Alchemy /ˈalkəmē/ noun The seemingly magical process of transmuting a common substance, usually of little value, into a substance of great value. A process of transformation, creation, and combination.
Requirements
This mod does not have any known dependencies other than the base game.
You are free to reuse, modify and distribute this file in any way you see fit as long as you include the source code of your work and grant the same level of liberties I'm offering.
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Alchemy (Prime NG) 1.02 - Simplified Chinese Translation
Changelogs
Version 1.06
Fixed the Brown Dye recipe being unfulfillable due to missing one of its ingredients.
Fixed the Metabolic Control skill unintendedly behaving as a passive skill (didn't have to be equipped).
Fixed plants removed by the mod appearing on the minimap on occasion, even when they had no loot.
Fixed an issue with map identification, affecting large maps such as Velen, which could result in the mod removing plants that it shouldn't when loading a game.
Adjusted the default plant spawn settings to improve their quantity and distribution in large maps.
Made changes to ensure at least 2 of the plants required by Ciri during the King of the Wolf quest always spawn.
Added a notification message whenever plant spawn settings are modified in the mod menu, informing that changes do not take effect immediately.
Moved the mod's keybinds to their own separate file to ensure the W3 Mod Manager can detect and copy them to the correct location.
Recipes without a category will be placed under a new "Miscellaneous" tab instead of appearing at the very top of the menu.
Recipes for BaW mutagen transmutations are now unlocked by the mod upon installation. Added an option to disable this behavior in the mod menu (must be disabled before installing or updating).
Brewing recipes while suffering toxicity damage won't result in death when having the Alchemy Takes Time option enabled.
Added an option to prevent the mod from changing alchemy skill icons; for those that use icon pack mods or simply dislike this change.
Tweaked Frenzy's magnitude and duration. Simultaneous triggers won't cause the skill's effect to accumulate anymore.
Tweaked various alchemy skills and default mod settings.
Reimplemented two vanilla skills, the functionality of which was partially broken as it referenced obsolete -charges- mechanics. New functionality:
Efficiency: Two bombs are created from the ingredients of one. Heavy Artillery: Bombs cause 3x as much damage but weigh 3x more.
Version 1.05
Fixed singleton items created through the alchemy menu gaining an additional charge if players had never had them in inventory before.
Fixed oils not having their count immediately updated in the inventory UI after being used.
Fixed missing RU and PT localization files.
Restored missing 'combat vitality regeneration' tooltip, which was a change carried over from ancient versions of the mod where in and out-of-combat regeneration values were the same.
Added detailed stats and information to items displayed in the alchemy menu, including hidden stats that aren't normally available and offer greater insight into the the inner workings of an item.
White Honey's tooltip description will now display the amount of toxicity it removes.
Ingredients that contain a secondary substance will return a modest portion of the substance when distilled, in addition to their primary one.
When the Bottomless Carafe is used as a base, the base requirement will be set to 1 regardless the quantity specified in the recipe. The Carafe is bottomless and will cover whatever amount is needed.
Eliminated merge conflicts with the toxicity script by subclassing it, and overriding and disabling the OnUpdate event. Other mods' changes to the OnUpdate event will be ignored.
Eliminated the biggest hurdle users face when installing the mod by shamelessly appropriating the alchemy menu script. A script which, despite my efforts, people never understand they aren't supposed to merge. Oblivious users will continue merging things willynilly without any conflicts. Experienced users will need to target the mod's new script if they want their changes to take effect in-game.
Version 1.04.2
Fixed quest-added potions still showing a negative count. This time in earnest, I was able to test on a save file.
Fixed singleton items added through the console not showing up if the player previously had an instance of such item and used all charges.
It is now possible to add singleton items through the console beyond their vanilla limit, but only one at a time.
Incorporated tiny change from the latest patch (4.04a) to the mod's InGameMenu.ws script.
Improved the merge compatibility of the guiTooltip script.
Version 1.04.1
Fixed the alchemy items promotion mechanic not strictly adhering to the rules defined in the mod description page.
Fixed Soltis Vodka being incorrectly initialized as top instead of high quality alcohol, within the backup initialization method.
Fixed Superior White Raffard's decoction displaying an incorrect duration for its vulnerability effect in the UI.
Fixed quest-added potions appearing with an initially negative count (possibly, untested as I need a save file for that).
Fixed oversight in the potion consumption code that erroneously prevented consuming potions if the resulting toxicity would equal the limit.
Fixed the mod uninstallation option not indicating when it had been toggled on.
Fixed inaccurate Russian translation of Mitogenesis (Thanks to Meraxeel).
Changed the potion toxicity display code within the alchemy menu to use a rounded value(was previously truncated), avoiding small discrepancies between the toxicity shown there and that in the inventory menu.
Fixed most languages other than English having outdated translation strings, resulting in certain modded skills retaining their vanilla description.
Neutralized mod option related to vanilla meditation which induced a CTD if meditating with it active.
Minor adjustments to the magnitude of some skills.
Made internal changes that allowed removing all mod edits to r4Player.ws.
** Old-gen version coming in the next few days. Despite my efforts, the differences between both versions have increased to the point porting changes from one to another isn't trivial anymore.
Version 1.04
Fixed missing code causing potions with custom parameters, like certain quest potions and decoctions, not to work correctly.
Fixed missing code causing decoctions to erroneously apply toxicity offset, which was supposed to be eliminated.
Fixed a bug that would cause vitality regen from swallow not to be removed correctly if installing/updating the mod while having a swallow potion active.
Fixed certain singleton items that were neither potions, bombs, oils or alcohols, not having their count accurately displayed in the alchemy menu.
Fixed an issue with mod changed skills that -with the exception of Proficiency, Angiogenesis, Mitogenesis and Frenzy- were all loosing their effect after restarting the game, rendering them useless.
Lowered the celing cap of all mod-changed skills from 5 to 3, to remain in congruence with the skill cap introduced in the latest edition of the game. Adjusted skill magnitudes to fit the new limit.
Slightly lowered the maximum distillation yield ceiling, but largely increased the yield bonus provided by the Alembic skill. Lowered the magnitude of Alembic's secondary bonus.
Tweaked the recipes in the alchemy menu to appear shaded with a color matching the quality of the created item, as opposed to the custom color -or lack thereof- assigned before.
Removed the double health/stamina regen fix from the mod and forwarded a cleaner fix to the authors of Brothers in Arms. While useful, the fix was outside the scope of an alchemy mod. Those wanting to avoid the bug should install BiA.
Minor changes to PlayerWitcher.ws' code to facilitate script merges.
Version 1.03.2
Fixed a serious omission which caused the player's ability manager no to initialize correctly, This produced a cascade of negative consequences, practically breaking player's abilities. Only those installing the mod for the first time on an existing save file were affected. Those starting a new game or upgrading from previous versions, should be OK. Those affected should revert to a previous save if possible, or follow the steps to remove the mod, then use a 'Potion of Clearance' before reinstalling the new version.
Fixed a minor bug in the alchemy shop code preventing the brewing of recipes the ingredients of which were bought through the alchemy shop, This only occurred on recipes that contained missing ingredients and the issue could be corrected by merely selecting a different recipe then changing back.
Changed the plant spawning chance calculations to favor plants which are close to their min spawning threshold while simoultaneously disfavor plants close to their spawn limit. With the truly random spawns previously implemented, rarer plants suffered when using a low spawn chance while abundant plants were barely deterred.
Added the alchemical substances introduced in the 'Time of Sword and Axe' mod to the ingredients list so that they can be used in alchemy. The mods should be perfectly compatible now, although it's worth to mention that recipes for the new items introduced by the mod are entirely unbalanced compared to Primer's, which require both more ingredients and quantities.
Version 1.03.1
Fixed a typo causing an additional potion to be removed from inventory upon use.
Fixed an issue that could cause the 'Proficiency' skill not to update correctly if the game was saved and closed without opening the alchemy menu.
Made a small change to allow mod added mutagen recipes to fall in the correct category within the alchemy menu, instead of the generic 'others'.
Corrected minor white space dirty edits and removed one redundant change carried over from old-gen scripts, to avoid unnecessary merge conflicts.
Version 1.03
Fixed issues with the Russian localization file (thanks to Maraxeel)
Fixed an issue where the mod settings would get incorrectly initialized if the mod menu's xml file wasn't installed correctly.
Fixed an oversight that allowed certain undesired actions like drawing weapons, shooting the crossbow and casting signs during meditation.
Fixed a small issue with the skill tutorial system (not the alchemy tutorial) failing to recognize when a mod-changed skill was equipped.
Fixed an issue with the 'Metabolic Control' perk only increasing half the toxicity listed in its description if using the next-gen edition of the game.
Fixed an issue in the plant spawning code that prevented plant spawns from ever being adjusted again after respawning once.
Circumvented ubiquitous vanilla code that was causing plants to respawn -for all intents and purposes- at the same time. Now, plants removed by the mod at map load will only respawn after their individual and randomized spawn timer has elapsed. Plants harvested by the player will not respawn until the map is reloaded and their respawn timer elapses.
Increased or adjusted various plant related settings in the mod configuration menu.
Implemented a menu option to disable all plant spawn changes done by the mod.
Changed the default controller keybinds for initiating meditation, advancing time, and changing ingredients. The new buttons should offer a better experience for controller users.
Disabling meditation requirements in the mod menu won't disable meditation anymore, it will simply remove the condition when trying to create something in the alchemy menu.
Adjusted the meditation camera settings in the next-gen version to eliminate the drastic and abrupt transition when leaving the meditation state.
Changed the 'Metabolism Boost' perk which wasn't working in its vanilla state.
Changed internal handling of persistent mod state to allow data like remaining alcohol and mutagen uses to be stored on a per-save file basis instead of being shared among all save files.
Halved the amount of mutagen uses provided by the 'Proficiency' skill.
Added compatibility code for 'Chill Out', courtesy of its author.
Updated the base game scripts to version 4.04 (next-gen only).
Version 1.02a
Identical to 1.02 but based on the latest game scripts for version 4.03.
Version 1.02
Fixed an issue with the mod not considering non-metabolized toxicity when calculating toxicity limits.
Fixed incomplete implementation of the 'Bottomless Carafe' HoT reward, which will correctly act now as an infinite source of high quality alcohol.
Fixed an issue with the game's tutorial system halting further progress right before the Griffin fight, when the tutorial system was enabled.
Fixed fire meditation not working correctly if Interface Animations or possibly other mods that interfere with the onPanelAlch event, were to be installed. As a consequence of this change, a new entry will need to be added to the input.settings file.
Fixed the mod uninstall functionality, which will now revert all mod-made changes to the player's ability manager for safe removal of the mod.
Fixed Rubedo dominance having no effect. Increased healing to 1.32% of missing health and established a minimum healing value of 16 since its functionality allowed to reach a point at which regeneration spuriously halts.
Fixed the 'Alcohol Uses' menu option not having any effect.
Fixed some ingredients not being properly initialized in cases when the ingredient lists failed normal initialization.
Fixed various old and thought to be fixed minor xml issues that weren't really fixed due to changing the wrong files outside of Wolvenkit.
Fixed missing Killer Whale recipe from the recipe definitions file.
Fixed decoctions displaying the same duration as potions in the alchemy menu.
Fixed incorrect display of potions count in the alchemy menu when having multiple potions of differing quality in inventory.
Fixed incorrect display of White Gull in the alchemy menu when having both the potion base and the drinkable kind.
Fixed the ingestable variety of White Gull not showing its count in the inventory menu.
Added toxicity information to the ingestable kind of White Gull in all tooltip contexts. White Gull's base toxicity was set to 12 and will be affected by the Potion Toxicity modifier like the rest of the potions.
Addressed an issue wherein having the Camera Autocenter game option disabled would also disable camera rotation in the mod's built-in meditation.
Rebalanced all recipes for potions, decoctions, oils and bombs. Recipes' starting ingredients will be the igredient's primary substance.
Recipe for Dwimeritium Bomb will now require one Dwimeritium ore as an ingredient.
Recipe for Silver Dust Bomb will now require one Silver ore as an ingredient.
Pheromone potions will contain one ingredient of their targeted monster that can't be exchanged.
Standard bases will *not* increase the required amount like weak sources of primary substances do. This was erroneous logic from the start.
Moderate increase to the primary substances' distillation yield.
Moved the 'Potion Metabolization Time' option to the Potions section of the mod menu.
White Raffard's decoction will be metabolized at 1/8 the time of normal potions instead of 1/2.
White Honey will be metabolized based on it's strength; with normal, enhanced and superior versions being processed at 3/4, 2/4 and 1/4 the rate of normal potions, while eliminating 50%, 75% and 100% of all toxicity, respectively.
Removed Unnecessary leftover debug statements from the Next Gen version.
Demoted a couple of rather common ingredients from 'rich' to 'normal' sources of their particular primary substance.
Added yellow mutagens and few missing BaW ingredients to the mod's ingredient lists.
Added a menu option to disable the use of custom primary substances icons.
Added localization strings for several hardcoded keywords which can now be properly translated.
Meditation camera rotation can now be entirely disabled by setting the rotation speed to 0 in the mod menu.
Added a sound indicator when initiating the mod's built-in meditation either manually or automatically after brewing a potion.
The alchemy menu will be displayed instead of a black background when opening it from another menu or when pressing the 'modifier' + the 'alchemy' key from the exploration state. The 'Meditation Requirement' menu option will control if creating items will be allowed in these cases.
The mod's abilities will now display a solid background color after being acquired, as a visual aid to remind they don't need to be equipped.
The remaining duration of active secondary substances will be added when applying the same effect from another source.
Toxicity degeneration is now 3 times faster while in the meditation position.
Increased the base reuse count of mutagens to 2. The alchemy skill increasing mutagen uses will double the number of uses per level instead of adding 1. Max level increased from 4 to 5. Upon skill upgrade, current used amount will be kept instead of being reset.
The remaining uses of reusable ingredients will be displayed in the ingredient description panel after selecting the ingredient in the alchemy menu.
The UI will always update after upgrading a recipe in the alchemy menu regardless whether or not the recipe can be brewed.
Improved the ingredient/recipe display behavior when navigating the alchemy menu on both M/K and controller.
updated the mod's default controller keybinds with more intuitive defaults.
Version 1.01
Fixed a logic error in the regenEffect fix that caused air not to regenerate. Additionally, restricted the fix's scope as it was unjustly affecting valid effects like Tawny Oil's.
Fixed the count of substances and mutagens not updating in the alchemy menu, if using them as ingredients in a recipe.
Fixed an issue causing current toxicity not to be accounted when drinking a potion, resulting in the ability to drink potions even when at maximum toxicity level.
Fixed an issue causing toxicity not to be applied when drinking decoctions.
Fixed an issue with the drinking sound not playing after drinking a potion.
Updated the new-game-plus definition files, which weren't in sync with the changes to the normal game.
Added code to re-apply the mod's skill changes under a specific circumstance in which the game would reset skills to their vanilla state.
Increased the robustness of the initialization code to ensure the mod gets properly initialized in the event a rare code path is reached.
Disabling meditation requirements in the mod menu will allow the alchemy shortcut key to open the menu directly, without going through meditation first.
Improved the camera transition when leaving the meditation state.
Adjusted camera settings when meditating in interiors.
Reduced all changes to playerInput.ws to a single line of code, immensely diminishing the possibility of conflicts with other mods modifying this script.
Disabled the "uninstall mod" functionality for now, since it was incomplete. It will be brought back once all proper cleanup work is implemented.
Integrated the Russian and Portuguese localization files into the mod.
Fixed an issue with the mod not considering non-metabolized toxicity when calculating toxicity limits.
Fixed incomplete implementation of the 'Bottomless Carafe' HoT reward, which will correctly act now as an infinite source of high quality alcohol.
Fixed an issue with the game's tutorial system halting further progress right before the Griffin fight, when the tutorial system was enabled.
Fixed fire meditation not working correctly if Interface Animations or possibly other mods that interfere with the onPanelAlch event, were to be installed. As a consequence of this change, a new entry will need to be added to the input.settings file.
Fixed the mod uninstall functionality, which will now revert all mod-made changes to the player's ability manager for safe removal of the mod.
Fixed Rubedo dominance having no effect. Increased healing to 1.32% of missing health and established a minimum healing value of 16 since its functionality allowed to reach a point at which regeneration spuriously halts.
Fixed the 'Alcohol Uses' menu option not having any effect.
Fixed some ingredients not being properly initialized in cases when the ingredient lists failed normal initialization.
Fixed various old and thought to be fixed minor xml issues that weren't really fixed due to changing the wrong files outside of Wolvenkit.
Fixed missing Killer Whale recipe from the recipe definitions file.
Fixed decoctions displaying the same duration as potions in the alchemy menu.
Fixed incorrect display of potions count in the alchemy menu when having multiple potions of differing quality in inventory.
Fixed incorrect display of White Gull in the alchemy menu when having both the potion base and the drinkable kind.
Fixed the ingestable variety of White Gull not showing its count in the inventory menu.
Added toxicity information to the ingestable kind of White Gull in all tooltip contexts. White Gull's base toxicity was set to 12 and will be affected by the Potion Toxicity modifier like the rest of the potions.
Addressed an issue wherein having the Camera Autocenter game option disabled would also disable camera rotation in the mod's built-in meditation.
Rebalanced all recipes for potions, decoctions, oils and bombs. Recipes' starting ingredients will be the igredient's primary substance.
Recipe for Dwimeritium Bomb will now require one Dwimeritium ore as an ingredient.
Recipe for Silver Dust Bomb will now require one Silver ore as an ingredient.
Pheromone potions will contain one ingredient of their targeted monster that can't be exchanged.
Standard bases will *not* increase the required amount like weak sources of primary substances do. This was erroneous logic from the start.
Moderate increase to the primary substances' distillation yield.
Moved the 'Potion Metabolization Time' option to the Potions section of the mod menu.
White Raffard's decoction will be metabolized at 1/8 the time of normal potions instead of 1/2.
White Honey will be metabolized based on it's strength; with normal, enhanced and superior versions being processed at 3/4, 2/4 and 1/4 the rate of normal potions, while eliminating 50%, 75% and 100% of all toxicity, respectively.
Removed Unnecessary leftover debug statements from the Next Gen version.
Demoted a couple of rather common ingredients from 'rich' to 'normal' sources of their particular primary substance.
Added yellow mutagens and few missing BaW ingredients to the mod's ingredient lists.
Added a menu option to disable the use of custom primary substances icons.
Added localization strings for several hardcoded keywords which can now be properly translated.
Meditation camera rotation can now be entirely disabled by setting the rotation speed to 0 in the mod menu.
Added a sound indicator when initiating the mod's built-in meditation either manually or automatically after brewing a potion.
The alchemy menu will be displayed instead of a black background when opening it from another menu or when pressing the 'modifier' + the 'alchemy' key from the exploration state. The 'Meditation Requirement' menu option will control if creating items will be allowed in these cases.
The mod's abilities will now display a solid background color after being acquired, as a visual aid to remind they don't need to be equipped.
The remaining duration of active secondary substances will be added when applying the same effect from another source.
Toxicity degeneration is now 3 times faster while in the meditation position.
Increased the base reuse count of mutagens to 2. The alchemy skill increasing mutagen uses will double the number of uses per level instead of adding 1. Max level increased from 4 to 5. Upon skill upgrade, current used amount will be kept instead of being reset.
The remaining uses of reusable ingredients will be displayed in the ingredient description panel after selecting the ingredient in the alchemy menu.
The UI will always update after upgrading a recipe in the alchemy menu regardless whether or not the recipe can be brewed.
Improved the ingredient/recipe display behavior when navigating the alchemy menu on both M/K and controller.
updated the mod's default controller keybinds with more intuitive defaults.
Version 1.0
Initial release.
~Primer~
An introduction of alchemy into the world of the Witcher 3; because whatever is there bears little resemblance to the mythical science.
Those who seek simplism, inevitably learn to distrust it.
Once upon a time, talented Polish developers poured out their hearts and souls into a magical game. Taking as inspiration the brilliant work of Andrzej Sapkowski, they managed to bring to life the essence of his prose in rich detail and nuance. The game came to be known as The Witcher; this is my attempt to recreate one of its most interesting and celebrated aspects:
Introduction
If you’ve ever thought of alchemy as tedious, you’re not alone. Yet, as popular games exclusively dedicated to the task of potion making can attest, alchemy itself isn’t inherently dull or boring. The issue is the manner in which it’s portrayed here; so diluted, so simplistic, so stripped of its essence it might as well be nonexistent. This mod aims to rectify that; I urge you to consider it before you dismiss the craft entirely.
Core • Alchemy items do not refill. • Alchemy items do not have an arbitrary limit or “charges” (configurable). • Alchemy items are single use. Each item used will be deducted; when none remain, the item is removed from inventory. • Alchemy recipes for normal, enhanced and superior items dynamically share a single menu entry, greatly decreasing clutter. • Alchemy recipes for substances and mutagens have been reorganized into separate, logical categories. • Alchemy recipes aren’t static; their ingredients can be replaced with any other that shares the same composition. • Alchemy ingredients aren’t infinite anymore. Some have multiple uses but eventually will be spent and need reacquiring. • Alchemy mutagens taken from monsters can be transformed into plain mutagens by dissolving them in alcohol. • Alchemy is only possible while sitting in meditation (Configurable). • Alchemy is only possible when near a fire source (Configurable). • Alchemy takes time by default (configurable).
Skills, items, and effects • Potions’ duration and toxicity have been universally increased (configurable). • Potions' duration is incremented when more than one of the same is consumed. • Potions don’t manifest instantly, but require a few seconds to metabolize (configurable). • Potions have additional beneficial effects if created with certain ingredients. • White Honey’s Enhanced and superior tiers are restored, each having different toxicity purging abilities. • Toxicity isn’t applied all at once but gradually. • Toxicity elimination speed varies according to toxicity levels (configurable). • Toxicity from all sources and types has been unified into a single mechanic. • Toxicity damage thresholds have been eliminated. • Toxicity damage is significantly deadlier at higher levels. • Alchemy items display additional internal stats in the alchemy menu. • Alchemy skills incompatible with the mod’s mechanics have been redesigned. • Alchemy items’ effects and magnitude are intentionally left unchanged. They can remain vanilla or be replaced with a gameplay overhaul. Toxicity and duration changes always prevail in case of overlap.
Economy and balance • Alcohol prices have been adjusted to match the quality hierarchy introduced by the mod. • Alcohol loot tables have been adjusted to remove unimmersive inconsistencies plaguing the vanilla game. • Alcohols can’t be created in alchemy (with the exception of White Gull); they must be purchased or looted.
World • Plants aren’t shown in the minimap (configurable). • Plants spawns are significantly reduced in all areas, take longer to regrow, and won’t all regrow at once (configurable). • Plants yield considerably more herbs when harvested (configurable).
Substances Ingredients are comprised of one of six elemental substances: Aether, Rebis, Quebrith, Vitriol, Hydragenum or Vermilion. These substances are innate in all matter. Every alchemical concoction can be created by combining different ingredients containing these substances. Their combination and exchange constitute the whole basis of alchemy and the antithesis of the vanilla game, where each recipe was static and immutable. That is not the case anymore. You are free to replace any ingredient in a recipe with another that shares the same composition.
Besides that of their fundamental composition, Ingredients can contain one of three secondary substances, Albedo, Rubedo, or Nigredo. These serve no purpose on their own, but have useful side effects when combined in a potion brewed with ingredients containing the same substance:
Albedo dominance — Reduces toxicity of all consumed potions by 20%.
Nigredo dominance — Increases damage inflicted by 20%.
Rubedo dominance — Regenerates vitality based on a percentage of missing health.
Bases Alchemical bases -solvents, catalysts and spirits- are used throughout alchemy to dissolve, stabilize or mix ingredients together. In potions they constitute alcohols, greases, in the case of blade coatings, and catalyst powders when it comes to bombs. They can be categorized as standard, high or top quality. It’s possible to use top quality bases instead of high or standard, but not standard quality if the recipe requires a better type. If using a base of higher quality than that required by the recipe, the amount required will decrease. The quality of the base required will depend on the quantity of ingredients used; recipes with many ingredients will need the best bases in order to stabilize the mixture.
Bases can’t be created in alchemy with the exception of White Gull, the only craftable base. Stronger than other alcohols, this unique base can inherit the properties of the secondary substances with which it’s brewed, allowing it to be imbibed like a regular potion and grant the benefits the substances provide. White Gull can be used multiple times before being depleted, a property it shares with Alcohest, although three times in case of the former and only twice the latter.
Brewing Brewing is necessary every time you want to create a potion or decoction. With few exceptions, brewing a recipe will require ingredients, an empty bottle and a base. These are not everlasting, they’re consumed after use and will need to be replenished -although pure alcohols and monster mutagens can last multiple times.
By default, to brew or craft alchemy items it’s necessary to meditate near a fire source. The mod includes a real-time meditation mechanic entirely independent from the vanilla game and compatible with other meditation mods; it allows the creation of a campfire (if there’s enough firewood), the acceleration of time and access to the alchemy menu. When brewing recipes within this state, a time lapse animation will trigger, the screen will fade to black, the camera will spin and time elapse. Disabling the ‘Alchemy Takes Time’ menu option disables these features. It’s worth noting that, while in the meditation position, toxicity is eliminated 3 times faster and toxicity damage is reduced by 25%.
Distillation When creating items, it is possible to use raw ingredients or to distill them to obtain their primary substance. Using the pure substance affords the benefit of needing less measures to fulfill the ingredient requirements and, if using a strong or pure alcohol, allows to create enhanced or superior versions of an item. Distilling ingredients will require the purest of alcohols and two empty bottles.
Recipes Enhanced and superior recipes for oils, bombs, and potions were eliminated, giving a much needed de-clutter to the alchemy menu. These items are now created from the same basic recipe by using ingredients with higher concentration of primary substances -or the raw substances themselves- in addition to a high-quality base. In each case, visual indicators will be shown in the alchemy menu whenever the item to be created is enhanced or superior. When creating items, the result will be:
Enhanced:
If all ingredients are primary or rich sources of a primary substance, and a high-quality base is used.
If the majority of ingredients (ingr / 2 + 1) are primary, rich or a combination of primary and rich, plus a top-quality base is used.
Superior:
If all ingredients are primary substances and a top-quality base is used.
Since the only way to obtain superior items is to use primary ingredients directly, it isn’t possible to create superior potions with secondary substances; this is by design. Players will need to consider their options and determine whether they need the large boost superior potions offer, or enhanced’s more moderate bonus combined with the added utility of secondary substances. If compromising is not an option, there is always the possibility of ingesting White Gull brewed with secondary substances, although that incurs additional toxicity and resource investments.
Toxicity Toxicity was redesigned -from the manner it is acquired, its severity to how fast it’s eliminated- and unified into a single homogeneous mechanic; toxicity offset as a concept was eliminated. Applied gradually while a potion is being metabolized (30 second period by default), toxicity manifests slowly, it’s damage ticking from the onset rather than after an artificial threshold. Insignificant at first, the damage will increase in cubic fashion reaching 3.84% of total health per second at 100% toxicity. A seemingly high figure which can be overcome by investing in dedicated skills and preparations designed with the purpose to reduce toxicity damage and duration.
Toxicity will slowly be eliminated throughout a potion’s life yet some will linger after all effects have run out. This lingering toxicity is eliminated much faster though, without remaining toxins hindering recovery. On the other hand, toxicity purging will slow down when above 75%, a point at which the witcher’s system gets overwhelmed. Toxicity parameters, including purge rate, damage, duration and amount remaining, can be adjusted within the mod menu.
Skills With the re-imagining of the alchemy system, many skills were left in an obsolete or entirely broken state. To address this, the affected skills were entirely redesigned and reimplemented. For compatibility, the new skills exist outside the vanilla environment, my system merely hacks into it to inject itself. The obvious benefit is minimal conflicts with other skill changing mods; the downside being the system will always override any change other mods make to these skills. Since mod induced changes to these skills would most likely be made with an incompatible alchemy model in mind, I see this as a positive side effect.
Skills: (These are all passive abilities and need not be equipped in order to work)
Half Life Potions duration is increased.
Catalysis Potions are metabolized faster.
Equilibrium Potions induce less toxicity but last less time.
Alembic Primary substance distillation generates greater yield. Chances of obtaining lesser mutagens in the process.
Proficiency Monster mutagens can be used additional times before being consumed in alchemy.
Mitogenesis Attack Power is permanently increased.
Angiogenesis Vitality is permanently increased.
Frenzy Slows time on any dodgeable melee or ranged attack thrown at the player. The effect depends on toxicity levels.
Metastasis Maximum toxicity is increased.
Adaptation Toxicity damage is decreased.
Autophagy Toxicity is eliminated faster.
Metabolic Boost Potions are metabolized, their toxicity is eliminated, and they expire, 33% faster.[/size]
Efficiency Two bombs can be created from the ingredients of one.
Heavy Artillery Bombs cause 3x as much damage, but weigh 3x more.
Items:
Manticore Armor Reduces toxicity damage by 10%.
While I’ve tried to cover all items that reference now irrelevant alchemy effects, some may have escaped my eye. Please, report if you find any.
Plants The extreme overabundance of herbs in the game is both puzzling and troublesome. The fact that the simplistic vanilla mechanics only require acquiring ingredients once, leads one to question why they added so, so many herbs. This causes quite a problem once the depth of the alchemy system grows beyond skin deep. It is imperative, in order to have a balanced and engaging alchemy system, that the issue be addressed. To achieve this, the mod removes between 1/3 to 7/8th of all plants on a map -depending on the total- in addition to increasing the plant regrowth time from a default of 24 to a random value between 17-136 minutes. This ensures plants don't regrow all at once, and that it takes them enough time to do so. The plants are only removed once, upon first map load; no further adjustments are made until 33% of the culled plants have regrown, after which all plants are forced to spawn (on next map load) and a new adjustment cycle begins.
Except for the herb yield settings, which are dynamic and take effect immediately, all herb settings require reloading the map from the load menu. If the game is saved after the plant spawns has been adjusted, reloading the map won't work since the game bakes the plants state on the save file (sort of). In this case, waiting for the plants to respawn will be necessary.
Trivia: There are over 16,000 plants in the Velen/Novigrad region!
-Min Similar Plants Spawned The minimum amount of plants of the same type that will always spawn regardless of spawn chances. e.g if there are 10 Celandine plants in the map, and this setting is set to 4, four of them will always spawn, while the other six will be subject to spawning chance.
-Max Similar Plants Spawned Maximum number of plants of the same type that will be allowed to spawn. Any more than this number will always be eliminated, regardless of the spawn chances.
-Min Herbs Per Plant Minimum amount of herbs each plant can yield when harvested. -Max Herbs Per Plant Maximum amount of herbs each plant can yield when harvested.
-Plants Spawning Weight Affects the chance that any single plant in the map will be allowed to spawn. Subject to the min and max settings above.
-Hide Plants On Minimap If enabled, plants will not show up on the minimap.
-Disable Plant Adjustments If enabled, plant spawns will not be adjusted by the mod and all plant related settings will be ignored.
-Allow Build Campfire Enables or disables the construction of campfires when performing alchemy. If enabled Geralt will be able build a campfire by long holding the corresponding key. -Allow Build Interior Campfire Like the previous option but this one controls building campfires in interiors.
-Timber Required Amount of timber or hardened timber needed to make a campfire. You can have a combination of both to meet this value and the right amount of each will be correctly deducted from your inventory.
-Potion, bomb and oil limits For those that would like to simulate the vanilla imposed limit on these items. The default value of 0 imposes no such restriction.
-Potions and decoctions duration settings These control the duration of potions and decoctions respectively. The 'Override' setting ignores the vanilla value and uses the number specified in it as an absolute. 'Added' settings add the figure you specify to whatever the default potion duration is. These two are self exclusive, either one or the other will take precedence(override wins). Finally multiplier settings multiply whatever the duration is by the number specified, even it was modified by any of the previous settings.
-Toxicity Degeneration Rate Rate at which Geralt normally clears toxicity from his system. With a value of 1.0, toxicity will last exactly as long as the potion does.
-Alternate Degen Rate Rate of toxicity purging when toxicity surpasses the specified threshold. When that's the case this setting will take precedence over standard degen rate. -Alt Degen Threshold Threshold in percents of total toxicity after which Alt Degen Rate will start working.
-Combat Degeneration This setting controls whether or not toxicity degeneration changes while in combat.
-Combat Degen Rate When Combat Degen is enabled and the player is in combat, this takes precedence over any other toxicity degeneration set.
-Residual Degeneration Rate This setting controls the rate at which toxicity is removed after all potions have lost their effect -in other words, left over toxicity- or when toxicity is applied from sources other than potions. It represents a percentage of total toxicity lost per second.
-Potion Toxicity Multiplier This setting directly multiplies the toxicity value of potions, but not decoctions, whatever that value might be.
-Alchemy Takes Time Dictates whether or not creating alchemical concoctions takes time.
-Minutes Per concoction Time that passes for each potion brewed, oil mixed or bomb created.
-Minutes Per Distillation Time that passes when distilling primary substances.
-Metabolization Time Time it takes after drinking potions or decoctions before they start to have an effect. -Alcohol Reuses Amount of times top quality alcohol will last when used in alchemy. Alcohest uses the value specified here, while White Gull will always be this + 1.
-Yield Per Recipe Amount of items obtained when something is created in the alchemy menu.
-Standardize Substances Recipes Modifies the recipes for distilling primary substances, to make the distillation process make logical sense and fit the rest of the mod's changes.
-Standardize Mutagen Recipes Adds top alcohol as a requirement (to act as solvent) when using monster mutagens to create regular mutagens of the same color.
-Recycle Bottles If this is enabled, every time you use an alcohol bottle in alchemy you save the empty bottle instead of discarding it.
Default Control Scheme
(M & K) : (Controller) L L2+R3 -> Tap to enter meditation position. L L2+R3 -> Hold ~0.5 seconds and release to enter the meditation position AND build a fire. L R3 -> while on the meditation position, tap to enter the alchemy menu. L R3 -> while on the meditation position, hold to stand up. Space R2 -> while on the meditation position, hold to accelerate time. Shift L2 -> Hold and tap L/R2 to open the alchemy menu without meditating. Shift N/A -> Hold while using the R Mouse when at an alchemist to buy an ingredient. R mouse Digit Up -> While in the alchemy menu, opens the menu to choose another ingredient. L mouse N/A -> While in the alchemy menu, click on an ingredient to display its information. Dot R2 -> While in the alchemy menu, tap to only show ingredients of a particular substance. Comma L2 -> Same as above, but goes to the previous substance (most useful with filters applied).
Installation & Removal Instructions are included inside the mod’s root directory, follow them thoroughly. Do NOT use Nexus Mod Manager to install, if you dislike installing manually, try W3 Mod Manager. To properly remove the mod from a save file, the removal option must be used from the mod menu. More details in the ReadMe.
Compatibility
For compatibility reasons, the mod focuses on reinventing the manner in which alchemical items are created. The balance and usefulness of such items is unchanged. You can use other mods that touch these areas without issues, even if they’re dubbed alchemy overhauls, as long as this mod’s scripts win any ensuing conflict.
XML edits were done to a few vanilla files for balance reasons, but these are not essential for the mod’s correct functioning. You may let other mods overwrite them if you so wish at risk of upsetting the mod's intended ingredient/economy balance.
The alchemy menu swf file was changed to allow new filtering behavior. In case of conflict, you can give priority to other mods swf files if you prefer; just be aware that filtering won't work correctly in the alchemy menu.
Credits Thanks to rmemr for the w3string encoder mod. Thanks to traderain for the WolvenKit. Special Thanks to MegaBound2500 for his invaluable help in making the next-gen release a possibility.
ACHTUNG!!! you made it to the credits!
Special thanks to ACHTUNG!!! from CDPR, whose constant presence throughout the code kept me amused, my hacks honest and my code clean. A bastion of stalwartness, an icon of hope, a true inspiration to others, giving them confidence, showing them if he could, they certainly can as well.
I thought him the biggest idiot in the world, until I learned ACHTUNG is not a name, but the German word for warning…