Shout out to the Shades Of Iron team As you may have noticed, RER is one of the requirement for this amazing mod. And we're currently working together to add a cross-mod. An add-on is planned to add the Shades Of Iron enemies to RER, that means contracts, bounties, ambushes, hunts, etc...
If you haven't seen the Shades Of Iron mod, check it out because it's awesome!
Looking for an overhaul to play with RER? Kolaris made an awesome update to W3EE that i heavily recommend: W3EE Redux. It is a well crafted update that brings the best out of the (already amazing but tough) Enhanced Edition, and polishes the rough edges that may come with that one. This gives you the witcher experience you always dreamt of with an interesting gameplay, balanced combat, well thought perks and deep alchemy system. W3EE Redux
You may also want to look at the Caerme modlist/guide made by Ferroxius, an overhaul based around W3EE Redux and RER if you're in 1.32 or Lune if you're in NG.
If you like my mod and all the effort that goes into it, please leave an endorsement
As of July 2021 i am no longer updating my mods on nexusmods. The development and updates will continue to be published on Github, the original place for all my mods since the beginning. This does not mean i won't help people nor will i stop reading comments. I will simply stop pushing the updates to the files here.
Not sure if anyone has reported this but if a bounty appears on a POI that hasn't cleared yet, it will sometimes spawn a duplicate monster rather than make that monster the bounty. In fact, it will make both monsters drop the trophy rather than only 1. Seems to happen a lot more noticeably with flying enemies, namely cockatrices and basilisks, but might have been pure luck.
It also made some unintended effects. I was in Skellige doing the missing son contract. Fought the fiend until it fled, then went to Boxholm where I had a cockatrice contract/bounty, which spawned 2 cockatrices, not sure if there should be only 1 and RER spawned the 2nd, but I dont remember a 2 cockatrice fight at the same time in the game. Fine, fought them and killed them, then went to chase the fiend from the missing son quest and lo' and behold, there were 2 Morvudds. Both named Morvudd, but only 1 had the health bar on top of the screen. I obviously died and after I reloaded, there was only 1 Morvudd (after the cockatrices were dead). Which is quite strange, RER spawned the 2nd Morvudd on live game? Because no 2nd Morvudd after reloading that same save that was very near the lair.
Also and unrelated, its sometimes hard to see the direction of the footsteps if they are not a paw or foot. Endregas specially are just a coinflip in which direction to take.
Hello! What you're experiencing is probably the "Fill groups" event. It is able to duplicate creatures for even more randomness (and chaos)! Though it's doing its best to avoid quest bosses sometimes it does it. You can lower the frequency of this event if you feel like it's too much.
Thanks for the feedback about the foottracks, I guess losing a bit of immersion and using paw prints for insectoids would be beneficial. I'll take care of it!
Even for regular foot or paw marks its sometimes hard to discern if they are in uneven terrain, its raining, dark, etc. My ideal solution is to make the camera face (or turn geralt's body) towards the direction of the encounter when inspected. Surely Geralt being on his knees can discern better the direction of the tracks rather than me behind a screen and in 3rd person. If not possible, then making the tracks either bigger or easier to tell what direction they are from would be a huge gain.
Hey, I'm on the latest next gen version. But I still ran into an issue when launching the game.
Tied to the mod shared imports apparently being included with this one? Script Merger solved all the conflicts it found. I'm a novice here so any help much appreciated. Mod looks real cool! :)
Spoiler:
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"Error [modsharedimports]local\cfurcomponent.ws(265): Property 'mesh' from 'CFurComponent' was alraedy imported."
Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Hi, so this kind of error is usually because a mod imports that "mesh CFurComponent" manually when it should have instead relied on shared imports like RER does.
There are multiple ways to solve this from cleanest to hacky, try the other ones only if the first solutions do not work or are too complex to do: - Find the mod causing this and see if it offers a shared-imports version - Find the mod causing this and delete the part of the code where it imports this CFurComponent - Delete the file modSharedImports/content/scripts/local/CFurComponent.ws
Thanks! The file CFurComponent.ws was only in sharedimports mod folder. I haven't used any mods requiring sharedimports before. So I removed the code there, and it worked! But got a new kind of error, related to Immersive Cam this time, but turned out they had solved it with an update.
Thank you for the quick response! I don't use many mods and shared imports was never listed as a requirement or included. I believe I avoided it for this very reason :)
The latest version of this mod requires the latest version of TW3 that came out in June 2024. Alternatively you can get the no_annotations version from the github release
I was clearing ghouls in white orchard, game triggered a cutscene when I wasn't done killing all the ghouls, so Geralt was looking proud and smiling while ghouls were ravaging peasants in the background. Blaviken butcher moment.
Do I have to start a new game to fully enjoy this mod? I just started Velen map and find enemies lacking even on the hardest settings/upscale. Thanks for this mod, looks promising!
There is a "slow boot" feature to ensure to smooth start of the playthroughs. After about 5 hours into the save the mod should start doing its things, but if you wish to skip that then you can use thererslowboot(false) command to turn it off for that playthrough (you'd have to run it again if you start another one). Have fun!
I'm not sure what I did wrong. I followed all directions installing the mod, but when I was in the Devil's Pit, the game completely froze. I had to press Ctrl+Alt+Del to exit out of the game. Any workaround this issue?
Just a quick question about contracts. From my understanding, the contract quests from the base game are only unlocked after you raise your reputation in a certain area which seems like a very neat mechanic. However, I'm curious to know how will this affect the Phantom of Eldberg contract since that one is also unlocked thorugh the main story and is realted to a chain of side quests. Is it still temporarily locked at first?
Apologies for the delay. If you enable the option to hide vanilla contracts based on your RER reputation then it's the notices for the vanilla contracts that'll be hidden. It doesn't stop you from starting the contract from another way, if for example you talk to the quest giver directly if you happen to know who it is.
Thank you for the answer. That's pefect for me, because I like to save the contracts for the post-game but I still prefer to do that one in prticular during the story since it ties with the Cave of Dreams.
Just here to thank you for your mod . At first it was too distracting but after some configurations events triggered less often which is cool and immersive, not like before -5 bandits appearing right behind me 50m away.
Glad to hear that thank you! Indeed the default settings can be too much but that's why I recommend doing what you did, it's difficult to have settings that'll please everyone!
About your image, yes the bounty master can sometimes be tilted like that. Despite the years I still haven't found what could be causing it... If it isn't permanent then it's just a little funny bug lol !
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Shout out to the Shades Of Iron team
As you may have noticed, RER is one of the requirement for this amazing mod. And we're currently working together to add a cross-mod. An add-on is planned to add the Shades Of Iron enemies to RER, that means contracts, bounties, ambushes, hunts, etc...
If you haven't seen the Shades Of Iron mod, check it out because it's awesome!
Looking for an overhaul to play with RER?
Kolaris made an awesome update to W3EE that i heavily recommend: W3EE Redux. It is a well crafted update that brings the best out of the (already amazing but tough) Enhanced Edition, and polishes the rough edges that may come with that one. This gives you the witcher experience you always dreamt of with an interesting gameplay, balanced combat, well thought perks and deep alchemy system.
W3EE Redux
You may also want to look at the Caerme modlist/guide made by Ferroxius, an overhaul based around W3EE Redux and RER if you're in 1.32 or Lune if you're in NG.
If you like my mod and all the effort that goes into it, please leave an endorsement
As of July 2021 i am no longer updating my mods on nexusmods. The development and updates will continue to be published on Github, the original place for all my mods since the beginning. This does not mean i won't help people nor will i stop reading comments. I will simply stop pushing the updates to the files here.
- Random Encounters Reworked on github. Discussions on GitHub
- My other mods on GitHub
Thanks for your understanding.
P.S As of writing this comment RER already received more than 10 updates that were not pushed here.
It also made some unintended effects. I was in Skellige doing the missing son contract. Fought the fiend until it fled, then went to Boxholm where I had a cockatrice contract/bounty, which spawned 2 cockatrices, not sure if there should be only 1 and RER spawned the 2nd, but I dont remember a 2 cockatrice fight at the same time in the game. Fine, fought them and killed them, then went to chase the fiend from the missing son quest and lo' and behold, there were 2 Morvudds. Both named Morvudd, but only 1 had the health bar on top of the screen. I obviously died and after I reloaded, there was only 1 Morvudd (after the cockatrices were dead). Which is quite strange, RER spawned the 2nd Morvudd on live game? Because no 2nd Morvudd after reloading that same save that was very near the lair.
Also and unrelated, its sometimes hard to see the direction of the footsteps if they are not a paw or foot. Endregas specially are just a coinflip in which direction to take.
Thanks for the feedback about the foottracks, I guess losing a bit of immersion and using paw prints for insectoids would be beneficial. I'll take care of it!
Tied to the mod shared imports apparently being included with this one? Script Merger solved all the conflicts it found. I'm a novice here so any help much appreciated. Mod looks real cool! :)
Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
There are multiple ways to solve this from cleanest to hacky, try the other ones only if the first solutions do not work or are too complex to do:
- Find the mod causing this and see if it offers a shared-imports version
- Find the mod causing this and delete the part of the code where it imports this CFurComponent
- Delete the file modSharedImports/content/scripts/local/CFurComponent.ws
Hope this helps!
Thank you for the quick response! I don't use many mods and shared imports was never listed as a requirement or included. I believe I avoided it for this very reason :)
Oh, nevermind, should have serached the comments first.
So, it wasn't your mod, it was the quest In The Eternal Fire's Shadow. I had to lower the shadow textures to finish that quest. Apologies!
About your image, yes the bounty master can sometimes be tilted like that. Despite the years I still haven't found what could be causing it... If it isn't permanent then it's just a little funny bug lol !
again, wish u best mate