About this mod
Small overhauls of several locations near the warzone between Velen and Novigrad
- Permissions and credits
- Changelogs
The mod tries to improve the Warzone (and somewhat related locations) between Velen and Novigrad by adding small details here and there and expanding the existing places by adding changes depending on the decisions made in the game.
See the maps for more info on touched locations
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Requirements:
Both DLCs
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Checking out the mod / testing:
If you just want to check out the mod and what it does/changes do the following steps:
1) Install the mod (see installation below)
2) Use a clean save form an already completed playthrough
a) Nilfgaard won or
b) Radovid won or
c) Dijkstra won
3) do the requirements and skip time
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Updating:
UPDATING from v2.0 /v2.1 ----> v2.x: (not needed if first installation)
Always make a backup of your saves!!!
If you have already installed v2.0 you need to do the following steps (it does not work otherwise):
1) Make a new save
2) Delete the old files in the mods and dlc folder
3) Load the freshly made save and save it again in a new file (dont override the already made one)
4) Install the files from the v2.x inside the mods and dlc folders
5) You always have to destroy the monster nest at Ursten and the Trebuchet again.
6) Best wait a few days after you destroyed the nests. Give the game time to spawn assets in again.
--> This is necessary so the game thinks it is a fresh mod installation. It won't work otherwise. Sry about that. You may also need to skip time for the locations to change again and/or in some cases to destroy a monster nest again to trigger progression.
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Installation:
- Always make a backup of your saves!!!
- Do not install with a mod manager! Only use the Witcher 3 Mod Manger to give priorities!
Remove all the old files in the dlc and mods folder of the previous mod if you upgrade to v2.0!!!
- drop the file modwarzone_overhaul into your Witcher 3 mods folder
- drop the file warzone_overhaul into your Witcher 3 dlc folder
Both are located in your Witcher 3 main folder.
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Removing:
DO NOT DEINSTALL MID GAME. THE MOD HEAVILY CHANGES STUFF
- delete the file modwarzone_overhaul from your Witcher 3 mods folder
- delete the file warzone_overhaul from your Witcher 3 dlc folder
Both are located in your Witcher 3 main folder.
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Future Plans:
- Adding more locations and war progression.
- More polishing.
- Compatibility with other mods (mostly BiA)
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Version:
v2.2
1) Oxenfurt siege completed.
a) University area can be visited again
b) Oxenfurt siege progression, depending on your main story progress.
c) Shani is back and has a daily routine no dialouge though.
d) La Valette take over Tamaras house (daughter of the Baron) if you visited her.
e) The bank from Hearts of Stone is accessible again.
f) Juniors mansion is accessible again.
g) small easter egg.
h) prison accessible again.
2) Novigrad (please keep in mind that Novigrad is not done yet.)
a) changed the city spawntress back (could not fully swap them out yet with nilfgaardian npcs due to a bug that breaks the mod somehow) ---> elves, haflings, dwarfs and other npc will reapear like before the Redania gained control. Same goes for Arette small village on the right side of Novi.
b) Withhunter oupost
c) made a tower accessible near the harbour. you can now partly walk a on the walls).
d) made a tower accessible near the big eastern bridge.
e) removed the witchhunters and stuff.
f) restored the bathhouse (two variants: nilfgaardian one and one with Dijkstra if he won the war.)
g) Passiflora brothel uper level accessible if Dijkstra won.
h) If Radovid won he will live in the former nilfgaardian embassy.
i) If Nilfgaard won Rosa and Edna will return to the nilfgaardian embassy.
3) Other locations
a) Zuetzer castle. Nilfgaard will take over if Phase 2 of the Oxenfurt siege is completed.
b) Carsten. Nilfgaard will take over if Phase 2 of the Oxenfurt siege is completed.
c) The Vegelbuds mansion is accessible again (not completely finished) yet.
d) Seven cats inn. Guards respawn after the guest is done and Nilfgaard takeover.
f) Cunny of the goose. swaped out the redanians.
g) gr19_midcotts_bridge. changed a few things. you probably need to do the bandit encouter again if you already did it.
Known Bugs & Issues:
1) Npcs may still get stuck when they change their routines (from day-->night).
Leaving the area and forcing them to respawn fixes that or loading a
save
2) To trigger some parts of the location progression you may have to destroy some monster nests again even if you did this already.
Like gr18_trebuchet_factory and mp4_warzone_island.
3) Deinstalling midgame will make stuff disapear like the Novigrad walls and can break the game.
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Version:
v2.1
1) Added more locations like: Ursten, defence_post 1&2, a completly new Nilfgaardian camp near Novigrad, Drahim_castle, some mini boss areas, Pontar bridge and some smaller unnamed locations. See map for more info. Some are independet from the war storyline others are not.
2) Some under the hood improvements mainly affecting NPC spawns.
3) Navmesh ---> NPCs are now able to walk around added objects like tents, walls etc. Some times they still get stuck.
4) Changed/expanded the war progression. For example: Nilfgaard only overtakes the Pontar Bridge if you cleard out the mini bosses around, fort mar and finished the war storyline with killing dijkstra and radovid as well as started the quest for killing Imlerith to make it more imersive.
Known Bugs & Issues:
1) Npcs may still get stuck when they change their routines (from day-->night). Leaving the area and forcing them to respawn fixes that or loading a save
2) To trigger some parts of the location progression you may have to destroy some monster nests again even if you did this already. Like gr18_trebuchet_factory and mp4_warzone_island.
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Major Update!!!
v2.0
1) Restructered the complete mod. The game does now treat it like a DLC, wich means it can be installed in an ongoing playthrough!.
--> you should (not 100% sure) be able to upgrade from any previous version.
2) Added the Oxenfurt bridge. After killing Radovid Nilfgaard starts to lay siege to the city. No consequences for killing Djikstra for now.
3) Added stone_cutters_settlment. It will only trigger after you did the intro of Blood and Wine, i couldnt make it work otherwise. If you already did that the NPCs will not spawn. Maybe in the future if i figure out why it does what it does.
4) Added gr27_launch_jetty. After you completed the war storyline Nilfgaard will take over the settlement.
5) Added gr18_trebuchet_factor. After destroying the monster nests and waiting a day or two, workers and soldiers will spawn and start repairs.
6) Added gr7_hidden_peers. After looting the chest and waiting for a time a Nilfgaardian ship will spawn and smaller boats. Did you kill Djikstra in the war storyline, some soldiers will cross the river (the small green circle under the oxenfurt academy)
Known Bugs & Issues:
1) Some NPC will get stuck or not find their way. Leaving the area far enough lets them respawn.
2) The mod can cause problems with other mods/the game.
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1) Added NPCs to all places
2) Overhauled the prospector camp
3) Overhauled the gr34_mini_boss
For locations changed check the map. Green is done (mostly). Red is planned.
Known Bugs:
1) If you already completed some of the quest/mini bosses/treasures etc. some things like NPC, assets will not spawn.
2) At two of the bridges (de19 and de21) NPCs will not spawn, unless you didnt finish the prologue yet (sitll in Vizima for the first time).
2) Be aware that the mod changes some quests/phases, which can cause problems with other mods/the game's storyline.
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v1.1
1) Warzone progression for Hindhold added. The fort should change as you complete certain story/quest parts.
Phase 1: After killing the harpies and destroying their nest Redania will take over (after 2 days and to trigger the other events blow you have to loot/touch the chest on the other side of the Pontar with the wyvern)
Phase 2/3 : Killing Radovid/Dijkstra alive. Nilfgaard takes over the Fort. Redania on the other side of the Pontar.
Killing Radovid/Dijkstra dead. Nilfgaard takes over the Fort and crosses the Pontar establishing a bridgehead.
---> No NPCs will spawn!!! Just stuff.
Known Bugs:
1) If you completed one of the quests, it will not spawn anything. Quests are -> Monster Nest on Hindhold, Hidden Treasure on the other
side of the Pontar, Radovid/Dijkstra storyline.
2) Be aware that the mod changes some quests/phases, which can cause problems with other mods/the game's storyline.
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v1.0
1) Warzone 1 & 2 (replaced random flags and tents through nilfgaardian and redanian ones, moved dead bodies towards the middle to make it look like there was a skirmish before.
2) Warzone 3 (Added a few redanian tenst and other stuff
3) Hindhold (after you cleared out the harpys the tower gets a little overhaul with redanian stuff, the bridge towards the tower and over the Pontar(?) will be "repaired"
4) Ferry Station 1 and 2 (Nilfgaardian tents and stuff added)
5) Ferry Station 3 (after you killed the drowners tents and stuff will be added like ferry station 1 and 2)
Known Bugs:
1) If you already completed some quest like the Harpys at Hindhold or the drowners at the Ferry Station the assets will not spawn in.
Disclaimer:
Thanks to CDPR for Witcher 3 and REDkit