ;)
Also not using any Witcher potions I found that I use up the provided food rather quickly but that's me having a different food balance than vanilla. Edit: the food for the body loots is/ was reduced to an apple an a bottle of water iirc. I had not deleted the other food entries but merely switched them off.
The barrels are everywhere and they are spread somewhat evenly over the maps. Whereas alcohols are rather available with my lootlists I rather loot a somewhat liquid substance from a barrel than the ingots, crafting materials and runes that where in there before. Especially the Novigrad harbour area is a huge pain. IDK who thought it was a good idea to have hundreds of lootable containers easily accessible to the player. This area alone is responsible for 30-40% of wealth-gain in the early-midgame.
I thought about removing them completely too but I was happy enough with having removed the outright usable kits and needing the player to craft these most of the time. I did not remove all of the original spawn-instances but neither did I add them. So if you find smithing/armoring tool components somewhere there would have been a 100% chance drop for a usable repairkit with vanilla lootlists. I guess the occurence of those could be thinned out a bit still since I do have a lot of them sitting in my inventory.
Hand-placing rare-items is something I wouldn't want to do. I don't find the current hand-placed item lacking in any regard. Also I ca live with contract monsters dropping unique swords (it would be better if it where connected to a chest that the player loots but not all contract monster encounters do have a chest nearby.
That second part of your sentence I can only understand as a critizism of my work, with you not even knowing what Partoutatix actually did...
If they really are *DLCs* then they should be compatible. I change nothing about the section headers which the DLC lootlists also latch onto to insert their extra items. And the DLC lootlists usually only add 1 or 2 items to a lootlist so the file would contain the section header and the items they wanted to add to a specific loottable.
That may actually be the case for most cases... Just letting people know that they may have to tweak some things. The 2 mods that I mentioned add from 1 to 2 dozen entries per lootlist.
Yeah, to be honest, I don't exactly know what he did in the B&W loot lists, but i would guess he nuked them the same way he did with the vanilla ones. What I meant with that comment is that because I don't know what was originally on those lootlists I don't know how will playing B&W will compare to playing in vanilla. I don't know how often are those lootlists used in containers and I haven't really delved into them. My uneducated guess was that if he edited them, they may have some weight on the overall loot of the region. If you have seen through your playthroughs that B&W feels the same, ignore my comment, as I told you before, only played White Orchard up to this point. I'm still testing things are not broken with my game.
Just as an end note, don't take anything I say as destructive critizism. On one side, playing with your mod feels great. Definitly feel better than vanilla, and to this point, this mod is the one that I prefer from around the lootlists mods. On the other side, it is also pretty well organized. At first I didn't like it because the new order made it harder for me to merge with other mods. But at the end, I really prefered this new order because it helped me to tweak it to my liking, and it was actually easier to incorporate the changes from other mods into your lootlists. Everyone may have different preferences, but I'm sticking with the mod.
Don't worry. I didn't take it as destructive critizism. Some of the ideas and suggestions you had I rather liked tbh e.g. adding a filler coin to food/beverage spawns.
The BW lootlists I simply haven't gotten around to have a look into them. I'd love to give them a treatment similar to the base game lootlists but suffice it to say that I'm currently not modding W3. The updated version of this mod is stored on USB but I haven't had the time to finish up a 0.98 version yet.
It seemed to me that much of the BW lootlists is called from the base game, though I have to admit I only finished BW once with my new lootlists (I was fairly happy with loot distribution there apart from the panthers dropping too high value loot iirc).
Yeah, the re-organization of the lootlists is something I'd like to streamline to actually make it compatible with other lootmods but seeing how poorly the vanilla lists are "organized" it's nigh impossible to make it look nice and orderly for a human observer and still maintain compatability to other lootmods which change the same files.
I'm very happy you found your way inside the files and and are enjoying the order I established in there. :D
On the bright side: you can install and un-install the loot-tables mid-game without problems so you can sort of try out the new loot definitions of mine and shalt you disapprove of them, you may still return to the Primer lootlists.
As mentioned in the description text the loot tables were horribly overfilled with all items regardless of their item worth or probable place of appearance. The vanilla loot tables had lots more of food items referenced in the "_everywhere" -tables, I reduced those to some of the smaller buff yielding foods. The "bottled of water" was literally everywhere. I think there was not 1 vanilla lootlist which didn't have water as a possible spawn option (or multiple references for water spawn in the same lootlist for that matter). The Kaedwen and other camps (so named in the files) are one of the few places I have left the water available.
Interior places are pretty much like camps: foods' availability was greatly reduced with only a few crafting/basic foods still remaining to be found.
Also it's part of the vanilla like looting experience, many times I tried to keep the type of item (food/alchemy/herb/weapon/armour/etc.) very much present in the particular lootlist.
You can however remove those entries yourself, be warned tho in testing I found that thining out the lootpools too much will make the looting boring and repetetive [as opposed to repetetive with vanilla lists only ;)]. The amount of item definitions of Witcher 3 is not super big, you only have so many items to actually reference in the loot tables. Which is a problem for low tier items since there are only so many junk items but hundreds upon thousands of low tier loot containers. In total I count 14 references for "bottled water" to spawn, I don't think is being "everywhere.
So if you find a small amount of food or bottled water in a container where you wouldn't quite expect them it is probabaly due to keeping the loottables somewhat variable and serving as filler or trash items.
edit: sorry for the wall of text.
TLDR; It's a feature. You should have seen the loot tables before I reworked them. You are welcome. ;)
Still checking the ideas of your mod and Reduced Lore Friendlier Loot to see what I like.
Anyway, great job with the mod.
It might be I moved some of the nekker parts to nekker "warriors" exclusively the eyes might be among those.
Still making changes to the lists e.g. removing regional armors from general trader lists e.g skellige gambeson amongst other things. Don't expect an update too soon though.
However, after installing with mod manager and using script merger, i see this:
Is this normal? I would have thought there wasn't any need for merging your own mods with one another.
The file which i have downloaded is "Lootlists Remade".
Should i just merge and be done with it, or is something else happening here?
Cheers
EDIT: I merged but the mod doesn't seem to be working for some reason..
sorry for the late reply.
Indeed you do not need to merge the parts of the mod. I thought I had worded it clearly in the description, guess I didn't. The archives that are named LootlistRemadeXXX are choosables shalt you not wish to have the full rebalance but only certain parts of it like stated in the description.
If you want the full rebalance you only need "LootlistsRemade" and none of the optionals.
A good way of seeing whether the mod is actually running is checking the treasure hunt maps which should all be available at one trader per witcher school treasure hunt.