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The Ghost mode - overhaul mod for The Witcher 3 - alternative to W3EE

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,862
Just found new overhaul mod.

http://www.nexusmods.com/witcher3/m...r3/ajax/moddescription/?id=992&preview=&pUp=1

It looks like it is more focused of fixing vanilla rather than totally change everything. Unlike W3EE it doesn't have broken economy and with Lore friendly economy mod (where geralt stays broke all the time) it should be imo good experience. It is also preparations mod friendly so you can have nice alchemy too.

What it does more or less:

Ghost Mode is an overhaul mod which changes almost every aspect of gameplay: from combat and damage to loot and economy.

The mod aims to create more challenging and balanced experience, while not deviating too far from vanilla system and principles, i.e. all game basics remain the same.

Vanilla game has lots and lots of gameplay issues: skills not working as intended or not working at all, descriptions being wrong, decoctions not doing what they're supposed to do, quest levels and experience being weirdly distributed, etc. Large portion of the mod is dedicated to resolving these issues: fixing bugged skills and items, providing better descriptions, tweaking useless and overpowered skills and items to be more balanced, changing loot so dimeritium plate can no longer be found inside poor peasant's shack, etc.

The mod supports all DLCs, but doesn't require them to function properly.

Starting a new game is highly recommended both to avoid problems and to get used to mod changes. Starting from existing vanilla save is possible, but some of your equipment might get weird stats after installing the mod (newly found/crafted equipment will have proper stats). Starting from another overhaul mod is not recommended, especially if the mod changes skill tree and/or experience curve - this will result in broken skills and leveling.

Mod changes by category:

1. New damage formula and combat changes

How damage is calculated affects all the other combat related gameplay aspects: from weapons and armors to skills and bonuses. An issue with vanilla formula is that there's nothing that can counter damage increase from attack power: bigger sword damage multiplied by bigger attack power results in fast snowballing into massive damage dealt to any enemy in the game. And it also results in useless skills (like strong attacks), upgrades (like armor penetration) and item stats (like armor value).

New damage formula was implemented in the mod to fix the snowballing problem: you now need to penetrate enemy armor first for your attack power bonuses to start taking effect. This works both sides, so higher difficulties enemy attack bonuses don't render armor value useless.

To complement this change a set of other modifications was introduced:
- strong attacks deal 25% more damage and have +200 armor penetration bonus, as a result strong attacks always hit considerably harder;
- enemy types are more distinct in terms of armor and resistances, some enemies are very hard to deal with using light attacks only, because light attacks won't be able to penetrate their armor;
- enemies have better chances do dodge strong attacks, overall AI handling of dodging was improved, making it more consistent, an ability to dodge different types of attack differs depending on enemy type;
- player armor classes were redone, so light armor has smaller resistances, medium armor has average resistances and heavy armor has bigger resistances to all types of damage;
- armor value still depends on armor level like in vanilla and it's now more meaningful because of its considerably bigger effect on damage taken;
- medium and heavy armors have stamina penalties for certain combat actions per piece: medium - for sprinting and rolling, heavy - for sprinting, rolling and dodging;
- being over encumbered adds severe penalties to sprinting, rolling and dodging actions, depending on how big your over encumbrance is;
- medium and heavy armors now grant a chance to keep balance when hit, i.e. a chance that getting hit won't interrupt your current combat action: medium armor chances are very low, while heavy armor chances are considerably bigger;
- overall stamina management was reworked: all combat actions now pause stamina regeneration, even if an action itself has no stamina cost; casting a sign has a small delay before stamina starts regenerating, alternative sign casting has bigger delay;
- AI stamina management was also reworked, so all AI actions now have stamina cost and you can now actually cause human opponents to run out of stamina;
- combat is more dynamic and effects that stunlock your enemies have lesser duration to prevent infinite burning stunlock with Igni;
- signs were rebalanced in terms of numbers, calculations and power to fix numerous issues with overpowered and useless skills;
- AI combat behavior was tweaked to make it more aggressive;
- level up AI bonuses were changed to make enemies progressively harder;
- game difficulties were reworked, so Blood and Broken Bones is now hard and Death Match is deadly;
- optional enemy scaling was introduced, numerous issues with levels were fixed, so using scaling won't result in ridiculously hard enemies anymore (like rats or D'Jinn in vanilla).

2. Consistent wording and better descriptions

There is a huge issue with wording of gameplay terms in vanilla: the exact same thing can be called by three different names. Another issue is that many descriptions are rather vague and some are even incorrect.

The mod changes many of the texts in game to use consistent wording and provide more precise description and numbers. Almost every skill description was changed, as well as many descriptions for decoctions and other alchemy items.

3. Alchemy and ranged combat

Almost all alchemy recipes were redone for better consistency and more ingredients variety, a lot of bugs and inconsistencies with alchemy items were fixed. You can now stash alchemy ingredients and when accessing alchemy menu from alchemist or herbalist these stashed ingredients will be automatically used for brewing potions if you need them. But when doing alchemy on your own, you will still be able to use ingredients from your inventory only.

Recipes for various types of strong alcohol were added to alchemists, so you can now brew mahakaman spirit or mandrake cordial yourself (very useful if you play with Preparations mod).

Cooking recipes were introduced into the game: you can now cook different meals using alchemy menu after you buy recipes from innkeepers and gather all the ingredients. Food types were reworked and separate "well hydrated" effect was restored, so you can drink and eat at the same time again.

Bombs are more consistent and reliable now with their effect: their damage over time effects now reduce a percentage of enemy health, as all the other similar effects do. Non-aimed bomb throws now suffer from 50% penalty to attack power. When destroying a monster nest, the game now tries to use the bomb you have selected first instead of always preferring Dancing Star bomb. Damage from player's own bombs is no longer halved.

Crossbows and crossbow bolts were reworked for better damage and better additional effects. Non-aimed crossbow shots also suffer from 50% attack power penalty same as bombs, headshots go through armor and have additional 50% critical hit chance. Damage from player's own bolts is no longer halved.

Meditation and refilling of alchemy items are unchanged, but the mod is fully compatible with Preparations mod and is balanced for playing with Preparations using default refill option (refilling with base ingredient). Other aspects of Preparations are also accounted for - like no eating/drinking in combat or no applying oils in combat. Using Preparations makes meditation and alchemy/skill management more immersive, so it's highly recommended to install it along this mod.

4. Economy, looting and crafting

Prices are a big issue in vanilla game: when you're charged with astronomical sum for some basic sword or crafting component you rarely even buy anything. On top of that there's loot system that generates rare and expensive ingredients like dimeritium plate inside a regular crate in some poor man's house. Ingredients having zero weight take it even further as you can loot virtually everything, so you never run out of crafting components or money.

The mod makes several adjustments to improve this system:
- merchant price modifiers were changed, so items no longer have 400% extra charge;
- loot tables were completely reworked to not have rare and expensive ingredients or magical items everywhere - they can still be found, but only at alchemy labs or inside treasure chests;
- all items have weight, so you can't carry hundreds of swords and armor anymore;
- due to changes to alchemy recipes and crafting schematics you won't need as many ingredients as in vanilla and due to changes to loot system you won't get that many of them anyway, so weight limitation won't create issues with alchemy and crafting;
- merchant inventories were also reworked: more common items, generic food and alcohol were added as well as empty bottles (to support new cooking recipes and Preparations mod);
- negotiating monster contract price can now increase your reward up to 70% (if you're very lucky, average number will be around 30%);
- rare monster parts cost more than generic alchemy ingredients, so you can kill monsters and sell these ingredients for money.

Crafting was completely reworked and shifted much earlier into the game:
- crafted item bonuses are no longer random: no matter the quality, all crafted items have fixed set of characteristics you can view immediately while buying corresponding schematic;
- crafting schematics are more consistent now: you don't need monster parts to craft generic human weapon or armor, but witcher sets require a lot of rare materials;
- you can store your crafting ingredients in stash and they will be automatically used when crafting; you can also dismantle stashed items and components will go back to stash after that;
- you now have wider variety of weapons and armors to craft early game;
- Lindenvale blacksmith now has journeyman level, so you can craft different swords early on without a need to go all the way to Oxenfurt (good for those not using fast travel).

5. Items and equipment

Witcher sets are the best looking ones and have the most powerful bonuses in vanilla game (except for some relic items in HoS and BaW). This creates an issue with exploring and treasures when everything you find is far more worse than set items. There also is an issue with monster hunt trophies giving you useless and repetitive bonuses.

To address these issues all equipment and trophies (as well as many other items) were completely redone:
- generic items were given better bonuses, which are still random; higher level items get bigger bonuses, making them competitive to items you can craft or set items;
- relic items were also given better bonuses and items themselves were spread better throughout the game, so better relic swords and armors are available for higher level player;
- trophies were completely redone: all of them are now unique and provide useful bonuses which are related to abilities of a creature the trophy comes from;
- loot leveling system was improved so higher level players won't get items with a very low level;
- special DLC items were reworked for better balance;
- durability penalties were redone, so they now have more impact on the game, especially on higher levels;
- you can now buy special master tools after completing master armorer's and master blacksmith's quests: this tool restores 100% durability and increases item level by one when used;
- razor can now be used for shaving.

6. Quests, experience and rewards

There are numerous issues with quest levels and experience/reward amounts in vanilla game: levels are inconsistent, player tends to quickly overlevel the content, you can get huge amount of experience just for reading a book and almost nothing for completing a long difficult quest, some rewards have fixed level and are useless at the point you get them ,etc.

All these issues are dealt with in the mod:
- quest levels were tweaked to spread them better throughout the game, some quests were shifted later into the game, because you can indeed complete them later story wise;
- experience tables were redone for more consistency, huge spikes like 4000 exp points at once were replaced with more reasonable rewards;
- main amount of experience still comes from the main quest, as it is somewhat time sensitive (at least story wise);
- another source of experience comes from monster contracts;
- side quests and minor quests give little experience: they mostly give you either another piece of the story or some reward like items or money;
- optional quests like horse races, fistfights and gwent give less experience and more items/money;
- combat experience was reworked, common monsters give little amount of exp, while bigger and unique monsters give more;
- you get progressively less experience for killing monsters of the same type;
- both quest and combat experience are adjusted by player level and quest/opponent level difference: you get progressively more (up to 150%) experience for higher level quests/opponents and progressively less (up to 0%) for lower level quests/opponents;
- you always get at least 5 exp points for completing a quest and at least 1 exp point for killing an enemy;
- difficulty modifiers were removed as they are no longer needed anyway because of experience table changes, you will no longer get massively overleveled when playing on lower difficulties or using fixed experience option;
- options for fixed quest and combat experience and for removing quest levels entirely were introduced as well as sliders for increasing/decreasing quest and combat experience;
- reward items for important quests were changed to have better bonuses and to autolevel to player level;
- additional unique diagrams of all three armor classes were added to master armorer, free reward armor was changed to match the one you help to test during the quest.

7. UI and QoL changes

Inventory and stash management was improved in the mod to help the player deal with increased item weights:
- stash is now always accessible for viewing by pressing hotkey or using hub menu;
- information about crafting ingredients you get from dismantling an item was added to item tooltip;
- synchronized mode was introduced for stash menu: stash window only shows items which belong to currently opened player inventory tab;
- stashed items are used for crafting and alchemy (while at alchemist/herbalist) along with items in your inventory;
- kill count per enemy type can now be seen in new tab of bestiary menu;
- some mixed up inventory icons for boots, gloves and swords were fixed;
- extended descriptions for books, keys, quest items, etc. were restored.

Character statistic menu was also altered to show more data:
- sword damage now shows damage per hit instead of average damage per second;
- more detailed stats about attack power, critical hits, etc. are now displayed for swords;
- stamina penalty is now displayed for armors that have it and also in armor section of statistic screen;
- adrenaline gain is now displayed in stats;
- more stats are displayed for crossbows;
- more stats are displayed for each sign, signs section was divided into two to fit all the data;
- sign intensity now shows your base intensity and not average sign intensity for all signs, individual sign intensities a shown in detailed stats;
- more stats are displayed for each skill, even for base ones, so make sure you read them.

8. Mod customization options

Enemy scaling, damage and health, quest levels, experience and some other options are available from the menu:
- Auto-leveling:
* disabled - default mod behavior - no changes to vanilla levels;
* upscale - upscale lower level enemies to match current player level, higher level enemies are unchanged;
* match - upscale or downscale enemies to match current player level;
* soft - upscale only enemies that are more than 6 levels below player's to be exactly 6 levels below player's;
* random - ignore vanilla levels, use max/min allowed level setting (see below) to generate random level for enemies;
* random with no downscaling - same as above, but higher level enemies are unchanged.
- Random scaling: lower/upper bound relative to player level - limits for auto-scaling enemies in random mode.
- Do not upscale animals: switches off level scaling for dogs, wolves, bears, etc.
- Enemy damage modifier: increases or decreases enemy damage (in addition to difficulty damage increase). For example, setting -0.2 will decrease final damage dealt by enemies by 20% and setting 1.5 will increase final damage by 150%.
- Enemy health modifier: increases or decreases enemy health (in addition to difficulty health increase). For example, setting -0.2 will decrease final enemy health by 20% and setting 1.5 will increase it by 150%.
- Disable quest levels: disables quest levels (none are shown in the journal) and related exp penalties. Without auto-scaling quest monsters retain their original level, so you might want to switch auto-scaling on, if you want truly level-less quests.
- Fixed experience for quests and combat: removes default mod behavior of adjusting exp for higher/lower level quests and monsters, makes all quest and combat exp fixed.
- Quest experience modifier and Combat experience modifier: allow to increase or decrease experience gained. For example, setting -0.2 for quest exp modifier will result in 20% less experience from quests and setting 0.2 will result in 20% more experience.
- An option to sink a boat if over encumbrance is too big (off by default).
- An option to reduce item encumbrance (off by default, not recommended if you like immersion).

Most of these options are available only from main menu (Options -> Mods -> Ghost Mode) when no game is currently loaded (due to technical reasons), they're not get saved for just one game, but affect all games you play.

Recommended options for "intended by devs" playthrough: everything off, can turn sink boat on if you like and set about 20% over encumbrance for sinking.

Recommended options for "I go where I want" playthrough: auto-scaling - random, max allowed levels about +/- 5 (more than 5 will result in too weak/deadly enemies, so be careful when tuning this option); do not upscale animals - on; disable quest levels - on; everything else - off, can turn sink boat on if you like and set about 20% over encumbrance for sinking.

9. Your very own difficulty mode

In vanilla difficulty modes differ by AI bonuses to health and damage and by quest and combat experience bonuses/penalties, AI combat behavior is the same on all difficulties. In the mod both quest and combat experience were completely reworked (see above), so vanilla bonuses/penalties no longer exist. This leaves AI bonuses to health and damage, which you can configure yourself using mod options.

In the mod Normal difficulty (Story and Swords) does not have any difficulty modifiers for enemy health and damage, so you can use it as a base to create your own custom difficulty mode:
1. All enemies already have their base health, damage and resistances set up on per enemy type basis with additional tweaks for special enemies like monster hunt monsters and bosses.
2. By increasing or decreasing additional damage and health you can fine tune the combat to your liking. For example, decreasing enemy health (about -50%) while simultaneously increasing their damage (300-400%) will result in very fast paced, but also very deadly combat as even slightest mistake will make you killed. Leaving health as it is while slightly increasing damage (by 50-100%) will result in more slow paced and less brutal, but still challenging combat.
3. By increasing or decreasing quest and combat experience you can speed up or slow down your level up rate. Since experience gain rate is balanced for existing quest levels, these options are only recommended to use if you have both enemy scaling and fixed experience options turned on.

Full changelist is available in the readme.

992-0-1482513440.png



Install the mod manually by unpacking it into [Path to The Witcher 3]\Mods folder or with NMM.

For in-game menu to work you need to copy [Path to The Witcher 3]\Mods\modGhostMode\bin folder into your [Path to The Witcher 3] folder.

If you have any other mods installed, use Script Merger to find and resolve conflicts.

Compatibility with specific mods:
* Preparations - do not merge effects_ep2.xml file. Make sure the one from this mod has a priority (should be like this by default as modGhostMode is loaded before modPreparations).
* Nitpicker's Patch - do not merge bundled xml files, but make sure Ghost Mode has higher priority (is first in conflicts list). Loading order can be easily changed by renaming modNitpicker folder to modZNitpicker.
* All NPC Scabbards - do not merge bundled xml files, but make sure Ghost Mode has higher priority (is first in conflicts list). Nitpicker's Patch priority is irrelevant as Ghost Mode overrides both. Loading order can be easily changed by renaming modScabbards folder to modZScabbards.
* Better Icons mod - do not use xml versions of the mod as there are a lot of conflicts with Ghost Mode, but usethis one instead.

IMPORTANT NOTICE: please, exit the game and re-run it after script compilation is done. It was discovered that playing the game without doing so might result in weird bugs occurring, such as invalid (-1) number of potions, probably, something else. The nature of this bug is yet unknown, but the above procedure should prevent it from happening.

If you want quick access to new stash view menu, you need to insert the content of input.settings.part.txt file at the beginning of your [Documents]\The Witcher 3\input.settings and also insert the content of input.xml.part.txt into your [Path To The Witcher 3]\bin\config\r4game\user_config_matrix\pc\input.xml before <!-- [BASE_CharacterMovement] --> line. Default hotkey is U, you can reassign it via hotkeys menu. If you skip this step, you will still be able to access stash menu via hub menu (Enter by default).

992-0-1482513457.png



- Enhanced Targeting by Mpstark for better control over Geralt in combat (use Script Merger). Since the mod author has abandoned his mod, I made an updated version you can download here. Still I ask you to follow original file link to download and endorse original mod if you like it.
- Preparations for even more challenge (use Script Merger, don't merge bundled xml files).
- Friendly HUD for better immersion (use Script Merger).
- All NPC Scabbards by eguitar01 - for all NPCs to finally have scabbards (don't merge bundled xml files).
- Additional Stash Locations by DJ_Kovrik.
- Nitpicker's Patch by CHC (don't merge bundled xml files).
 

veskoandroid

Educated
Joined
Feb 16, 2016
Messages
218
In my experience its not really lore friendly money wise since throughout the game i had steady budget increase. End main campaign at about 20k+. Though that gets sucked up by runewright if decide his upgrades worth it. Which it isn't. So i gave him all the money and gave it back to myself via console, the bastard. As was mentioned its worth it having blacksmith and armorer and runewright in one place. If only they had equipment enhancements there too would be a perfect place.

Also Echelon117 recommended me this mod:
 
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veskoandroid

Educated
Joined
Feb 16, 2016
Messages
218
http://imgur.com/pSSwl6V.jpg

http://www.nexusmods.com/witcher3/mods/2470/?

Wraith Mode adds an extra layer of difficulty to wghost81's brilliant Ghost Mode mod.

Ghost Mode is perfectly functional on it's own, and currently has no known bugs. Wraith Mode's purpose is not to continue the work of wghost81's Ghost Mode, but rather it's purpose is to provide mod users the option to turn up the difficulty in more ways than just the "tougher enemies that hit harder" approach.
NOTE: Installing this mod is fairly simple, but still requires you to follow the instructions. I encourage you to read the included "README_SERIOUSLY.txt" document that comes included with this mod.

Wraith Mode is dependent on both Ghost Mode and Preparations Mod to function correctly.



ALCHEMY

Preparations Mod is a requirement for Wraith Mode, otherwise you will have script compilation errors. Preparations Mod's in-game options have not been changed, so feel free to pick your favorite settings.
The only thing that Wraith Mode as changed in the Preparations coding is that now you are able to Meditate from the Radial Menu, and players who use a Game Pad can exit Meditation by pressing the B button.


All potion durations have been increased (most of them around 1 minute 15 seconds, and then increase by 30 seconds per potion recipe upgrade learned). The effects of all potions have also been adjusted to better-reflect these new durations, and of course to also maintain balanced game play.


Toxicity degeneration is now about half of vanilla speed. This means that you must wait much longer before having enough toxicity to chug more potions. Choose your potions wisely, because only a Witcher who has mastered the Alchemy skills can consume more than 3 at once.


The Toxicity of all Decoctions has been increased. You likely cannot consume anything else unless you're skilled enough in Alchemy.


MELEE
In short, everything takes more damage and hits harder - including Geralt. Combat is more fast-paced and one wrong step could finish you off.
There are several different factors which effect how much damage is done to Geralt, and enemies are no longer able to just "tickle" you with their laughable damage. Drowner and Nekkers are just a couple examples of enemies that you'd be wise to stay focused against.

Rolling in combat delays stamina by 1 sec (was 0.5)

ENEMY NPCs
Enemy monsters have randomly-generated sizes, attack speeds, and stats (within limits of course).
Humanoids also have randomized attack speeds and increased stats, but their size does not change.

Ghost Mod's enemy scaling algorithm has been adjusted. This was a necessary change, not because Ghost Mode's is flawed, but because with Wraith Mode, there are NEVER any item level requirements. This new algorithm simply applies additional bonuses to enemies if your equipped item's average item level exceeds Geralt's player level.
NOTE: You can still use whichever scaling option you want, but all of them have this added algorithm.

Some monsters have received special attention :
- Wraiths and Noon/Night Wraiths now have greatly increased attack and movement speeds. Yrden is now a much bigger asset against them.
- Noon/Night Wraiths now have life steal. It would be wise to brush-up on your dodging skills against them.
- Alghouls have a chance to poison you if you are struck by them.
- Several different enemies now have a chance to cause Bleeding. Such as Bears, Rotfiends, Werewolves, and more.
- Werewolves and Katakins now have greatly-increased movement speeds. However, I heard a rumor that they struggle against damage-over-time abilities.
- Golems and Gargoyles take 88% less fire damage.
- Leshens now move faster.
- All animals with fur take 25% increased fire damage.
- Drowners take 33% increased fire damage, but they move faster now.
- Nekkers move 25% faster. One just might pluck out your eye!

ECONOMY
All high-level or DLC armors which are purchasable have had their prices greatly increased so they cannot be abused at early levels.

A whole new economy buy and sell pricing algorithm has been implemented to keep sell prices from getting out of control. You're a Witcher, not a junk salesman. Most of your income will now come from contracts and quest rewards.

INSTALLING THE MOD FILE

WRAITH MODE V1.0
THIS MOD WILL **NOT** FUNCTION CORRECTLY WITHOUT THE FOLLOWING MODS:
GHOST MODE - by wghost81 - http://www.nexusmods.com/witcher3/mods/992/?
Unification patch for 1.31 and 1.31GOTY game versions - by wghost81 - http://www.nexusmods.com/witcher3/mods/2134/?
PREPARATIONS MOD - by wghost81 - http://www.nexusmods.com/witcher3/mods/750/?

1. Simply put the "mod0WraithMode" folder into your Witcher 3 mods folder
2. Open the content folder for "modGhostMode" and "modPreparations" -- DELETE the scripts folder in both of these mods.
3. Use ScriptMerger to merge all scripts with other mods.
4. Within ScriptMerge, set Wraith Mode XLM files to #1 priority. You can do this by :
Go to "Bundled Text" -> Right-click on the first instance of mod0WraithMode -> Click "Set Overall Mod Priority" change the value to 1.


INSTALLING ADDITIONAL HOTKEYES
Copy and paste the following text into your input.settings file
(usually located at C:\Users\[User]\Documents\The Witcher 3)
===========================================================================
[Exploration]
IK_Pad_A_CROSS=(Action=MeditationFastForward)
IK_Space=(Action=MeditationFastForward)
IK_Pad_B_CIRCLE=(Action=ExitMeditationState)
IK_Pad_RightThumb=(Action=PanelMeditation,State=Duration,IdleTime=0.5)
===========================================================================
Also make sure your input.settings file is not set to "read-only",
otherwise it will revert back to vanilla on game launch.

THE "BIN" FOLDER

1. If you have no other mods which use menus, simply drag and drop the included "bin" folder into your Witcher 3 Directory
(NOT the mods folder!) You will most likely be asked to overwrite a few files - just say yes.
- Installation complete! Have fun!
2. If you DO have other mods that use menus, those mods likely have instructions to copy-paste some code into your input.xml file.
Follow the instructions on the mod page for whatever other mod you're using.
The path should be:
\[Your The Witcher 3 folder]\bin\config\r4game\user_config_matrix\pc
- Installation complete! Have fun!

RECOMMENDED MODS TO USE ALONG-SIDE WRAITH MODE
Witcher 2 Gear - With this mod, the vast majority of non-Witcher gear actually looks good!
Friendly HUD- To give your game a more immersive feel
Nitpicker's Patch - Fixes some minor visual bugs in the game
 
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veskoandroid

Educated
Joined
Feb 16, 2016
Messages
218
Also i recommend potion mods for ghost/wraith:
-BetterGhostPotions
-Witcher 2 potion length
-Dark Souls Potions for Ghostmode
I stuck with BetterGhostPotions, its easiest to install and works, whereas other two are either complicated or have added food functions which i didnt want/conflicted with my other mods. All are great though.
Echelon117 chose (and recommended me) dark and it works for him, but as said above, i stuck w better.

I didn't go with wraith in the end since it removes equipment level limit so u can use anything wo restrictions and i was already used to it. Good for starting new game or new game plus though.

Perkel how do I make the text show - more option like your post? Im using Tapatalk on amdroid, dont use pc for that.
 
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Ghoulish

Novice
Joined
Apr 21, 2016
Messages
1
Recently finished a playthrough of the original game with Ghost Mode/Preparations/BetterGhostPotions on Death March. I don't think it's particularly well balanced for that difficulty at all: everything takes far too long to die. In my experience, it pretty much makes a crit focused build mandatory.

In many ways, I think Ghost mode illuminates or exaggerates the flaws in W3's combat and general gameplay. Enemy stagger being incredibly inconsistent and no I-Frames makes the combat very unpredictable which becomes somewhat frustrating when it takes 2 hits to die and 100 hits to kill anything. There are still a lot of useless skills (although some like undying are now well worth taking) and it maintains the stupid system of gating higher tier talents behind point investments in a tree. By default, Ghost Mode also grants you bonus exp for completing higher level content, but this means you get less exp for completing lower level content. I imagine you probably get the most overall experience by completing quests close to your level the entire game, which means that completing higher level content punishes the player if anything. There is a much better spread of higher level quests across the game though (which is nice).

Overall, playing it on Blood and Broken Bones or Death March with 0.5 enemy health creates an improved vanilla experience. However, I doubt Ghost Mode is going to appeal to anyone that thought W3's gameplay was flat out bad.
 
Joined
Dec 17, 2013
Messages
5,153
Meh, read through the list of changes, and would advise people to play without it. Witcher 3 is actually a very good game (unlike typical Bethesda shit), so it doesn't need to be modded.

There are some things that would be nice to fix with a mod, but these mods listed above don't address them. What W3 needs is a mod that makes enemies dodge/parry all the time, instead of only some of the time, forcing the player to counter them first in order to successfully attack.

And of course it would be nice to remove question marks and breadcrumb trail stuff, but I don't see any modder being able to edit dialogue to include actual hints on where to go, so ...
 

veskoandroid

Educated
Joined
Feb 16, 2016
Messages
218
Ghoulish for skill gating you can just use ellys all skills active mod. There are others but this one worked wo conflicts for me.
 
Joined
Dec 5, 2010
Messages
1,611
What W3 needs is a mod that makes enemies dodge/parry all the time, instead of only some of the time, forcing the player to counter them first in order to successfully attack.
Why would you follow the loading screen tips that tell you to counter human opponents and dodge monster opponents when you can instead spam sword attacks against blocking human opponents which will quickly ruin your sword and make you then tell the internet how much the worse the combat is compared to dork souls?
 
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AwesomeButton

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From reading the description, I would have a similar problem with this mod as I was having with W3EE (I ultimately removed it, after giving it a second chance for one day). That is that I like some of the functions - like making potions and decoctions meaningful, putting limits on the amount of money the player accumulates. On the other hand, I'm suspicious about changes like rebalancing of enemies, and this particularly put me off "- you get progressively less experience for killing monsters of the same type;" How is it my fault that the game keeps spawning the packs of wolves/dogs/nekkers, so that I am being punished by diminishing XP?

I've been experimenting yesterday with Primal Needs, What's For Dinner, Lore Friendly Economy, and a mod for more animations.

I have to say I admire the OCD of the guy who thought it's a good idea to trigger an input-blocking animation for Geralt every time I loot a container. Lol, I'm removing this mod today.

Primal Needs I found to be fine, once I quadrupled the time needed for increases in the needs.

What's For Dinner worked very well in combination with Lore-Friendly Economy and Primal Needs. I spent my last orens on recipes, just haven't cooked anything yet.

The fact that nearly everything I try to sell I can't, or it costs 1 oren really makes for a tight financial situation for Geralt and prompts me to go on Monster Hunt quests. I've also rediscovered the minigames - Gwent, races, boxing - as life-saving sources of income. 10 orens bet on a Gwent game suddenly feels like a lot of money.

I've also installed Super Turbo Lighting mod, which fits pretty good the color sheme I like. The vanilla was always too saturated green and red for my taste. I think I'll also add Increased Draw Distance mod to that, and I should be set graphics-wise.
 

Nerevar

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I beat Witcher 3 on launch and never cared to go back to it. The game is good but is there re-playability?

Also fan balance mods for a single player game? Did Sawyer make them or something?
 

AwesomeButton

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Hm, I made a vanilla playthrough, about 99% completionist, barring a few sidequests in Toussaint that were left over after the main story.

I felt there were shortcomings in balance, like the strong attacks being mostly useless, or never needing potions, decoctions - what are they even for, what's the difference from potions, or how come a band of deserters is dropping loot that was worth more than a monster hunt. But I didn't want to have played half the time with mods and half without. Also, I had tried to add mods a couple of times, ran into conflicts and gave up on it. I have enough work at work in order to have to preform three way merges of code to play a game. And I was just lazy.

Is it worth a second playthrough? I definetly want to play Toussaint again, for the idyllic atmosphere of the setting. I liked Skellige and Novigrad too, Velen less so. Some part hiking sim, some part interactive movie, that's how I play, small bits at a time, and I find it fun.
 

Perkel

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you can customize mod how you want, switch on/off things you don't like in mod options menu in game itself.
 
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I have to say I admire the OCD of the guy who thought it's a good idea to trigger an input-blocking animation for Geralt every time I loot a container. Lol, I'm removing this mod today.
You mean Extra Animations? http://www.nexusmods.com/witcher3/mods/1716/? It's primarily useful for the potion-drinking animation that makes it a dangerous thing to attempt in the middle of combat, same way potions were supposed to be in previous games.
I don't really loot anything outside of the stuff I kill and those huge treasure chests in POIs/quest locations, but if a looting/flowerpicking animation gets in the way of your OCD barrel&basket collect-a-thon then you should consider using autoloot(or even true autoloot) instead: http://www.nexusmods.com/witcher3/mods/1996/?
 
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AwesomeButton

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I looked through the full list of changes of the Ghost Mode mod and I liked all I saw there. Many of the changes didn't mean much to me because they were related to stuff I've never used in the game. I'll try to merge Ghost Mode with the Primer mod this evening and see how it goes. I am about to reach the Crones of Crooback Bog, so I think it's just about the right time to test how the mods work.

I was really impressed by what I read in the description of the Primer mod, let's just see if it plays as good as it sounds. It appears there will be some merge conflicts with Ghost Mode, but I should be able to merge them.
 

veskoandroid

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W3ee has now incorporated primer and friendly hud but its hellish pita to merge with some of important mods, like autoloot etc. But i like it better so far with primer than ghost&preps.
 

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Eh... that's why when it comes to modding I'm in either the camp of "install one big overhaul and nothing else", or "install 2-3 very concrete and small-scale mods and don't tinker further". I'll still try to mrege with Primer and tell you how it goes.

Edit: After I faced over 10 merge conflicts which wouldn't autoresolve, and the game failed to start when I tried to give priority to Primer over Ghost Mode in all cases where automerge was not possible, I gave up on Primer and I'm playing with just Ghost Mode.
 
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veskoandroid

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Well yeah, ghost is compatible w preparations. Primer is also very tough customer to merge with other mods
 

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The problem is, I don't particularly like any of Preparations' changes. Let's see:
- Meditation required to progress skills and make alchemy - ok, but after a while it just becomes an annoyance, you have to press one more key before you can do that

- Alchemy items become more expensive to refill - that's also cool, at first at least, and provides a money drain (I've started getting filthy rich from bandits again, even with Ghost mode), but ultimately it just adds one of two frustrating activities: hunt down the alchemist who sells what ingredient you need, or learn where this ingredient grows/can be found and go farm it yourself. In the long run, this will start feeling as a chore.

- Oils need to be refilled - that's nice, and I've thought it's needed, but isn't that already the case if you play vanilla on Death March? Or it was just the potions, and no healing while meditating?

- Meditating required resources, etc. - this reminds me of similar, survivalist mods for Skyrim, mostly I've had experience with Frostfall. It's cool at the start but gets repetetive and loses the immersion angle pretty soon. In the end, it's just a few actions you need to preform in the UI, and gathering firewood isn't as exciting in real life either

- Managing skills and alchemy takes ingame time - not much of a big deal

- Disallows eating and drinking in combat (but I guess you can use potions?) - not very important either, because Ghost mode already slows down food and drink effects so much as to make the health gain irrelevant during combat.
 
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The problem is, I don't particularly like any of Preparations' changes. Let's see:
- Meditation required to progress skills and make alchemy
No it's not required at all, that's an option you can configure in the ingame menu.

750-2-1465583842.jpg


- Meditating required resources, etc. - this reminds me of similar, survivalist mods for Skyrim, mostly I've had experience with Frostfall. It's cool at the start but gets repetetive and loses the immersion angle pretty soon. In the end, it's just a few actions you need to preform in the UI, and gathering firewood isn't as exciting in real life either
Again, completely optional and configurable in-game.

- Alchemy items become more expensive to refill - that's also cool, at first at least, and provides a money drain (I've started getting filthy rich from bandits again, even with Ghost mode), but ultimately it just adds one of two frustrating activities: hunt down the alchemist who sells what ingredient you need, or learn where this ingredient grows/can be found and go farm it yourself. In the long run, this will start feeling as a chore.
Then why don't you configure what it is that is needed to refill alchemy items? You get to choose from corresponding base+herbs+special ingredient, to just corresponding base+herbs, to just corresponding base or even pick which specific base is required.

750-3-1465583842.jpg


- Oils need to be refilled - that's nice, and I've thought it's needed, but isn't that already the case if you play vanilla on Death March? Or it was just the potions, and no healing while meditating?
Haven't you played the vanilla game? Whenever you rest all your bombs, potions, decoctions and oils are all automatically refilled with just one single alcohol item consumed for the whole lot(any of alcohest, dwarven spirit or white gull, of which you pick up hundreds).
Whether you heal or not while meditating depends on your difficulty setting(no healing on B&BB and deathmarch).

- Disallows eating and drinking in combat (but I guess you can use potions?) - not very important either, because Ghost mode already slows down food and drink effects so much as to make the health gain irrelevant during combat.
You don't have to use ghost mode with preparations, it works well enough on its own, and it can prevent not only eating food and drinking beer in the middle of combat but also applying oils or even accessing the inventory during combat, restricting you to what you quickslotted in advance.

And while spamming quickslotted potions in the middle of a fight with no penalty is still possible I had "Extra Animations" installed to take care of that since the potion drinking animation leaves you very exposed during a fight and is easily interrupted. Not recommended since it likely wouldn't automerge and would require some copy pasting at least.

Honestly if you don't like any of the changes of the mod and prefer the vanilla system then why install it to begin with? From what you've said you should be looking at mods like autoapplyoils / autodrinkpotions /instant refill instead.
 
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AwesomeButton

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Haven't you played the vanilla game? Whenever you rest all your bombs, potions, decoctions and oils are all automatically refilled with just one single alcohol item consumed for the whole lot(any of alcohest, dwarven spirit or white gull, of which you pick up hundreds).
Whether you heal or not while meditating depends on your difficulty setting(no healing on B&BB and deathmarch).
I never paid attention to what exactly happens in vanilla. That is why I am replaying with mods. I'm looking for more challenge which will make me at least use potions and decoctions from time to time, as it should be. Regarding health - I believe it regenerates to full after even one hour of meditation, unless you are playing on Blood and Broken Bones or Death March, where it doesn't regenerate.

You don't have to use ghost mode with preparations, it works well enough on its own,
This is exactly how I am using it right now. Maybe you misunderstood my post. The whole line of thought has been: "I like Ghost Mode for the rebalancing and fixes, but it's a bummer I can't use Primer with it. - Then why don't you use Preparations instead, it's compatible? - Because I don't like anything Preparations does."

I really don't see the point in installing a mod, if I'll have to turn off everything or almost everything it does.
 

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I've been fool enough to play through TW3 twice just because I was convinced that I must be missing something amazing with so many people spunking over it's "quality". First time was a horrible slogfest, second time was a slightly improved slogfest (mainly because I avoided a lot of the filler) with few other alternate choices worth seeing other than the flipside of the Tris/Yen romance.

I'd sooner torture myself than do a 3rd playthrough. Would much sooner go back to TW2, DA:O, BG2 etc. for a 6th/7th playthrough than suffer through this again.
 

veskoandroid

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Lol i was just reminiscing of w2 and some of its closed locations, gotta come back to it sometime. It was wonderful. Now if they made w4 with w2 closed world and tight main/side/witcher quests and w3 gfx and combat(improved), that would be a treat. With ciris story or whatever.
 

Falksi

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Lol i was just reminiscing of w2 and some of its closed locations, gotta come back to it sometime. It was wonderful. Now if they made w4 with w2 closed world and tight main/side/witcher quests and w3 gfx and combat(improved), that would be a treat. With ciris story or whatever.

They're too dumb to sadly. Too many folk bizarrely enjoy running through empty, repetitive landscapes filled with little but filler, rather than enjoying an excellent story which you can view from various angles several times over.
 

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