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About this mod
In the days of yore, there was alchemy...
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes German Translation for Primer Manticore Set Bonus Fix for Primer Primer (1.34) - German Translation Russian strings for Primer mod - Permissions and credits
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Author's instructions
You are free to reuse, modify and distribute this file in any way you see fit as long as you include the source code of your work and grant the same level of liberties I'm offering.
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Translations
- Russian
- German
- Changelogs
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Version 1.35
- Fixed singleton items created through the alchemy menu gaining an additional charge if players had never had them in inventory before.
- Fixed oils not having their count immediately updated in the inventory UI after being used.
- Fixed missing RU and PT localization files.
- Restored missing 'combat vitality regeneration' tooltip, which was a change carried over from ancient versions of the mod where in and out-of-combat values were the same.
- Added detailed stats and information to items displayed in the alchemy menu, including hidden stats that aren't normally available and offer greater insight into the the inner workings of an item.
- White Honey's tooltip description will now display the amount of toxicity it removes.
- Ingredients that contain a secondary substance will return a modest portion of the substance when distilled, in addition to their primary one.
- When the Bottomless Carafe is used as a base, the base requirement will be set to 1 regardless the quantity specified in the recipe. The Carafe is bottomless and will cover whatever amount is needed.
- Eliminated merge conflicts with the toxicity script by subclassing it, and overriding and disabling the OnUpdate event. Other mods' changes to the OnUpdate event will be ignored.
- Eliminated the biggest hurdle users face when installing the mod by shamelessly appropriating the alchemy menu script. A script which, despite my efforts, people never understand they aren't supposed to merge. Oblivious users will continue merging things willynilly without any conflicts. Experienced users will need to target the mod's new script if they want their changes to take effect in-game.
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Version 1.34.1
- Fixed the alchemy items promotion mechanic not strictly adhering to the rules defined in the mod description page.
- Fixed Soltis Vodka being incorrectly initialized as top instead of high quality alcohol, within the backup initialization method.
- Fixed Superior White Raffard's decoction displaying an incorrect duration for its vulnerability effect in the UI.
- Fixed quest-added potions appearing with an initially negative count.
- Fixed oversight in the potion consumption code that erroneously prevented consuming potions if the resulting toxicity would equal the limit.
- Fixed the mod uninstallation option not indicating when it had been toggled on.
- Fixed inaccurate Russian translation of Mitogenesis (Thanks to Meraxeel).
- Fixed most languages other than English having outdated translation strings, resulting in certain modded skills retaining their vanilla description.
- Changed the potion toxicity display code within the alchemy menu to use a rounded value(was previously truncated), avoiding small discrepancies between the toxicity shown there and that of the inventory menu.
- Internally disabled mod option related to vanilla meditation which induced a CTD if meditating with it active.
- Minor adjustments to the magnitude of some skills.
- Made internal changes that allowed removing all mod edits to r4Player.ws.
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Version 1.34
- Fixed an issue that could cause the 'Proficiency' skill not to update correctly if the game was saved and closed without opening the alchemy menu.
- Fixed a bug preventing the brewing of recipes the ingredients of which were bought through the alchemy shop. This would only occur on recipes that contained missing ingredients and could be corrected by merely re-selecting the recipe in the recipe list panel.
- Fixed a bug that would cause vitality regen from swallow not to be removed correctly if installing/updating the mod while having a swallow potion active.
- Fixed certain singleton items that were neither potions, bombs, oils or alcohols, not displaying their accurate count in the alchemy menu.
- Fixed an issue with all mod changed skills that would cause them to lose their effect after restarting the game, with the exception of Proficiency, Angiogenesis, Mitogenesis and Frenzy.
- Tweaked the recipes in the alchemy menu to appear shaded with a color matching the quality of the created item, as opposed to the custom color -or lack thereof- assigned before.
- Slightly lowered the maximum distillation yield ceiling, but largely increased the yield bonus provided by the Alembic skill. Lowered the magnitude of Alembic's secondary bonus.
- Changed the plant spawning chance calculations to favor plants which are close to their min spawning threshold while simultaneously disfavor plants close to their spawn limit. With the entirely random formula previously implemented, rarer plants suffered when using a low spawn chance while abundant plants were barely affected.
- Made changes to allow modded/new mutagen recipes to fall in the correct category within the alchemy menu, instead of the generic "Others".
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Version 1.33
- Fixed issues with the Russian localization file (thanks to Maraxeel)
- Fixed an issue where the mod settings would get incorrectly initialized if the mod menu's xml file wasn't installed correctly.
- Fixed an oversight that allowed certain undesired actions like drawing weapons, shooting the crossbow and casting signs during meditation.
- Fixed small issue with the skill tutorial system (not the alchemy tutorial) failing to recognize when a mod-changed skill was equipped.
- Fixed an issue with the 'Metabolic Control' perk only increasing half the toxicity listed in its description, if using the next-gen edition of the game.
- Fixed an issue in the plant spawning code that prevented plant spawns from ever being adjusted again after respawning once.
- Circumvented ubiquitous vanilla code that was causing plants to still respawn -for all intents and purposes- at the same time. Now, plants removed by the mod at map load will only respawn after their individual and randomized spawn timer has elapsed. Plants harvested by the player will not respawn until the map is reloaded and their respawn timer elapses.
- Increased or adjusted various plant related settings in the mod configuration menu.
- Implemented a menu option to disable all plant spawn changes done by the mod.
- Changed the default controller keybinds for initiating meditation, advancing time, and changing ingredients. The new buttons should offer a better experience for controller users.
- Disabling meditation requirements in the mod menu won't disable meditation anymore, it will simply remove the condition when trying to create something in the alchemy menu.
- Adjusted the meditation camera settings in the next-gen version to eliminate the drastic and abrupt transition when leaving the meditation state.
- Changed the 'Metabolism Boost' perk which wasn't working in its vanilla state.
- Changed internal handling of persistent mod state to allow data like remaining alcohol and mutagen uses to be stored on a per-save file basis instead of being shared among all save files.
- Halved the amount of uses provided by the 'Proficiency' skill.
- Added compatibility code for 'Chill Out', courtesy of its author.
- Updated the base game scripts to version 4.04 (next-gen only).
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Version 1.32
- Fixed an issue with the mod not considering non-metabolized toxicity when calculating toxicity limits.
- Fixed incomplete implementation of the 'Bottomless Carafe' HoT reward, which will correctly act now as an infinite source of high quality alcohol.
- Fixed an issue with the game's tutorial sytem halting further progress right before the Griffin fight, when the tutorial system was enabled.
- Fixed fire meditation not working correctly if Interface Animations or possibly other mods that interfere with the onPanelAlch event, were to be installed. As a consequence of this change, a new entry will need to be added to the input.settings file.
- Fixed the mod uninstall functionality, which will now revert all mod-made changes to the player's ability manager for safe removal of the mod.
- Fixed Rubedo dominance having no effect. Increased healing to 1.32% of missing health and established a minimum healing value of 16 since its functionality allowed to reach a point at which regeneration spuriously halts.
- Fixed the 'Alcohol Uses' menu option not having any effect.
- Fixed some ingredients not being properly initialized in cases when the ingredient lists failed normal initialization.
- Fixed various old and thought to be fixed minor xml issues that weren't really fixed due to changing the wrong files outside of Wolvenkit.
- Fixed missing Killer Whale recipe from the recipe definitions file.
- Fixed decoctions displaying the same duration as potions in the alchemy menu.
- Fixed incorrect display of potions count in the alchemy menu when having multiple potions of differing quality in inventory.
- Fixed incorrect display of White Gull in the alchemy menu when having both the potion base and the drinkable kind.
- Fixed the ingestable variety of White Gull not showing its count in the inventory menu.
- Added toxicity information to the ingestable kind of White Gull in all tooltip contexts. White Gull's base toxicity was set to 12 and will be affected by the Potion Toxicity modifier like the rest of the potions.
- Addressed an issue wherein having the Camera Autocenter game option disabled would also disable camera rotation in the mod's built-in meditation.
- Rebalanced all recipes for potions, decoctions, oils and bombs. Recipes' starting ingredients will be the igredient's primary substance.
- Recipe for Dwimeritium Bomb will now require one Dwimeritium ore as an ingredient.
- Recipe for Silver Dust Bomb will now require one Silver ore as an ingredient.
- Pheromone potions will contain one ingredient of their targeted monster that can't be exchanged.
- Standard bases will *not* increase the required amount like weak sources of primary substances do. This was erroneous logic from the start.
- Moderate increase to the primary substances' distillation yield.
- Moved the 'Potion Metabolization Time' option to the Potions section of the mod menu.
- White Raffard's decoction will be metabolized at 1/8 the time of normal potions instead of 1/2.
- White Honey will be metabolized based on it's strength; with normal, enhanced and superior versions being processed at 3/4, 2/4 and 1/4 the rate of normal potions, while eliminating 50%, 75% and 100% of all toxicity, respectively.
- Removed Unnecessary leftover debug statements from the Next Gen version.
- Demoted a couple of rather common ingredients from 'rich' to 'normal' sources of their particular primary substance.
- Added yellow mutagens and few missing BaW ingredients to the mod's ingredient lists.
- Added a menu option to disable the use of custom primary substances icons.
- Added localization strings for several hardcoded keywords which can now be properly translated.
- Meditation camera rotation can now be entirely disabled by setting the rotation speed to 0 in the mod menu.
- Added a sound indicator when initiating the mod's built-in meditation either manually or automatically after brewing a potion.
- The alchemy menu will be displayed instead of a black background when opening it from another menu or when pressing the 'modifier' + the 'alchemy' key from the exploration state. The 'Meditation Requirement' menu option will control if creating items will be allowed in these cases.
- The mod's abilities will now display a solid background color after being acquired, as a visual aid to remind they don't need to be equipped.
- The remaining duration of active secondary substances will be added when applying the same effect from another source.
- Toxicity degeneration is now 3 times faster while in the meditation position.
- Increased the base reuse count of mutagens to 2. The alchemy skill increasing mutagen uses will double the number of uses per level instead of adding 1. Max level increased from 4 to 5. Upon skill upgrade, current used amount will be kept instead of being reset.
- The remaining uses of reusable ingredients will be displayed in the ingredient description panel after selecting the ingredient in the alchemy menu.
- The UI will always update after upgrading a recipe in the alchemy menu regardless whether or not the recipe can be brewed.
- Improved the ingredient/recipe display behavior when navigating the alchemy menu on both M/K and controller.
- updated the mod's default controller keybinds with more intuitive defaults.
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Version 1.31
- Fixed a logic error in the regenEffect fix that caused air not to regenerate. Restricted the fix's scope as it was unjustly affecting valid effects like Tawny Oil's.
- Fixed the count of substances and mutagens not updating in the alchemy menu, if using them as ingredients in a recipe.
- Fixed an issue causing current toxicity not to be accounted when drinking a potion, resulting in the ability to drink potions even when at the max toxicity level.
- Fixed an issue causing decoction's toxicity not to be applied.
- Fixed an issue with the drinking sound not playing after drinking a potion.
- Updated the new game plus definitions files which weren't in sync with the changes to the normal game.
- Disabling meditation requirements in the mod menu will allow the alchemy shortcut key to open the menu directly without going through meditation first.
- Improved the camera transition when leaving the meditation state.
- Adjusted interior camera meditation settings.
- Reduced all changes to playerInput.ws to a single line of code, immensely diminishing the possibility of conflicts with other mods modifying this script.
- Disabled the "uninstall mod" functionality for now, since it was incomplete. It will be brought back once all proper cleanup work is implemented.
- Integrated the Russian and Portuguese localization files into the mod.
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Version 1.30
- Fixed a bug preventing the creation of enhanced and superior versions of potions, oils and bombs.
- Fixed the potion metabolization time not being correctly initialized, resulting in a default value of zero which would cause potions not to have any effect when consumed.
- Fixed potions not having any effect if the game were to be saved then loaded before the metabolization process concluded.
- Fixed broken mutagen slots and BaW mutation system if installing the latest version of the mod on an existing save file.
- Fixed the Equilibirium skill not working at all.
- Fixed the Alembic skill not increasing primary substances distillation yield.
- Fixed the skill system changes in the last update indirectly interfering with the Synergy skill.
- Fixed Mitogenesis, Angiogenesis and Metastasis not interacting correctly with temporary skills boosts.
- Fixed various other issues with the skill system.
- Fixed instances of White Gull with a dominant secondary substance not being counted and displayed in the alchemy menu.
- Fixed the items-limit mod option not having any effect. The option will now limit all items of the same type instead of individual quality tiers.
- Fixed an issue with the player not lighting fire sources other than campfires when sitting next to an unlit source.
- Fixed discrepancy in fire sources checks that allowed instances where Geralt could sit down and light an existing campfire yet the fire would not be detected in the alchemy menu.
- Fixed an oversight preventing the section of vanilla code in charge of applying the visual effect after drinking a potion, and other minor miscellaneous tasks, from executing.
- Fixed the drinking sound effect playing after the potion is metabolized instead of after drinking the potion.
- Fixed an oversight that allowed regular mutagens to be replaced with monster mutagens when creating decoctions, resulting in decoctions with two monster mutagens -which is illogical- and the inability to further change that ingredient.
- Fixed monster mutagens appearing in the wrong group for their color whenever replacing a regular mutagen with a monster one.
- Fixed missing secondary substances description after highlighting ingredients in the alchemy menu.
- Fixed missing secondary substances tooltip description when hovering over potions in the inventory menu.
- Fixed 'potion facts' being ingored by the potion metabolization code, which could possibly affect certain quests that relied on this feature.
- Fixed toxicity offset not being properly removed if the mod were to be installed while having active toxicity.
- Fixed stage one toxicity face effect not being applied.
- Fixed the toxicity camera effect not being toggled correctly.
- Added missing localization files for several languages.
- Addressed minor but overlooked BaW issues with the mod.
- The alchemy lab in Corvo Bianco will function as an actual alchemy laboratory. Activating it will open the alchemy menu and recipes brewed in it will produce additional yield.
- Resting in a bed will provide the correct message bonus for the new lab functionaliy.
- The manticore armor set bonus was adjusted to fit with the changes of the mod. It will now reduce toxicity damage by 10%.
- Added Wight Hair and Wight Ear to the mod's ingredients list.
- Added alcohol and an empty bottle as requirements to some recipes that didn't have them (pheromones and pop's mold).
- White Gull can't be used as an ingredient to make White Gull anymore. Added generic code to ensure no item can be used as an ingredient to make itself.
- During mutagen transmutation and fusion, monster mutagens can only replace lesser mutagens, a normal mutagen will be needed to make a greater one.
- The quantity of items created in an alchemy session will be displayed upon creation.
- The count of reusable ingredients will not be reset after exiting the game. The mod will now remember how many times you've used each reusable ingredient between game sessions.
- An appropriate message will be shown when the alchemy items count limit has been reached instead of the previous generic one.
- A proper message will be shown when trying to perform alchemy without having a fire, instead of the previous generic one.
- Disabling the alchemy fire requirement option in the mod menu won't prevent Geralt from turning towards a campfire when meditating near one.
- Campfire detection now uses line of sight checks to avoid interaction with fires close to the player but blocked by obstacles.
- Campfires created by the player will not disappear immediately after exiting meditation anymore. They will persist until a map change or the game is reloaded.
- Improved the alchemy menu ingredient filtering behavior and functionality.
- Adjusted the appearance and sorting of ingredients within the selection box in the alchemy menu. They'll display different colors corresponding to their mod assigned rarity.
- Added various distinct visual indicators to a recipe's name in the alchemy menu when creating enhanced and superior versions of items, and when potions have a dominant secondary substance.
- Frenzy will slowdown time based on current toxicity levels instead of a fixed value. It doesn't need to be equipped to work anymore, like the rest of the mod's skills.
- Equilibrium will decrease potion duration as a tradeoff to it's toxicity reduction effect, as I originally my intended.
- Half-life will increase potion duration for decoctions as well as potions, making the vanilla skill 'Adaptation' redundant.
- Adaptation was renamed Proficiency, It now increases the amount of times mutagens can be used before being consumed in alchemy. Moved its position to the start of the Mutation path.
- Restored the mod's uninstall functionality, which will revert all modded alchemy skills to their vanilla state.
- Drinking a potion identical to a current one won't override the current potion anymore. The potion's remaining duration will be added to the new one instead.
- Restored additional toxicity face effects that were included but not implemented in the vanilla game.
- Eliminated toxicity damage thresholds. Toxicity will always drain health from the moment it's applied. The damage will raise in cubic fashion being negligible at first and rising up to 3.84% of the player's max health, at the highest toxicity level.
- To compensate, the player has a variety of tools and abilities at their disposal to greatly diminish toxicity, increase the limit and reduce its damage and duration.
- Added a toxicity multiplier option to the mod menu. The mod will adjust toxicity by script instead of relying on xml edits.
- Overhauled the plant spawning mechanic. The amount of herbs harvested from plants, the chances of spawning, minimum and maximum spawning thresholds and whether or not herbs will appear on the minimap are now configurable options in the mod menu.
- Singleton items will not be removed from the inventory anymore, they will be hidden when their count reaches zero instead. From a user's perspective nothing changes, but this will help avoid getting the infamous item-id bug.
- Reimplemented and removed unneeded scripts and xml files.
- Significant code improvements and cruft removal.
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Version 1.21
- Fixed oversight preventing items with unchangeable ingredients from being upgraded to enchanced and superior. The mod doesn't have any of those but other mods may.
- Fixed mutagens not being added to the list of reusable ingredients, hence being unable to be used more than once.
- Fixed Rebis distillation recipe using Vermilion as an ingredient.
- Fixed toxicity dmg not being applied correctly when skipping time.
- Removed remanants of the older toxicity degeneration rates. New rates are based on current amounts of toxicity, not on potion durations.
- Made changes to allow the skills menu to open while in meditation.
- Changed the toxicity damage calculation to be more harsh and less forgiving at higher toxicity levels. It will scale with maximum toxicity so increasing it will offer additional benefit.
- Toxicity damage while in meditation is reduced by 25% instead of 50. The latter was too much when using the tox dmg reduction alchemy skill which would completely nullify tox dmg when meditating.
- Improved meditation code to detect unlit campfires and automatically light them if you sit next to one.
- Doubled default potion metabolization time from 15 to 30 seconds. White Honey and White Raffard's are metaboliized in half the time instead of 1/4, but introduced a skill that lowers potion metabolization by up to 80%.
- Increased the respawn timer of plants to prevent them from respawning shortly after loading into an area. The new spawn rate is random to prevent them from respawning at the same time and will range from 30 to 240 minutes.
- Added, reworked or renamed many alchemy skllls. See description for more information.
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Version 1.20.2
- Added back the code that removes oils after each use. it was deleted by accident.
- Fixed a logic error preventing the Alternative Toxicity Degeneration Rate from applying correctly,
- Fixed the mutagen display category in the alchemy menu showing the incorrect number of dots.
- Fixed the internal color categories of several mutagens that had been assigned to the incorrect color group.
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Version 1.20.1
- Abandoned xml tags as an Ingredient categorization method due to issues some were having with the game not reading the tags, making them unable to switch ingredients.
- Returned to using a DLC file for potion definitions to avoid extra xml merge conflicts.
- Transposed playerWitcher script from source to remove 'dirty edits'.
- Revised recipes. Changed the bottle appearing before the base on the ingredient grid in the oil recipes.
- Fixed an oversight resulting in enhanced items not being created in certain situations when they should have.
- Fixed a bug with the new potion metabolization mechanic causing Albedo Dominance not to work.
- Fixed a bug with the new potion metabolization mechanic resulting in secondary substance effects not being applied if there was no similar potion with the same secondary substance in the inventory at the moment the potion's effects start.
- Fixed the menu settings being initialized with outdated values.
- Added missing entries to the mod's description page, explaining the reasons why superior potions can't have secondary substance effects anymore.
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Version 1.20
- Fixed the Side Effects skill interfering with the distillation output, causing the yield always to be one if Side Effects was triggered.
- Fixed a dot after the secondary substance's name showing up in the wrong line, on the tooltip description in the inventory menu.
- Fixed the required count of a particular ingredient being changed after swapping it then returning to the former ingredient. This only happened if the initial ingredient had a quantity modifier.
- Fixed inaccuracies when calculating the time elapsed when meditating.
- Fixed the amount of time deducted from potions when skipping time.
- Fixed toxicity not being deducted correctly when skipping time.
- Fixed toxicity damage not being calculated correctly when skipping time.
- Fixed the incorrect number of bottles being received when distilling substances. There will be two bottles obtained, one for the alcohol and on for the preparation container.
- Reimplemented the ingredient swapping mechanism to behave exactly like in the Witcher 2. Scrolling through a list of ingredients isn't needed anymore, available ingredients will be selectable from a dedicated menu.
- Eliminated all Enhanced and Superior recipes. Creating Enhanced and superior items will require concentrated ingredients and primary substances respectively, as well as high and top tier alcohols.
- Potions do not take effect immediately upon touching Geralts lips anymore. A small period is needed for the witcher's metabolism to process the potion enough for it to start having an effect. The potion will slowly increase toxicity during this period until reaching its intended toxicity right as the potion starts to have an effect. The time is configurable and 16 seconds by default.
- Mutagens are not infinite anymore. They will be consumed during alchemy but can be used 4 times before being consumed. Alcohest and White Gull will have 2 and 3 uses per bottle, respectively. Configurable.
- Added secondary substance effects to White Gull like it had in the Witcher 1, which makes it possible to craft secondary substance only potions with very little toxicity.
- Toxicity offset was eliminated. Mutagenic potions will induce normal toxicity now
- Reworked Residual Toxicity Degeneration, it now removes a percentage of your maximum toxicity which allows for slow but consistent purging of residual toxicity.
- Changed degeneration settings so that the more toxicity the player has the slower it is removed; as the witcher's system struggles to keep up.
- Toxicity damage isn't ignored when in the meditation pose anymore. It's halved instead, giving you a chance to brew White Honey if you have sufficient health without completely trivializing high toxicity.
- Greatly reduced the chances for herbs to spawn, but tripled the yield per bush to compensate(4-12).
- Herbs will not show up on the mini-map anymore. Keeping your eyes open and paying attention to your surroundings will be necessary to find them.
- Homogenized the difference in strength between the substance categories. The progression in the modifier applied to ingredients of differing concentration is symmetrical.
- Ingredients are now classified internally based on the amount of primary substance they posses rather than on their availability/rarity.
- Lowered the yield of primary substance distillation and increased the required ingredients to account for the increase in importance of primary substances.
- Added a method to control campfire creation by holding then releasing the meditation button.
- Removed all animations and animation related code, both because it's outside the scope of an alchemy mod and because there are other mods that better fulfill this area.
- Many code improvements.
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Version 1.15.01
- — migrated over to 1.3 script files.
CHANGED FILES:
EVERYTHING CHANGED WHEN CDPR NATION ATTACKED
- — migrated over to 1.3 script files.
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Version 1.14.12
- — Massively changed substance category initialization logic. Let me know if I missed an ingredient somewhere.
— Completely changed the logic of Cockatrice Decoction. Now it gives 10% damage increase and 2% slowdown per hit that did damage. Damage will increase forever and slowdown up to 50%. Also increases damage taken by 5% for each stack. On hit recieved or after 3 seconds of not landing hits all stacks are lost.
— Rebalanced Blizzard potion. Now slows down time when you drink it and not on kill. Duration adjusted. Does not slow down time while out of combat.
CHANGED FILES:
Blizzard.ws
mutagen03.ws
npc.ws
playerWitcher.ws
alchemyMenu.ws
guiTooltipComponent.ws
effects_mutagens.xml
effects_potions.xml
def_item_alchemy_potion.xml
def_item_ingredients.xml
def_item_herbs.xml
def_item_edibles.xml
As always, xml files changes are present in _plus versions as well.
- — Massively changed substance category initialization logic. Let me know if I missed an ingredient somewhere.
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Version 1.14.11
- — Changed distillation calculation logic to be dependant on a simple quadratic function. You should see 3 in about 40% of the time, 4 ~ 25%, 5 ~20% and 6 ~15%.
— Added custom icons for rubedo, nigredo and albedo effects.
— Fixed minor typos in tooltips.
CHANGED FILES:
alchemyManager.ws
alchemyMenu.ws
guiTooltipComponent.ws
effects_potions.xml (both normal and plus versions)
texture.cache
- — Changed distillation calculation logic to be dependant on a simple quadratic function. You should see 3 in about 40% of the time, 4 ~ 25%, 5 ~20% and 6 ~15%.
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Version 1.14.10
- — Fixed primary substance recipe always having a yield of 6.
— Added new icons for primary substances to test some things out.
- — Fixed primary substance recipe always having a yield of 6.
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Version 1.14.09
- — Primary substances now contain more of their substance (are more valuable as ingredients) than rare ingredients.
— You no longer can distill primary substance from a... primary substance. Although it was hilarious.
— Increased ingredients needed for distillation as well as the output of it, thus making alcohest and white gull more effectient solvents.
— Slight logic changes to alchemyManager.ws as a result.
— Slight function naming changes in alchemyMenu.ws for better consistency with existing CDPR conventions.
— Slight recipe changes to account for new primary substance value.
— New iteration of White Gull balance to make it more competitive to alcohest. Now requires two weak alcohols OR one strong alcohol OR one alcohest plus two portions of pure vitriol (three rare sources of vitriol, or six standart or nine modest) and one of pure rebis. And an empty bottle! If cooking white gull with alcohest, you recieve one additional white gull.
— White Gull can no longer be crafted using... white gull. I mean, come on. Why would you even do such a thing?
— Some further improvements to localization files and logic.
- — Primary substances now contain more of their substance (are more valuable as ingredients) than rare ingredients.
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Version 1.14.08
- — Changed toxicity damage calculation logic. Now it follows a simple quadratic function, instead of ridiculous tiers. Damage increase should feel smoother now.
— Changed utterly moronic logic of Forktail Decoction (which allowed you to have boost all the time).
Light attacks give 1 charge.
Heavy attacks give 2 charges.
Signs and counters give 3 charges.
At 3 charges you gain the boost. Charge stacks last 3 seconds.
Attack types can't charge themselves (counter charges everything, signs charge melee attacks and so on).
— When recieving damage from enemies you are stripped from all boosts and charge generation is paused for 3 seconds.
— Some changes to sign entity functions, to accomodate changes above and since basic quen didn't have the cast_end animation event. Like wtf, CDPR? Why? WHY-Y-Y-Y-Y-Y!?
— Apparently I've lost count when going up in the versions. Math is hard. But so is life.
— Added potion of clearance to the recipes (under mutagen fusion category).
— If you want that recipe, but you've already installed previous version of Primer, use the following console command:
additem('Recipe for Clearing Potion')
- — Changed toxicity damage calculation logic. Now it follows a simple quadratic function, instead of ridiculous tiers. Damage increase should feel smoother now.
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Version 1.14.06
- — Added better german translation courtesy of marchiali. Give him cookies, love, blood of your first-born child, et cetera et cetera.
Just the strings file change, no need to remerge anything.
- — Added better german translation courtesy of marchiali. Give him cookies, love, blood of your first-born child, et cetera et cetera.
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Version 1.14.05
- — Delayed Recovery now doesn't affect mutagen decoctions, but counts their toxicity offset for its effects.
— Fixed a few typos in english translation. Sorry, people from other game languages, you don't get this fix. Because I'm lazy. "Bring all the food to the mighty Allgod" type of lazy.
— Added proper russian translation by yours truly.
— Added proper spanish translation courtesy of withcheeseplz. Give him some love. And cheese.
- — Delayed Recovery now doesn't affect mutagen decoctions, but counts their toxicity offset for its effects.
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Version 1.14.04
- — Changed the way toxicity damage works. Now there are multiple tresholds, each with it's own damage level.
Level 1: 0-50%, no damage.
Level 2: 50-75%, moderate damage (0.5% hp/s, old value from when you've gone over 75%).
Level 3: 75-90%, high damage (1% hp/s).
Level 4: 90-100%, severe damage (1.5% hp/s).
If someone knows how to change healthbar and skull color in the hud through the scripts - feel free to gimme a hint.
— Heightened Tolerance no longer raises potion overdose threshold by insane amounts, instead it lowers overdose damage by 10% per level.
— Frenzy skill now slows time on any attack or arrow or any other projectile thrown in your general direction as long as you are above 50% toxicity. Doesn't work against undodgeable stuff, obviously.
— Adaptation now also lowers decoction toxicity offset by 3 per level.
— Katakan decoction now rises crit chance based on missing health, instead of flat amount. Up to 100% crit chance at 0% health. Increase based on a nonlinear function, favouring lower health values.
— Ekkimara decoction got the same treatment. Up to 33% life leech.
— Leshen decoction now also returns your armor value as damage.
— Ancient Leshen decoction now properly grants stamina regen bonuses on cast.
Updated descriptions added for english language only.
— Another iteration on Black Blood: now returns 90%/120%/120% damage. Toxicity lowered to 30/40/50.
— Swallow duration increased to 30 seconds on all levels.
- — Changed the way toxicity damage works. Now there are multiple tresholds, each with it's own damage level.
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Version 1.14.03
- — added some more BaW ingredients.
— fixed dye recipes for consistency with the mod.
- — added some more BaW ingredients.
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Version 1.14.02
- — Buffed Black Blood to 30/45/45% damage reflection.
— Black Blood now also returns 3/6/9% of your maximum health as damage (not mentioned in the tooltip because I hate w3strings files with the burning rage of ten thousand suns). Que the green health builds.
— Adjusted oils to 15/30/45% damage bonus and 30 charges at all levels. Grease is a grease, it won't magicaly wear off faster for no reason, but better quality of fat should allow for better dissolution of substances in it, thus different levels of oils offer different damage (concentration of harmful substance is bigger) but last the same amount of strikes, since you won't be hitting any lighter to conserve that oil.
— Buffed bleeding effect to 1% (from 0.8).
— Buffed bleeding effect from bolts, while I was at it.
— Slightly buffed poison effects (including devil's puffball).
— Some changes to sorting logic.
— Now you can see how many items of that recipe type you have from alchemy menu.
— Ripped ingredient purchase functionality from crafting menu. Now you can buy ingredients when performing alchemy from an alchemist's dialogue (i.e. herbalist\alchemist shop).
- — Buffed Black Blood to 30/45/45% damage reflection.
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Version 1.14.01
- — Made alchemy sorting even ghettoer (that is a word now) than it was before!
— Thunderbolt now gives 25/33/33% attack power with 60/90/90 duration.
— Foglet decoction now gives 50% sing intensity (from 25%). It's quite situational and has more (non-degenerating) toxicity than petri's philtre. Should be stronger.
— Nightwraith decoction now increases maximum health by 1.5% (from 50 flat) per enemy slain.
— Fixed some inconsistencies in oil and potion recipes (like level 2 requiring a bit less ingredients than level 3 and so on).
— Reliever decoction now requires one dwarven spirit and one mutagen of each color (instead of 3 dwarven spirits and 9 mutagens total).
— Katakan decoction now grants 25% crit chance. 5% was literally useless.
- — Made alchemy sorting even ghettoer (that is a word now) than it was before!
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Version 1.14
- — Added some ghetto substance sorting. Now basic substances (aether, rebis, et cetera), mutagen fusion and mutagen transmutation (changing color) have their own categories.
— Removed category postfix as it was utterly useless in the context of this mod.
— Changed mutagen dissolution logic a bit: if you do not have it activated you won't be able to switch mutagen in mutagen fusion recipes.
— Changed mutagen transmutation recipes to no longer require rubedo.
— Winter cheery, blue lotus and nazair basil are now recognized by the mod as rich sources of vermilion/rubedo, vitriol/albedo and rebis/nigredo. More ingredients inclusions to come.
— Blood and Wine dlc is not required, as these ingredients simply won't show up if you don't have the required files.
- — Added some ghetto substance sorting. Now basic substances (aether, rebis, et cetera), mutagen fusion and mutagen transmutation (changing color) have their own categories.
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Version 1.13.6
- — Prettyfied ingredient description.
— Added Siren's Vocal Cords to script. Now it's rich vitriol\albedo combo.
— Bumped up siren's vocal cords price to 75 from 30 (seriously, it's precious relic, even in the game files, but naaaah, lets pay six times as much for some stinky necrophage hide, that this strange pale fellow hoards by the hundred, and not for this juicy, tender and rare piece of meat. The days of Geralt the Rotfiend Hunter are still far from over though). Let me know if it's too much.
— Changed some of the ingredients rareness and secondary substances.
— Alghoul bone marrow is now quebrith\nigredo.
— Most of the pure essences\elemental matter is now a rich source of it's substance.
— Drowner tongue is now a rich source of aether. Just because I felt like it. Obviously not because I'm hoarding them.
— Blowball is no longer a rich source of rebis (compensated by elemental sources going rich).
— Somewhat sorted substance assignment section in the script.
— Small edits in rubedo effect logic. Now properly utilizes delta time, as go... devs intended.
- — Prettyfied ingredient description.
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Version 1.13.5
- — fixed enhanced blizzard and superior blizzard with any secondary substance having no blizzard ability (dlc files).
— fixed minor ommitment in the white raffard exclusion code.
— durations of secondary substance effects are now fixed and not based on potion duration. Albedo - one ingame hour (4 minutes), Rubedo - 2 hours (8 minutes), Nigredo - 4 hours (16 minutes).
— toned down Rubedo regeneration effect to 1% of missing health.
- — fixed enhanced blizzard and superior blizzard with any secondary substance having no blizzard ability (dlc files).
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Version 1.13.4
- POTIONS:
— Black Blood: damage returned adjusted to 20/25/30%, toxicity to 30/50/60, duration to 45/60/60.
— Maribor Forest: strength adjusted to 0.10/0.15/0.15, duration to 60/90/90.
— Full Moon: 15/25/25% vitality bonus, instead of 300/650/1000 flat. Superior variant now actually has a useful heal - 1% of vitality per each percent of toxicity before potion consumption (before it was flat value and had a whopping maximum of 120hp heal on maximum possible toxicity).
— Petri's Philtre: duration adjusted to 60/90/90.
— White Raffard's Decoction: duration now excluded from menu duration adjustments.
DECOCTIONS:
— Succubus: now has a maximum stack of 60% damage, instead of 30%. Reaches full potential after 2 minutes.
— Troll: 0.5% vitality regen in combat, 2.5% out of combat.
— Grave Hag: 0.25% vitality regen per enemy slain (up from useless 5 flat).
— Leshen: damage returned is now 10% (up from 2%).
— Griffin: now gives 2% resistance per blow recieved up to 20% (was 1% and 25% respectively).
— Reliever: damage against wraiths buffed to 15% from 10%.
— Fiend: buffed weight carried to 30, just because.
- POTIONS:
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Version 1.13.3
- — further investigated\tweaked manticore armor bonus fix.
— skill integrity check upon each load is now included by default.
- — further investigated\tweaked manticore armor bonus fix.
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Version 1.13.2
- — somewhat removed (a.k.a. made a very dirty patch) auto regen bug, that caused all the regen potion and food effects to silently double in strength. Overall it's a nerf to stamina and vitality regen.
— changed Swallow potion to regenerate 0.5/0.75/1% of max hp per second, instead of 20/30/40, to make it much more useful at later levels (and NG+ as well).
— buffed Tawny Owl potion to 9/12/15 from 5/8/10 to compensate for the "fix".
— included my rubedo tweak. Now heals based on missing health.
— changed mutagen decoction recipes to require one generic mutagen. Generic mutagens are now consumed in the process. Adjusted mutagen cost of alghoul and reliever decoctions to compensate (to 3 of mutagen color).
— changed some logic behind Side Effects skill.
— Side Effects skill now grants lesser mutagen of random color with a 10% * skill level chance.
— made some changes to the tooltip script (to accomodate new Swallow).
— made some changes to character menu script (to allow more detailed percentage values).
— fixed Synergy skill - now grants full bonus as displayed and recalculates it properly on mutagen removal\replacement.
— White Gull crafting quantity changed to a minimum of 2, to justify actually crafting it, because as it stands (or rather — stood) right now — alcohest is simply superior option, both gold and timewise.
- — somewhat removed (a.k.a. made a very dirty patch) auto regen bug, that caused all the regen potion and food effects to silently double in strength. Overall it's a nerf to stamina and vitality regen.
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Version 1.13.1
- — fixed embarassing scroll bug.
— fixed potions\bombs\oils getting reset on occasion (looking at you, manticore armor).
Currently 6 piece bonus of manticore armor and cockatrice decoction do absolutely nothing if you don't have a limit on your potions\bombs\oils.
- — fixed embarassing scroll bug.
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Version 1.13
- — remade some of the ingredient seeking logic to accomodate new scrolling mechanic.
— added scrolling mechanic to the ingredient boxes in alchemy menu (W and S by default).
— devourer's blood and bottomless carafe are now recognized by the mod.
— mutagen decoctions no longer consume mutagens (you still need them in your inventory).
— changed ursine silver(?) blade upgrades to no longer require nigredo and albedo.
— food tooltips no longer list effects twice.
— some changes to potion duration override logic:
potion and mutagen duration overrides will set the duration.
soft overrides will add to the duration, if previous value is not set.
duration multiplier will multiply the duration regardless.
- — remade some of the ingredient seeking logic to accomodate new scrolling mechanic.
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Version 1.12
- - Updated all scripts for compatibility with the latest game version.
- Fixed the issue with the mod resetting itself and changing the amount of oils in the inventory to 1.
- Fixed a bug in the skill reset code that made necessary to drink a potion of clearance twice, in order for it to properly reset some Primer skills.
- Fixed a bug causing ingredients with secondary substances not to yield a primary substance when distilling them, instead you obtained a potion based on their secondary substance.
- Slightly increased the chances of obtaining primary substances when distilling. The minimum yield has been increased to two.
- Added code that resets the max level of certain skills modified by Primer if their level is higher than the max allowed by the mod upon first start.
- Added Polish and German translations. Thanks to Adk96 and ungvaar for the Polish and Grauherz89 for the German translation.
- Junk "bottles" and "vials" can now be used in addition to "empty bottles" on any alchemy recipe that requires an empty bottle.
- The bestiary can be accessed while doing alchemy now.
- Implemented a potion category subsystem in the alchemy menu, which should help make the potion creation process less cumbersome.
- - Updated all scripts for compatibility with the latest game version.
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Version 1.11
- - Fixed Primer menu settings being applied when changing other unrelated menu options; wreaking havoc if you were not using the menu as this would zero out all primer settings.
- Fixed a bug that would cause alchemy recipes to have only alcohest or mutagens as ingredients if either Standardize Primary Substances or Allow Mutagen Dissolution options was disabled.
- Fixed a bug that prevented normal health degeneration when toxicity was over the safe threshold.
- Fixed an issue with the player sinking if drinking or eating while sailing a boat with the Allow Realism Animations option enabled.
- Fixed an issue with the player dismounting from the horse if activating food items within the inventory with the Allow Realism Animations option enabled.
- Fixed a bug that would cause the player to perform the wrong meditation animation when activating a standing stone after meditating with the Allow Campfires setting enabled.
- Fixed a problem with the last bomb in a stack not being properly removed after using it to blow a monster nest.
- Added checks to prevent time from being permanently accelerated if the player where to tap the "accelerate time" button in rapid succession while in meditation mode.
- Eliminated the alchemy based time acceleration when performing alchemy through the alchemists/herbalists shop options as this had the potential to cause problems with some vendors.
- The correct, mod-adjusted, potion duration is now shown in the potion tooltips in the inventory and in the alchemy menu.
- Removed the Custom Localization Fix dependency for the mod menu. The menu will be available to everyone now.
- Menu defaults will be set upon first starting the mod, no need to manually load the default settings for each tab any more.
- Changed the functionality of the Side Effect skill. Now it gives a 10% chance per skill level to obtain a random mutagen while performing alchemy. Max skill level reduced to 2. You will get notified when a mutagen is obtained this way.
- Changed the functionality of the Efficiency skill. It now increases the amount of bombs created by 1 per skill level. Max level reduced to 2.
- Improved obstacles and water level detection when placing campfires.
- Added recipe for tawny owl to the initial known potion recipes.
- Migrated all strings into a localization file. This will facilitate translations.
- Added an uninstall option that will restore the skills changed by Primer to vanilla defaults, so you can safely remove the mod.
- - Fixed Primer menu settings being applied when changing other unrelated menu options; wreaking havoc if you were not using the menu as this would zero out all primer settings.
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Version 1.1
- - Fixed two mod settings controlling potion duration that stopped working when modified from the menu.
- Fixed an issue that prevented any mod settings changed from within the configuration file, instead of the mod menu, from taking effect.
- Fixed an issue that prevented mod settings in the mod menu from being applied to save files made before the changes were effected.
- Fixed a bug that caused toxicity not to diminish after loading a save game made with active toxicity.
- Fixed the toxicity facial effects not being updated at the right time.
- Fixed the newly introduced animations causing Geralt to dismount from his horse.
- Fixed an issue that prevented Geralt from drinking potions when using a controller if the drinking animation was allowed in the mod settings.
- Added controller keybinds for initiating alchemy meditation and other mod features.
- Added a check to prevent campfires from being placed in shallow waters.
- Added a looting animation. It can be disabled from the mod menu.
- Made significant improvements to the way animations play during combat, resulting in a much more fluid experience.
- Changed the mechanics of the potion duration overrides. Read the mod configuration file for details.
- Added a substantial amount of missing ingredients into the primary substance groups. Added missing Temerian Rye to the alcohols.
- Details of each ingredient appear in the inventory and shop menus as tooltips now, indicating which substance they contain.
- Greatly improved the way ingredient information is displayed when swapping ingredients in the alchemy menu.
- Revised the ingredients of all potions, oils and bombs and made balancing adjustments. Returned potion's ingredients back to raw materials.
- Greatly reduced or eliminated the chances of alcohest and dwarven spirit to appear as loot throughout the game. Increased the chances in places were it made sense.
- Changed the prices of herbs and alcohols based on their category and usefulness.
- Empty potions and bombs are now processed upon the mod's first start up.
- Monster mutagens can be dissolved into generic lesser mutagens of the same color by using top quality alcohol.
- Replaced certain alchemy skills with new ones.
- Implemented real time meditation. It blends seamless with alchemy meditation.
- Implemented the secondary substance system from the first Witcher game.
- Implemented a category system for all ingredients based on their primary substance content. The amount of ingredients on a recipe changes dynamically based on the category.
- - Fixed two mod settings controlling potion duration that stopped working when modified from the menu.
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Version 1.02
- - fixed mistakes in some oil recipes that prevented their ingredients from properly appearing in the alchemy menu.
- fixed the issue with being unable to switch back to other menus when accessing the empty alchemy menu, and the cursor disappearing.
- added an in-game mod menu. You can still configure the mod manually from the config file if you wish.
- added an animation for applying oils.
- added a check to prevent initiating the drinking animation if toxicity is too high.
- added a check to prevent initiating an animation when activating an empty slot.
- added an option to disable drinking/eating animations during combat.
- added an option to disable eating during combat. In vanilla you can if the food is on a quick-slot.
- added a potion duration multiplier option, in addition to the overrides already offered by the mod.
- adjusted the duration, and charges of potions in the xml files to vanilla values. These are handled through script anyway.
- deleted the recipe_for_mutagens xml which I included accidentally.
- Reworked the toxicity cost of all potions to better reflect their effect.
- Changed the alcohol requirement of all potions and modified recipes so that only White Gull can be brewed.
- Oils now require one empty bottle to be prepared. Adjusted some recipes that required too few ingredients.
- Reduced the healing of Swallow to 20/30/40 to account for the longer duration.
- - fixed mistakes in some oil recipes that prevented their ingredients from properly appearing in the alchemy menu.
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Version 1.01
- -Implemented eating and drinking animations. Configurable.
- Added a few ingredients I'd missed before, into different primary substances groups.
- Adjusted all recipe ingredients, oils, bombs, potions and mutagenic potions.
- increased the chances for monsters to drop their corresponding mutagen.
- Slightly increased most potion's base toxicity.
- Added a state check that prevents a visual oddity when swimming and pressing the alchemy button.
- Added a check to prevent the player from dying from toxicity when brewing alchemy items with time_based_alchemy enabled and receiving toxicity damage.
- Tweaked some default starting settings in the mod's config file.
- -Implemented eating and drinking animations. Configurable.
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ƤⱤiოꂅⱤ
Once upon a time, talented Polish developers poured out their hearts and souls into a magical game. Taking as inspiration the brilliant work of Andrzej Sapkowski, they managed to bring to life the essence of his prose in rich detail and nuance. The game came to be known as The Witcher; this is my attempt to recreate one of its most interesting and celebrated aspects:
