An alchemy overhaul mod that aims to implement similar mechanics that TW1 and TW2 use. Lightweight, highly compatible, and polished to perfection. Brew potions individually like TW1-2, collect Substances, Herbs, and Monster Parts - now with re-balanced Potion/Oil effects!
Основной мод, для которого создана русская локализация
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
Creators do not need to ask for permission to upload language translations.
File credits
DrawingDrag0ns
Donation Points system
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Implemented a way to update the inventory menu if empty bottles/vials/glass are added from consuming an alchemy item from within the inventory menu. Previously, the game didn't update inventory tabs when alchemy items were consumed, but now it should. (This isn't necessarily a bug fix since the game didn't do this already)
Version 4.2.6
Fixed a bug where consuming potions from the radial menu would result in recovering 2x bottles
Fixed a bug where mutagen potions were not returning bottles
Fixed a bug where mutagen potions had a max charge of 4 instead of 2.
Version 4.2.5
Bug fix: You can no longer gain an empty bottle by consuming non-bottled consumables
New feature: Regular alcoholic beverages also recycle the bottle (beverages contained in "mugs" do not count)
New feature: If oils or potions are consumed while in combat, there is a 50% chance that the bottle/vial will break and you will instead gain x1 Glass (used for bomb recipes)
If a bottle/vial breaks, you will receive a notification. NOTE: The notification uses a string value, so language translators will need to update their translation file. Otherwise the notification will be blank unless you're playing in English.
Version 4.2.1
Fixed a bug where consuming sword oils did not consume the same amount of charges if Preparations mod is installed. Now, regardless of if that mod is installed or not, charges will be consumed at the same rate.
Version 4.2
Added a new feature: Bottle and Vial recycling. Drinking a potion will return an empty bottle into your inventory. Using sword oil will return an empty vial into your inventory.
Re-enabled the player's ability to create base substances such as Albedo, Quebrith, ...ect.
All sword oils now require x1 "empty vial"
All bombs now require x1 "glass"
Added a new alchemy recipe: Glass. Glass can be created from empty bottle or empty vials.
Re-balanced all alchemy recipe ingredient requirements.
Fixed a bug where applying sword oil consumed 2 charges instead of 1
Version 4.1.1
Fixed a bug where custom "Starting" recipes were not being checked and applied to Geralt if missing. Such as Dwarven Spirit and Alchemy Paste/Powder recipes.
Version 4.1
Alchemy Enhanced is now compatible with Preparations Mod out-of-the-box. No patches required! Simply re-run script merger.
Consolidated even more custom scripts into the /local directory to reduce vanilla edit bloat. This is a technical change and users will not notice anything.
No actual features were changed in this version - I just made it compatible with Preparations Mod. Have fun!
Version 4.0.5
Fixed a bug where the item "Fifth Essence" was being converted into an Alchemy Base ingredient when it shouldn't.
Consolidated many custom scripts into the "/local" folder to keep things separated from vanilla files. Users will not notice a difference, this is just a technical change.
Monsters now have a 40% chance to drop a different Alchemy Base ingredient than what they normally drop.
Monsters now have a 10% chance to drop a different Alchemy Base ingredient AND their normally-dropped Base Ingredient.
Version 4.0
4.0 BETA, NEW AND IMPROVED!
Mod no longer uses custom item names, and so should be useable by every language.
Mod no longer replaces vanilla items with custom items, and so should be useable by every language.
Mod now uses "base" alchemical substances in ALL alchemy recipes (Albedo, Rebis, Quibrith... ect)
Monster parts are now processed through a custom script that applies the "recycle" mechanic, in addition to adding a base alchemical ingredient. For example: Instead of a Nekker dropping a "Nekker eye" it will instead drop all of the items you'd get from recycling a Nekker eye, plus alchemical substance "Vitriol"
^ The reason monster parts have been replaced with their respective recycled parts is to prevent the Player from struggling to obtain crafting parts needed for armors/weapons
^ Monster parts have a 50% chance to get recycled, otherwise the monster drops ONLY the base alchemical ingredient. The reason monster parts don't get recycled on every drop is because monster constantly dropping crafting parts didn't feel right. If a monster part fails to recycle, it simply will not drop at all.
NPC Shops now sell base alchemical ingredients if they would normally sell monster parts.
NPC shops are now filtered through a custom script that checks for common alchemy items, and adds them if necessary. For example, if a shop normally sells alcohol, "useful" alcohol items are added to the shop - this means shops such as Innkeepers actually sell useful stuff!
All alchemy recipes have been re-done, each rank of an alchemy recipe is now different from the previous rank.
^ All ranks of alchemy items can be crafted at any time. New ranks do NOT overwrite old ranks.
^ All ranks are now organized by with either one *, two **, or three *** next to the name. This helps to keep the alchemy menu organized. All item ranks are together.
This mod no longer edits loot table .xml files, ALL loot alterations are handled via scripts. This means the mod is now highly compatible with other mods.
This mod no longer uses the DLC folder /dlcalchemymod, please delete it.
All vanilla base alchemical substances are hidden from the alchemy menu. You can no longer craft items such as Albedo, Negredo, Quebrith... ect. These items can only be bought and/or found.
Overall, alchemy is much simpler compared to previous versions due to no longer having to manually convert monster parts into base ingredients.
Version 3.42
Alchemist vendors now have more alchemy-specific items for sale for all categories (bombs, oils, potions, alcohol, monster parts)
Herbalist vendors now have more alchemy-specific items for sale for all categories except monster parts (bombs, oils, potions, alcohol)
Alchemy recipe for Earth Elemental Decoction has been changed, now requires Elemental Essence instead of Monstrous Hair (just didn't make sense)
Version 3.41
Fixed an issue where Ciri is unable to create cursed oil due to "Dog Tallow" not dropping from wolves.
Version 3.31
"Griffin" vendor at the beginning of the game now sells some alchemy ingredients which are needed to create Specter Oil, for those unlucky players who can't get any to drop and use for the Noonwraith mini-boss.
Fixed a bug where sometimes plants don't have any loot.
Version 3.4
It is no longer possible to run out of "tutorial bombs" when Geralt is in the tutorial state with Vesimir. Previously, if players used all of their bombs in the tutorial, they may have gotten stuck. This issue has been fixed.
Version 3.3
Implemented an "on spawn" script for Geralt where it checks for all alchemy ammo count. If the cound is less than 0, (-1), ammo count is set to 2.
Implemented an "on spawn" script for Geralt where it checks for all alchemy ammo count. If the cound is greater than 7, ammo count is set to 4.
This change should help new users transition into this mod easier without weird ammo count.
Version 3.2.5
Potion "Tawny Owl" regenerated stamina much too quickly and has been nerferd.
Version 3.2.2
Decreased the rate at which alchemy items appear at store vendors.
Increased the rate at which alchemy-specific items drop from killed NPCs
Changed the required ingredients of some decotions and oils to be more lore-friendly
Fixed a bug where alchemy_oils.xml was missing from the previous version, thus resulting in "vanilla" oils stats.
Version 3.2
Added a patch for Preparations Mod
Further eliminated "useless" vanilla alchemy items from loot tables
Reduced the frequency in which alchemy paste, powder, and alcohest drop from containers.
Version 3.1
Removed some "useless" alchemy items from shop vendor's loot tables
Reduced the abundance of alchemy items in shop vendor loot tables, original values were too high
Version 3.0
Mod has been overhauled. See updated mod description
Version 1.1
Now fully compatible with Friendly Meditation out-of-the-box. No patches required! If you are currently using the "Friendly Meditation Patch 1.0", please uninstall and reinstall Friendly Meditation.
Version 1.04
Fixed a bug where consuming food/drink from the radial menu would consume more than 1.
Adjusted monster loot tables so that Geralt can still acquire items needed for crafting, such as Monster Bones, Monster Blood... ect, ect. All monsters now have a chance to drop these parts, unless they usually drop a kin-specific item. For example, Nekkers will NEVER drop a "Monster eye" because they already have a chance to drop a "Nekker eye".
Version 1.03
Fixed a bug where Decotions were not losing charges upon use.
Version 1.02
Decreased the chances of getting more than 1 herb while picking herbs in the wild.
Version 1.01
We-wrote some scripts for Friendly HUD compatibility. No other changes were made in this version. Uploaded a seperate "patch" files for Friendly Meditation users.
Alchemy Enhanced is part of a modular overhaul series. You can use each module separately, but using them together is my personal preference. Each module can be merged without conflicts using Script merger. Module 1....... Master Training Module 2............. Static World Module 3......................... Vigor Module 4.. Alchemy Enhanced
"I think I found a bug, should I submit a bug report?"
With the huge success of the Netflix show "The Witcher", a lot of new and/or returning players are deciding to mod their games. This means there are a lot of people who don't know what they're doing, how to troubleshoot their mod issues, or even know better than to install multiple incompatible mods. This also means that mod authors are getting a lot of false-positive bug reports!
When it comes to Witcher 3 modding, you have to have at least some understanding of what each mod does; if 2 mods edit the same line of code or same XML file, you really should pick one or the other. This game is NOT Skyrim, you can't just chuck a bunch of mods together and have it work.
Before submitting a bug report: 1. Read the mod description page of THIS MOD in it's entirety. Pay close attention to the install instructions, and compatibility notes. 2. Double-check the mod description page of your installed mods, and see if you've installed any mods which are know to be incompatible. 3. Once you have eliminated incompatible mods, you need to deleted your "Merged Scripts" mod folder and re-run Script Merger. 4. If the issue persists after these steps, you then need isolate the issue by uninstalling all other mods. If you have done all 4 steps, please submit a bug report!
"Re-fill" mechanic has been removed, and replaced with the ability to re-create potions/bombs/oils/decoctions one at a time as long as you have the required ingredients.
All alchemy recipes now have new/different ingredient requirements.
Alchemy items are easier to create compared to the vanilla game, but that is because each ammo charge must be created one at a time.
Once you learn a new rank of a particular alchemy item, the previous rank remains available to create.
Alchemy Creations:
Potions, bombs, and oils have a maximum ammo capacity of 4.
Decoctions have a maximum ammo capacity of 2.
All potions with a toxicity of less than 25 has been changed to 25, with the exception of Killer Whale and Cat.
All potions have a duration of 75 seconds, with the exception of Killer Whale and Cat.
All potions that directly effect spell power, adrenaline, attack power, and stamina have been nerfed to accommodate for longer potion duration. Example: Thunderbolt (each rank) increases attack power by 10% > 15% > 20%.
Potion "Rafford's decoction" has been nerfed (each rank) 20% heal > 40% heal > 60% heal and no longer provides 3 second of invulnerability
All oils have a maximum "charge" capacity of 35 regardless of rank.
Rank 1 oils have been buffed while Rank 3 has been nerfed. Example: Spectre oil (each rank) increases attack damage by 15% > 30% > 45%.
Bombs, aside from ammo capacity, have not been touched.
Apon using the last of your ammo, the item will disappear from your inventory rather than showing as "0/4".
Monster Loot/Items:
Species-specific items that are in the "alchemy" category are no longer used for creating alchemy items. Instead, monsters drop a monster part's respective recycled items, and a base alchemy ingredient such as Albedo, Quebrith, Rebis...ect. Example: Nekkers no longer drop "Nekker Eye", but instead drop items which come from recycling a Nekker eye, in additional to dropping Vitriol (a base alchemy ingredient).
Shops:
Almost all innkeepers and bartenders sell alcohol which is actually useful for alchemy.
Alchemists and Herbalists sell more useful goods.
Alchemy Skills:
Character Skill "Acquired Tolerance" has been changed: "Increases maximum toxicity by 1/2/3 for each active Alchemy skill, multiplied by their skill ranks." - The reason for this change is because the original ability scaled off of how many recipes Geralt knows. This mod adds quite a few recipes, so the original effect would be over powered.
Character Skill "Efficiency" has been changed: Now increase maximum bomb ammo capacity by +1 per skill rank.
Character Skill "Heavy Artillery" has been changed: Now increase bomb damage by 200%, but at the cost of reducing maximum bomb capacity by 3.
INSTALL INSTRUCTIONS:
Place folder "modD004_AlchemyEnhanced" into your "/mods" directly
Run script merger
Done!
UNINSTALL INSTRUCTIONS:
Remove folder "modD004_AlchemyEnhanced" from your "/mods" directly
Run script merger
Done!
FAQ:
Q) Does this mod have any in-game options? A) No. This mod is a "set it and forget it" mod, zero options.
Q) Can this mod be installed onto a pre-existing save? A) Yes! The only down side is that you won't have any of the mod-exclusive monster items for alchemy creation, so you'll have to go farm for them, or buy them from vendors.
Q) I think I found a bug, but I'm also using mods X Y and Z. Should I submit a bug report? A) When it comes to Witcher 3 modding, you have to have at least some understanding of what each mod does; if 2 mods edit the same line of code or same XML file, you really should pick one or the other. This game is NOT Skyrim, you can't just chuck a bunch of mods together and have it work. Before submitting a bug report, you first need to isolate the issue by uninstalling other mods which may be conflicting. If the issue persists, then yes, by all means please submit a bug report.
COMPATIBILITY
NOT compatible with sweeping gameplay overhauls (Ghost Mode, W3EE, or any other "complete overhaul") Generally speaking, those types of mods specifically state that they're not compatible with much.
NOT compatible with other "alchemy overhaul" mods
Compatible with all of my other modules, listed above. Give 'em a try!
Compatible with texture/mesh and audio mods
Compatible with Friendly HUD!
Compatible with Immersive Cam!
Compatible with Preparations Mod!
Preparations Mod note: Enhanced Alchemy overrules some Preparations options that effect alchemy recipes, refill behavior, and oil charges. Changing these settings will have no effect.
Should be compatible with just about any mod which doesn't edit the same scripts or XML files. Just use Script Merger, and if everything auto-merges, you should be fine.
THIS MOD USES CUSTOM ENGLISH STRINGS TO CHANGE CERTAIN ITEM/SKILL DESCRIPTIONS. PLAYING THIS MOD IN ANY OTHER LANGUAGE MAY RESULT IN CONFUSING/INACCURATE DESCRIPTIONS.