moon knight
Matt7895's alt
I'm not going to trade this garbage mod for Primer.
Find one that removes the enemy health buffs and debuffs based on level. I use T and M the Fair ( https://www.nexusmods.com/witcher3/mods/1774/ ).Ivan said:So I havea 1070 coming in and I'm restarting the game (stopped @ Novigrad). Any mods I should look to for that first time grand playthrough.
nice. I've missed W1 style alchemy.I'm not going to trade this garbage mod for Primer.
Aka the most pointless thing you have ever seen since it is 3rd person game.
The Witcher 3 vanilla has a lot of ugly looking low res textures.
He also made this.
Besides, I think he is somehow sponsored by NVIDIA
I'm not going to trade this garbage mod for Primer.
Do the flaming background decals make the UI go faster?https://www.nexusmods.com/witcher3/mods/2996?tab=posts
A mod worth looking at for now.
Is there a mod that allows you to disable the quest compass (and probably also the quest markers) on the minimap? You could of course just disable the minimap altogether, but the game was clearly designed with it in mind, especially in the cities where it's hard to make a distinction between fluff NPCs and actual merchants or quest givers otherwise. Then again, with the above mod you could probably just track the Gwent card quest or something and rely entirely on the actual map to navigate the game world.
From the same modder who made Preparations and Ghost Mode: Friendly HUD https://www.nexusmods.com/witcher3/mods/365Looking for two mods (or maybe one mod that does both of these things): something that allows me to toggle the minimap on and off by an assigned hotkey instead of having to do it in the main game menu, and something that will collapse all items in the craft and alchemy menus (by default, they're expanded, which means much more scrolling than is necessary) when I first open them. Do these exist? I'm using the GOG 1.22 version of The Witcher 3+ DLCs/expansions. Thanks for any help.
OK i think this is by far best overhaul mod for TW3 (currently):
W3EE
https://www.nexusmods.com/witcher3/mods/2521/
It is old overhaul mod but recently it was updated to 3.0 version (and then to 3.06) and it is huge difference from initial overhaul mod.
1. redos completely economy, alchemy.
2. combat is also redone (everything cost stamina even normal swing like in DS games and combat is much more deliberate instead of mashing things).
3. leveling is completely redone (you no longer earn XP via quests but increase skills by using them like in morrowind)
4. armors/weapons completely redone and most of weapons in game have more or less similar damage but you can create various builds.
5. added new weapons to use and non sword weapons now have use.
6. World in unscalled, meaning there are no levels and much like gothic what you see is how something is hard.
7. mutagens now have completely different use like green giving you more toxicity cap.
Imo the biggest change comes to weakest part of TW3, combat. vanilla Tw3 combat is basically hack and slash with 0 thinking.
In W3EE everything is deliberate and you don't swing like idiot because you will run out very quickly out of stamina and won't be able to even swing sword, much less dodge attacks.
ghost mode is mostly "fixed" vanilla
W3EE is complete overhaul of every system there is
ghost mode is mostly "fixed" vanilla
W3EE is complete overhaul of every system there is
Sounds interesting. Have you completed a playthrough start to finish ? My main worry with radical overhauls are the game breaking bugs...
OK i think this is by far best overhaul mod for TW3 (currently):
W3EE
https://www.nexusmods.com/witcher3/mods/2521/
It is old overhaul mod but recently it was updated to 3.0 version (and then to 3.06) and it is huge difference from initial overhaul mod.
1. redos completely economy, alchemy.
2. combat is also redone (everything cost stamina even normal swing like in DS games and combat is much more deliberate instead of mashing things).
3. leveling is completely redone (you no longer earn XP via quests but increase skills by using them like in morrowind)
4. armors/weapons completely redone and most of weapons in game have more or less similar damage but you can create various builds.
5. added new weapons to use and non sword weapons now have use.
6. World in unscalled, meaning there are no levels and much like gothic what you see is how something is hard.
7. mutagens now have completely different use like green giving you more toxicity cap.
Imo the biggest change comes to weakest part of TW3, combat. vanilla Tw3 combat is basically hack and slash with 0 thinking.
In W3EE everything is deliberate and you don't swing like idiot because you will run out very quickly out of stamina and won't be able to even swing sword, much less dodge attacks.
So it's better than the Ghost Mode ? I 've been playing GM for a while now and have found it pretty balanced and entertaining.
Modder ‘SkacikPL’, the man responsible for the first-person mod for The Witcher 3 as well as the Luminous Engine Graphics Configuration Tool for Final Fantasy XV, has informed us about the upcoming version of the Devil’s Pit mod for The Witcher 3.
In case you weren’t aware of, the Devil’s Pit mod for The Witcher 3 introduces unused area of caverns located at the Devil’s Pit quarry along with numerous enhancements to the area and additional content that can be enjoyed within the base game.
The new version of this mod that is currently under development will introduce stealth and sneaking mechanics. Upon entering the new sneaking mode all enemies turn neutral (if initiated before combat). Visual detection range is based on field of view cone with up to 55 degrees to the sides (total FOV of 110) and 20 meters forward, measured from position and rotation of the head. Those parameters change depending on time of day, location and weather condition.
Regarding the mod’s stealth mechanics, the modder had this to say.
“Moving makes you easier to detect, whilst wearing Viper hood and Raven’s armor makes it a bit harder for enemies to see you. During night or in dark places both detection angle and distances decrease dramatically (unless NPC is carrying a torch). Sneak mode applies debuff to all enemies, opening them up for a one-hit backstab. Touching an enemy, being seen, throwing a bomb, using explosive bolts or casting aard/igni will also cause detection instantly. Killing an enemy will also cause surrounding enemies to turn in his direction (scripting doesn’t really support making them come to investigate).
Entering borders of their current perception range will highlight “alerted” NPC and make them look at the detected player direction for 5 seconds. In alerted state on-screen vignette will also change color to white with intensity increasing as likelihood of being detected rises.
Stealing is also limited only to enemies and only works while undetected. Each stealing attempt may blow players cover if initiated from too far (and at the same time if you touch the enemy, it will alert him as well) so you want to be as close as you can without actually touching the enemy.”
In order to showcase the stealth and sneaking mechanics of the Devil’s Pit mod, SkacikPL released the following video so be sure to give it a go!
ghost mode is mostly "fixed" vanilla
W3EE is complete overhaul of every system there is
The only seriously autistic element was the stupid thing that electrocutes you for going into water with quen activated, but I removed that in the code and posted a how to for others. The function was actually called something like "kill player for lolz". Dumb, but every great modder has a bit of tism.W3EE is autistic garbage
Also unlike EE, [Ghost Mode is] actually continuously updated to this day.
modGhostMode Date uploaded: 24 Feb 2018, 8:41AM
W3EE - 3.30 Final Date uploaded: 05 May 2018, 1:25PM
I disagree and would argue that W3EE is pretty close to fixed. If you look at my post history from years ago, it's almost word for word a repair of virtually all my criticisms of vanilla. I recommended most of the changes it makes, but I never knew how to implement them, let alone had the time to do it. It even offers options to customize most of its features to your liking.Also I have to warn people about "combat overhauls.". Much like skyrim no matter how much mods you install on this piece of shit game (gameplay wise), you won't fix something that requires way way more then a band aid a mod can provide.
enjoy fighting those level 25 drowners, I guess.It just doesn't try to do make every mob and item the same level thing W3EE does.
Except there are no levels in W3EE...Yes the game is meant to be non linear but there is nothing more immersion breaking then mobs leveling with me and items being exact same power level.
Except they aren't and there are some swords that are clearly better than others in W3EE. That's not its philosophy.You want the sword you have in the very beginning to be exact same as sword you find by the end game?
Then why can you find ingredients everywhere throughout the game?The game is also clearly not meant to have potion ingredients constantly gathered.
It's been updated several times this year. It's gone through dozens of updates over its lifetime.The updated thing is misleading because W3EE was not developed for years until some minor shit recently
I did. It's meh. I don't see my main gripes above addressed. Adding challenge or giving a buff here and a debuff there to weapons isn't what the game needs so much as a redesign, as I said. Some of the scaling modifications are ok patches, but I don't imagine it will help the game be non-linear like its questline was written to be, which is a big thing for me.Just go an read what ghost actually does. The changes are massive.
As I've said multiple times, I play with W3EE. I also said in the post above that I haven't played Ghost Mod, but I have read its description and it isn't for me as it doesn't fix what I want it to.Also question: have you actually tried playing either one?
So clearly an expert on the subject, eh?I gave up on W3EE out of annoyance rather quickly. I kept up with Ghost for much longer before getting distracted by some other game and forgetting about it.
Killing enemies gets easier the better your gear and skills in W3EE. A more experienced, better armed player will still win against drowners etc fairly quickly, just like in vanilla.Your telling me to enjoy killing downers while recommending a mod that makes trash mobs annoying through the whole game and not just episodically?
I told you, I don't need to play the other one because I understand what it does from the description and it's not what I want. Just like I don't need to play the "turn Roach into a unicorn" mod to understand it's not what I want.Your sarcastically calling me an expert when I played both mods while you only played one?
Upscaling. And if you would read, I didn't imply that you did.Why do you assume I played vanilla or ghost with level scaling on
In the Heart Of Stone questline they are 30+.(level 35 downer????)
I covered this. It's not a problem. Because 1) levels were a tacked on feature that serve virtually no purpose but to gate content, which is ridiculous in a non-linear game and 2) gear absolutely is relevant in W3EE, as is increasing your skills. Again, you don't understand it and are making assumptions.You keep ignoring the central problem which is W3EE gear and levels are absolutely irrelevant
*Who is. And neither? It's Ghost Mod I haven't played and you said you had played some of W3EE. Again: reading - work on it.Whose the one who hasn't played W3ee me or you?