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PaulR0013 - nevermore

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paulr0013

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153 comments

  1. grom318
    grom318
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    hi everybody.can you tell me if this mod is compatible with Gwent Redux?
    1. paulr0013
      paulr0013
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      Please see the Description page under the Compatibility section. The only possible conflict is if Gwent Redux changes the cards given during the Masquerade Ball or when you play Shani, Olgierd, or the Gambler. I have not heard of any conflicts with Gwent Redux, but if you don't want to risk it, you can turn off the quests for Gwent: Playing Hearts and Gwent: Masque D'Intrigue in the Gameplay menu before you load a save file.
  2. Strahlimeier
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    Would it be possible to add an additional quest or even alter the quest Beyond Hill and Dale to add additional objectives for all the different fables to be found? I've gone through so many different playthroughs but I always open up the wiki to make sure I didn't miss anything and it kinda ruins the immersion..

    1. ElementaryLewis
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      That remind the same for the Master Mirror quest in order to collect all treasure rewards before we left the area.
      Of course, that require to incorporate or detect Master Mirrors Reward through his riddle challenge - Next-Gen Compatible.
    2. paulr0013
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      Those are already tracked in the journal, are they not? Or are you referring to visiting Thumbelina because, unless I am mistaken, that is the only thing not tracked in the journal. The goose has its own quest, and collecting the beans takes you to all the rest. Even seeing the little flint girl is marked as optional. What else isn't tracked?
    3. Strahlimeier
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      Yeah all those are indeed tracked.. I guess some of the other easter eggs like Thumbelina as you mentioned, the Emperor of Nilfgaard as well as the will of the whisps the one at Longlocks castle and the one after the cloud giant.. Then there's the edge of the rainbow, the musicians of blaviken, the puss in boots and the slain dragon.. I mean if you explore properly they are hard to miss, but those are quite a few little details yet this might deviate too much from the original concept of your mod I guess.
    4. paulr0013
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      I'll think about it. It's not a bad idea. I was already thinking of something similar for the Game Of Thrones Easter Egg. I guess if I do that one, there isn't a reason not to do what you suggested.

      Currently I'm not doing any modding, but if I decide to expand this mod, I'll look into your suggestion. 
    5. 9IPKOMoMEHTo
      9IPKOMoMEHTo
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      Я действительно с нетерпением этого жду.
  3. Dyvalas
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    Sorry about pestering with continue comment, another idea would be to have a quest to acquire and craft all Dyes. Just like the ones currently implemented about potions, oils and bombs.

    Probably less important than the others, but could be nice for completeness sake
  4. Dyvalas
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    I don't know if this is a good suggestion or not, and if it is in the scope of this mod, but a kind of "quest" to collect all Skellige sunken treasures may give an incentive (maybe) to complete that tedious task
    1. paulr0013
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      What are the sunken treasures? Are you taling about all those POIs in Skellige where you have to jump in the water to collect them?

      I've thought about making some more "collectible" style quests. No promises on this one, but I do have a few in mind.
    2. Dyvalas
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      Yes, I was referring to them.

      The other POI's not on the sea are fine just like in Vanilla I think, since you can eventually stumble into them during normal gameplay, and it is in fact better for the exploration factor, where you discover things just by roaming around without necessarily having a quest or marker directing you to it.

      But for those sunken treasures, you really have no reason to go to a specific place in the middle of the sea to dive and loot a chest, it is very unlikely that you may discover all of them during normal gameplay, especially if you disable Question Marks icons from the map. 

      I'm not sure about what could be the best implementation since these "sunken treasures" are really a lot, and having a gazillion quest markers at the same time is not desirable.

      Maybe some sort of overarching quest that tracks one of them at a time by also taking into account those that you may discover by yourself, but if you already have some ideas on your own, I'm leaving this to you.
  5. krull32
    krull32
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    Can i just update this mod when i delet the old mod from mod folder and replace it with this new one ? or do i have to script merge everything
    again ?
    1. paulr0013
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      Yes, updating is a simple as deleting the old folder and installing the new one.

      There are no scripts with this, and DLC does not have any conflicts in script merger. The only potential conflict is the one file in the mod folder, but I'm not aware of it conflicting with any other mods. If it does, give higher priority to this mod.
  6. ArtEnjoyerJayden
    ArtEnjoyerJayden
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    Can you please give me the Fact ID for ungrateful mage because I really don't like uncompleted quests stuffing up my log and "An Ungrateful Mage" is completely bugged i cant do anything but listen to the guy cry over and over.

    Edit: If anyone else has this issue where the quest bugs I've solved it kind of, back up to the bridge just a little ahead of the sign post and crossbow a guard it will let you save the mage 

    1. DracoRick
      DracoRick
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      I remember in the vanilla game you could just leave and let that npc die, if you passed by after several days/missions, you couldn't find him anymore.
      With this mod does it become mandatory to save him??
      I didn't regret letting him die there the last time I played
    2. paulr0013
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      No, you can choose to let him die. If you go 125 steps or more away from him, the quest will update and when you return, he will be dead and burned.
  7. Grifitthh
    Grifitthh
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    I downloaded this mod at the beginning of the year, and a new update is now available. Should I download it again to update it or is it not necessary?
    1. paulr0013
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      I always recommend installing the most current version of the main mod. This is because of bug fixes to ensure you have the best, most optimal experience.

      Translation files you can decide if you need those based on the language you play in. If you play in English, then the main mod is all you need. But if you play in a language other than English, I recommend installing the most current version of the Translation file as well.
  8. dragonbr6
    dragonbr6
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    So, DLC events is redudant with Progress on the path right, is this mod redudant too?
    1. paulr0013
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      Depends on your definition of redundant. I would argue no, not at all. There are distinct differences in the mods. PotP is a tracker. It only tracks the progress against quests, activities, etc. W3QE are actual quests with objectives, mappins, journal entries, rewards, etc. And, PotP tracks W3QE. So they are distinctly different mods that do different things.
    2. Talos90
      Talos90
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      Hi, just to be sure, if I use this mod (W3QE) do I also need the DLC - Events (NG) to have full coverage of all unmarked missions in the game (in the game journal)?
    3. paulr0013
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      Yes. W3QE and DLC Events are independent mods. You can use one of them independently from the other. However, we recommend using both mods to get the best experience. If you want to get all unmarked quests in the game, plus special activities, use both W3QE and DLC Events.
  9. RaidenTaooo
    RaidenTaooo
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    Hi! Thanks for the mod! I want to play this wonderful game version 1.32 for the first time. Can you advise me to install it now or after some specific task?
    1. paulr0013
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      You can install it any time. Most of the quests are retroactive, meaning they will reflect the actions you took even if you already completed them. If you haven't started playing, then installing it now will give the best experience.
    2. RaidenTaooo
      RaidenTaooo
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      thank you!!!!
  10. JeffersonDias
    JeffersonDias
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    Hello, I updated the translation to Portuguese. I couldn't translate 100% because I need to see some things in the game, names of places and characters I'm still in doubt, some were translated to portuguese and I'm still going to play again.

    br strings csv

    update

    some quests are not being added to the journal:
    Gwent: Masque d'Intrigue 
    Keep Your Friends Close
    An Ungrateful Mage
    Secret Garden

    these are in the diary:
    Gwent: Playing Hearts 
    The Sound of Silence

    I can only test this by playing, but it's not in the journal either:
    To Err Is Human
    An Ungrateful Mage
    1. paulr0013
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      Thanks, I'll review this for inclusion in a future update.

      I'm not exactly sure what you're saying. For the quests you're saying are not in the journal, they are retroactive if you already played those parts of the game. The exceptions are: To Err Is Human (must not have started Kaer Morhen), and An Ungrateful Mage (the only fact that is retroactive is if you send him to Triss). The best experience is to start these quests with a fresh playthrough, but they are retroactive to the degree I described. Also, full details as to the criteria for activating the quests and retroactive compatibility are provided on the Description page.
    2. JeffersonDias
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      yes, I thought about that, probably my saved game doesn't have the necessary triggers for the missions to appear in the journal, I'll test that when I play again, for now it's just a simple test.