The Witcher 3

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Cursed Witcher

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CursedWitcher

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38 comments

  1. ElementaryLewis
    ElementaryLewis
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    Well made.
    Do you think it is more beneficial to use alongside Always Full Exp?
    1. CursedWitcher
      CursedWitcher
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      Hey thank you, I have made this little workaround a long time ago and believe it fixed the Quest penalty but I did not test it extensively to really confirm because of the lack of time to complete quests in the recent weeks. But yes I really think it would be a great addition to the new experience system if this one doesn't do it already, since it take 3 times more exp to reach max level, which is still very achievable with the new exp gain system from slaying monsters but any extra exp income will be welcome, especially when it's well deserved from completing quests:)
    2. AndrewRecard
      AndrewRecard
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      If reaching levels is still very achievable then wouldn't full quest xp result in overlevelling?
    3. CursedWitcher
      CursedWitcher
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      Very achievable with these bonuses, otherwise let's rethink the fact it takes 252450 exp to reach max level, instead of 84000, 3 times more. If CDPR released an update in which the new max level is 300, wouldn't it be reasonable to consider mods that simply restore the full experience rewards from quests after we complete them, without penalties due to player level, higher difficulty, enemies upscaling, game finished, new game+?

      I believe so. If an average quest (increased) reward is around 200-250 exp, it still take from 1000 to 1200 quest completed to acquire enough exp to reach that. There's a little more than 400 quests in the game (including contracts, treasures hunt, and so much more). If we put a generous amount to calculate, let's say we gain 300 exp on every single quest/task completed (which is absolutely exagerated), and finish 400 of them, it's around 120 000 exp gained from quests/tasks, barely enough to reach level 69-70 and less than half the required exp to reach max level. An enemy of average threat level, is going to give around 100 exp if your combat level is somewhere between 70-90 (it also scale with player level, with some other important factors), to obtain the 130 000 remaining exp it takes to reach the total of 250 000 (Level 99), you have to kill like 1300 of those. Of course, the exp gains aren't going to come close to that at low level. So yeah, I believe it's a nice challenge, nothing crazy but it will really make it more meaningful to reach max level :)
    4. Gabriel424
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      Interesting concept. I like the idea of increasing the exp needed for level 100, but it feels a little overtuned at the start of the game. Between the reduced exp curve of this mod and the increased exp from no longer getting the death march penalty, you get level 3 just from killing the ghouls at the start of the prologue. Seems like you'd reach level 20-30 entirely too quickly and trivialize the early content. It's already trivial just playing through the story on normal difficulty, so I'm probably going to leave this mod for now and install it once I've already hit level 50. Btw, I mentioned it earlier but I wasn't entirely clear why - I would prefer to use the "Always Difficulty Exp" option of Always Full Exp in conjunction, but this mod conflicts with it and can't be merged.
    5. CursedWitcher
      CursedWitcher
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      You know, I haven't played as a level 1 since years, especially on a new start, I'm not Aeltoth or Brothers in Arms modders either, I simply thought a 2000 exp requirement from level 21 to 100 was too monotone and ridiculeous, but you're free to help me to improve if you have better ideas. I will still test it from level 1 in a new start and see how it goes, since I believe the exp gains are supposed to scale with character levels, I don't think someone is going to reach level 3 in one combat. Not even close, but I never tested it under level 50, when I was doing NG+ to finally enjoy the game after only modding for years, so I'll see by myself, when that mess of patch 4.04 updating process will be over
    6. DawnCry
      DawnCry
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      You get 250 exp as quest reward for killing the first ghouls, enough to level up a few times. I got no exp for the quest, is this intended? Seems like you balanced the mod around getting no quest exp maybe becaue else the early game curve would be really bad with your mod.
  2. DawnCry
    DawnCry
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    Is it intended to only have 5 exp after the first ghoul fight or is it bugged with ESGO? I didn't get any exp from the quest you complete with killing them.
  3. ProRock21
    ProRock21
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    I usually get to use the master version of the armor by the end of the main story. Will I get such an opportunity with this mod? It turns out that this is level 34.
    1. ElementaryLewis
      ElementaryLewis
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      The idea of this mod is slowing progress your level. For player who likes doing everything in the game.
      You will reach the mastercrafted level eventually if you do all quests and PoI.
    2. ProRock21
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      I didn't quite understand your answer. Will I be able to get level 34 at the end of the main game if I complete all the side quests, orders, and all that (except for the question marks)?
    3. ElementaryLewis
      ElementaryLewis
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      Yes.
    4. ProRock21
      ProRock21
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      Understood. Thanks!
    5. DawnCry
      DawnCry
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      Is it intended to only have 5 exp after the first ghoul fight or is it bugged with another mod? I didn't get any exp from the quest you complete with killing them.
  4. JakeWho
    JakeWho
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    Not working on my PC. I guess it's whether not ready for 4.04, or not working with ESGO.
    1. CursedWitcher
      CursedWitcher
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      It can certainly work with ESGO since I'm using both since the beginning but it's probably not going to be an easy merge for most people.
    2. JakeWho
      JakeWho
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      Oh I got it working later, I just choose your stuff over esgo then everything is peachy now. 
    3. VReavenV
      VReavenV
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      I have Edited  Experience Curve of course it work but curve it's very high (Cause of Gameplay with RER Mod + Hardcore Enemies made from ESGO with 2x more probality chance from ambushes etc. ) and grinding lvl is very hard :P

      Check this screen. 

      I just download any Exp curve mod with 4.04 version and unbundle mod and edited whole file (geralt_levelups.xml and PlayerAbilityManager.ws and much more files :P) and merged with properly priorities.
      EXP looks kinda high but created skill point system (depends on lvl for example:)
      from 1-10 Level --> 3 ability points per Level (When you reach 5 and 10 Level you will get 5 ability points to spend)
      11-20-----> 2 points witch means, but when you reach 15 Level curve start goin very high
      BUT you get double amount of points---> 4 points(Also at 20 Level)
      21-30 -----> 1 Point witch means, at 25 and 30 Level ----> Same rule as 15 and 20 level but less amount (3 point) 
      AND
       Final stage of level system:
      31-50 -----> 1 Point (35,40,45 and 50 Level) ----> 2 Point Bonus.

      I edit that skill point system and curve level system because I edited skill levels in skilltree. 
      Check next screen below: ---> (The orange indicator corresponds to your current skill level.
      When the maximum level threshold is reached, it triggers the permanent skill activation function without
      the needs to occupy slot in the skill tree. Also source of that thing i used from this mod: Overlevel skills always active by dnbnhpl)

      If you want I can try help with your files or upload my files with all author credits. Just write private message to me and I will tryl help with your files, eventually I will upload merged files from mods which I used.

      Already i tryin to patch (when i will have more free time) Extra Skill Slots and Mutations by Lim3z3r0 --->(That guy inspired me to start journey here when he upload this mod few year ago before he left Nexus)to 4.04 and finish last updated that never relase the daylight on Nexus - 4th additional mutation. Will be very hard for me cause i patch and try create new mutation 1st time, but when i edited files and scripts and it works fine, I belive that everything is possible, just need check Custom skill Framework by uacvax  Tutorials/Manuals
      and learn how to working on this program workplace.

      I hope when i finished working on patching(without any issues :P ) Extra Skill Slots and Mutations by Lim3z3r0 .
      I will try to add last new mutation without issue or bugs (Unfortunately author didn't finished when he left).
  5. WITCHER0920
    WITCHER0920
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    Is it possible to resolve the conflict between this module and GodMode?
  6. OutcastPhantom
    OutcastPhantom
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    Thanks for the update.
    1. CursedWitcher
      CursedWitcher
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      It's a pleasure:)
  7. Myrdo
    Myrdo
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    Any chance for a change log ?
    Using this mod since first release...solid work, thx alot
    1. CursedWitcher
      CursedWitcher
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      Possibly, but I haven't changed much things if any, other than updates to keep it alive. But I'll keep this in mind if I ever change something to it again, thanks for suggesting and your appreciation:)
  8. Saltvolley
    Saltvolley
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    So is this just not getting updated to 4.04?
    1. ElementaryLewis
      ElementaryLewis
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      It will be. Cursed just need times and motivation to do.
    2. CursedWitcher
      CursedWitcher
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      I'm currently reinstalling the vanilla game and updating some mods. Some of them should be ready but I just want to make sure everything is fine before uploading. I should upload this one later tonight as soon as the test went well.

      For everyone : Please note my private messages box is currently not working on Nexus for unknown reasons so I'm not ignoring anyone but I won't be able to see your messages until it's fixed, thank you
  9. xy766
    xy766
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    Still working with 4.04! If your modlist is broken like mine, it's probably not this one.
    1. ElementaryLewis
      ElementaryLewis
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      Except this mod need to update for following the 4.04 patch change. Cursed is looking for that.
    2. CursedWitcher
      CursedWitcher
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      I'm currently installing 4.04 to start looking at where to start with and get what I need to have in order to update mods. It will not be done overnight, but eventually, step by step when I have free time to spend on modding.
    3. JakeWho
      JakeWho
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      Would you be able to point out which scripts need to be updated? Maybe I could try to fix it on my game, learning about script writing in the process.
    4. JakeWho
      JakeWho
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      NVM I got it to work with ESGO, just needed to edit npc.ws, delete one bit from ESGO (tho the exp logic in ESGO won't work now) and 1 line from this mod, and merge.
  10. CursedWitcher
    CursedWitcher
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    Next Update is out!