Some shit seems like they just ran out of time to implement properly. It's clear that they originally intended for the horse to also act as a pack mule and have its capacity dictated by the equiped saddle bags rather than having those saddle bags add to Geralt's carry capacity. Probably why multiple mods that restore it could be made to begin with. The perk/general skill that increases Geralt's carry weight capacity really didn't make much sense in the vanilla game given how saddle bags do the job better and for "free".There are a lot of mechanics that are in place that really makes you scratch your head what was the point. Imo they probably went through several changes which made most of those mechanics out of whack and they just shipped them this way.
Like crafting in vanilla game outside of witcher sets is completely useless.
Here are the files. Just overwrite the folder in your mods folder:Trying to remove the dumb effect that kills the player for swimming now.
The function is called KillPlayerForlulz
When you beat main story quest you will be able to take Ciri/Yennefer/Triss as companion on your journey. They will be at Dendelion place. They are also kind of voiced and have some barks.
If you don't want to wait you can just call them via commandline SpawnSpecialCompanion(ciri) etc.
You can roll with Zoltan !
Here are the files. Just overwrite the folder in your mods folder:
https://ufile.io/mh8co
No that was my modpack which i made from various mods. IT was great but it didn't cover everything nor it was so great as this one.Perkel is this like some older overhaul you posted?
Yeah, playing with this and dying on the ghoul fight. It seems dodge is no longer a win button. P incline.
are beasts and necrophages the same thing now? I notice my witcher draws steel for the ghouls and I fear I have stepped onto another autism mine.I personally changed a bit damage multiplier for beasts and necrophages to 0.3.
are beasts and necrophages the same thing now? I notice my witcher draws steel for the ghouls and I fear I have stepped onto another autism mine.I personally changed a bit damage multiplier for beasts and necrophages to 0.3.
They really are quite fantastic. It matches my vision of how the game should have been almost perfectly. I made a post about it somewhere around here in fact.Couldn't have started this thread a week ago, could you? Now I'm pretty far into my current playthrough.
Perkel i mean this thread http://www.rpgcodex.net/forums/inde...anced-edition-mod-fixes-mostly-combat.114643/
it seems its the same mod.
so you get any skill points for completing quests?or just from using skills?
also what is the recomended difficulty lvl?
Not only that, but those alcoholic drinks almost never appear in random containers and you have to buy them. Instead, random peasants have alchemical grade spirits and solvents in their cupboards.In the vanilla game non-edible alcohol like that can also be used to refill your alchemy items. Of course alchemy-refilling alcohol dropped like candy so you never ran out of it and thus there was little need to craft them but that's what I assume the recipes were originally intended for.Those recipes for various different crap you don't need ? Nilfgardian lemon ? Just why ?