About this mod
This is it. The Essential Weapon Rework Mod. It's finally here...
- Requirements
- Permissions and credits
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Translations
- Russian
- Mandarin
- Changelogs
MOD Description:
For 5 years, I've been waiting for a mod that reworked vanilla Relic weapons because of how depressingly weak they were. I've waited, and waited, and waited....and I finally decided enough is enough.
"If you want something done
Ladies and gentlemen, it's finally here. This mod completely reworks and rebalances the stats on ALL
The goal of this mod was to redo all vanilla Relic weapons to match the level of power and strength of Relic weapons in the BaW Expansion. Eventually, it evolved into updating ALL Relic weapons in the game to fight on the same balanced playing field. I thought it was an absolute shame that vanilla Relic weapons were treated as nothing more than crowns for exchange since most of them had utter garbage stats. Also, what was up with their random stat distribution? Now, when you find a Relic out in the world, you'll actually feel that level of excitement you're meant to feel discovering a high-tier piece of gear in an RPG. Each Relic feels unique and different from any other you'll discover. Some of them have powerful stats that work well together. Others meet specific build requirements. Others are just all-out crazy and fun combinations. I hope that you'll all enjoy this mod and feel a new sense of wonderment discovering weapons again. (Note: All screenshots above are taken of NG weapons, not NG+.)
This mod makes changes to:
Click to see all changes
- All Relic weapons from the vanilla game, found and crafted. (All Crafted weapons have superior stats to their found counterparts, giving you a reason to spend resources to craft them.)
- All Witcher weapons from the Cat, Griffin, Bear, Wolf, and Manticore Schools. This includes their Grandmaster versions as well.
- All NG+ Weapons have been buffed beyond their NG counterparts. Yes, ALL Relic and Witcher weapons. Now, it'll actually be worth rediscovering weapons again in NG+. NG+ variants have anywhere between 50% - 100% increased stat bonuses.
- All Relic weapons contain exactly 4 stat bonuses. (More detailed down below)
- All Witcher weapons have a rewarding built-in tier-upgrade system through crafting. (More detailed down below)
- Buffed Teigr from DLC15 and made it part of the Feline Set, since...I mean, it's pretty obvious why it should be, right?
- Made Zireael Steel and Silver swords droppable weapons. They are Witcher quality and part of the Feline set. I felt this was appropriate since Ciri has a Cat medallion as well.
- Added Eredin's Sword and Imlerith's Mace as droppable and usable weapons, dropped as specific quest rewards for their respective quests. I've chosen not to add Caranthir's weapon because it breaks during his boss fight, so it wouldn't be lore-friendly to have it suddenly repaired. Plus, it's a magic item and it seems that only mages/sorcerers can use it, and Geralt isn't.
- "Blade from the Bits" and "Winter's Blade" quest reward weapons are actually good rewards now.
- All Crafted and Found BaW Relic weapons as well as their NG+ counterparts. I've only tweaked their stats a bit and made them carry only 4 stats as opposed to 5. A lot of them felt the same, so I tweaked them to carry 4 stats in order to make them feel more unique and different from each other.
- I've converted Geralt's Reward BaW Tournamant Geralt of Rivia sword into a Relic weapon and buffed its stats to focus on heavy attack damage.
- I've converted Geralt's Reward BaW Tournament Ravix of Fourhorn sword into a Relic weapon and buffed its stats to focus on heavy spell damage.
- Only Witcher weapons have Exp bonuses as an extra stat. (These are not included in the main stat bonuses. It counts as an extra stat that only applies to Witcher School weapons.) If a Relic weapon has an Exp stat bonus, then it is counted as one of the 4 stats and it is a very significant Exp increase.
- Exp scaling for Witcher Steel swords has been increased per tier level, maxing out at 25% gains. Witcher Silver swords now receive 25% Exp gains from nonhuman kills as well.
- I've added a whole new stat called "In Combat Stamina Regen" that you should find on a few select weapons. (This code was built into the game but never applied to any weapons for some reason.)
- Changed Iris Scabbard to the one that Olgierd uses.
*New in v1.2*
- Created a whole new Zireael Sword for Geralt called "Swallow". This way, Ciri can use her sword normally during her story moments, and Geralt can get his own copy of that sword with much better stats that suit him as a witcher. The weapon will naturally drop for Geralt upon beating the game, or you can use console commands to get it if you've already passed that point. The console command is additem('Swallow Sword').
- All HoS Relic and Witcher weapons have been improved. HoS Relics saw major improvements. The Venomous Viper Steel and Silver swords only saw a minor stat bonus to aard damage. But their NG+ counterparts have much better stats.
*New in 1.3*
- Added new quest reward drop points for 15+ Relics hidden in the game's vanilla code. All 3 files contain these new weapon rewards. The Rewards Only Version only contains these reward points and nothing else. You'll have to play the game from the beginning to discover and complete their quests to obtain them. Or you can simply use console commands. Here are codes for those who would like them right away. Simply type additem(' '). Copy the name of the sword in between the single quotes. Weapons names are case sensitive:
Angivare
Barbersurgeon
Dyaebl
Robustswordofdolblathanna
Abarad
Torlara
WitcherSilverWolf ("Bleidd" in game)
Bladeofys
Zerrikanterment
Reachofthedamned
Arainne
Gynvael
Anth
Tlareg (<--Geralt spelled backwards :P) (I think this is already in the main game, but put it as a secondary reward for beating Eredin. Has great stats now.)
Breathofthenorth
Torzirael
Zireael Sword (Ciri's Zireael Steel sword - has untouched stats)
Swallow Sword (Custom replacement for Zireael Steel sword for Geralt - has Witcher-tier stats)
q505 crafted sword (Zireael Silver sword - has Witcher-tier stats)
Eredin Sword
Geralt Imlerith Mace
*New in v.1.3.1*
- Created a whole new version of Imlerith's Mace for Geralt. It's still called Imlerith's Mace in game, but the console command is additem('Geralt Imlerith Mace'). This was in order to fix a bug where Imlerith did hardly any damage to Geralt during the boss fight. Now Imlerith will actually be able to hurt Geralt during the fight because the original mace's stats are back to normal. And this way, Geralt can get his own version of that mace as a reward with Relic-tier stats.
*New in v.1.4*
- Converted 3 underwhelming quest reward weapons from the BaW expansion into Relic quality weapons and buffed their stats: 'Forged in Fire', 'Ancient Elven Sword', and 'The Reckoner'.
*New in v.1.5*
- Buffed the Venomous Viper Steel and Silver swords' stats to Grandmaster Tier. This means they carry 5 stats now in order to compete with their BaW brethren. Think of these as the first taste to Grandmaster Tier weapons before actually starting the BaW DLC.
*New in v.1.5.1*
-Added the fix to DMG and level scaling on Relic weapons so that they are closest to Geralt's level when dropped. Now, people who do not want to use my recommended mods can still benefit by having weapons drop at or close to Geralt's level. If you still want the weapons to level up with Geralt, then you HAVE to use one of the recommended mods mentioned down below.
*New in v.1.6*
- Added new originally designed in-game weapon icons for Eredin's Sword and Geralt's Mace to all files.
- Fixed a vanilla game bug for all crafted Relic silver sword drawing animations. It's the same fix provided in Nitpicker's/Besserwisser's patches. Just give my mod higher priority to avoid any conflicts (Main file only).
*New in v.1.7*
- Added a new Main version for Ghost Mode users. Full compatibility.
*New in 4.00+*
- Added Next Gen support. This will be the main file being updated moving forward.
*New in 4.1*
- FIXED Eredin's Sword COMPLETELY with the help of Redkit. By modifying the sword's meshes, it now sits properly on Geralt's back and perfectly fits in the sheath, and rotated the sword 180 degrees so it fits correctly in your hand with the guard now covering your fingers instead of facing away from them. (This weapon was never fully finished by CDPR and wasn't designed to be playable. It is now 100% playable without any bugs.) -- Credits to Staily for telling me about this issue and giving me the inspiration to get it finally fixed.
- Resized Imlerith's Mace for Geralt so that it's not so gigantic on his back anymore. It is now about 20% smaller.
- Streamlined ALL the scabbards in this mod so that it has FULL compatibility with my Scabbard Clipping Fix mod. You will now no longer have to merge this with that mod anymore. Just give this mod higher priority, and you're good to go.
- Added new stats to Caretaker's Shovel and Iris. I've gotten a few requests for this and decided, what the heck.
This mod does NOT change:
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- Aerondight (Check out my new True Aerondight mod)
- Any Common, Magic, or Master quality weapons
- Any armor
How this mod approaches stat bonuses:
Relic Weapons:
This mod fixes many errors found in the code of the weapon stats that had just been forgotten by the devs. They've also embedded a typo in a very essential piece of code that is hardcoded and can't be changed. I've uploaded a screenshot showing what I mean.
With this mod, all Relic weapons have exactly 4 stat bonuses. Since Magic and Master weapons can have anywhere between 0 - 3 stat bonuses, I felt that it was fitting that Relics have a fixed 4 stats. Additionally, this mod makes all weapon percentages reliable and accurate. Previously, CDPR had added a min and max range for different percentages of stats on these weapons. This meant that Relic weapons spawned with randomized stats, relying on total RNG if you wanted to have the highest form of that stat. If Relic weapons were meant to be unique, then why are they able to spawn with random stat rolls? This is a terrible system that makes discovering these weapons less rewarding than they should be. They're unique, one-of-a-kind weapons after all, and they deserve to have their own unique, fixed stats. With this mod, I've completely done away with that min/max range and set a fixed number for ALL stats. So, when you see a weapon drop with a stat of 15%, that's the percentage it was meant to have. You no longer need to save-scum to get the best roll anymore :).
Witcher Weapons:
I've also completely reworked the way Witcher weapons grow and evolve stat-wise. I thought it was an absolute travesty that Witcher weapons would get such horrible stat treatment compared to other weapons in the game. I mean, does anyone even use the Cat or Griffin School weapons? Of course not. Because they only have 2-3 stats maximum, whereas the Bear set actually has decent-ish stats. And why were Silver weapons getting more stats than their Steel counterparts? The weapons come in a pair and should share the same exact stats. Well now, each School has a unique playstyle that matches their armor sets as well. Witcher weapons also come with a built-in Exp Bonus stat that increases in power per tier upgrade, capping out at 25% at Grandmaster level. I've also added stat growth and stat evolution to each craftable tier of the weapon pieces going all the way up to Grandmaster level.
The default (Tier 1) weapon has only 1 stat.
Tier 2 (Enhanced) has 2 stats.
Tier 3 (Superior) has 3 stats.
Tier 4 (Masterwork) has 4 stats, matching the quality and strength of Relic weapons.
Tier 5 (Grandmaster) has 5 stats, surpassing the quality and strength of Relic weapons, as they should for how costly they are to create.
Each tier upgrade also boosts each stat by a considerable amount. And at Grandmaster level, Witcher weapons will be a true force that fully brings out the power of the Grandmaster set-piece bonuses as well. For example, the Bear set unlocks a huge Quen sign bonus upon unlocking Grandmaster Tier in order to fit into its Grandmaster Armor bonus for Quen enhancements. Each Witcher weapon now fits into a unique playstyle that brings out the power of that School.
- Cat weapons focus on high crit chance, crit damage, and attack power.
- Gryphon weapons focus on high spell power, decent crit chance and damage bonuses, and powerful confusion effects.
- Bear weapons focus on massive adrenaline recharge, HUGE critical hit damage and Attack power bonuses, and excellent staggering capabilities, like an actual Bear.
- Wolf weapons trigger heavy bleeding and have a great balance between Attack power and Spell damage.
And at Grandmaster level, all of them unlock a 5th stat that truly makes them shine.
- Manticore weapons excel at shredding through enemy armor and poisoning foes, while offering high critical hit damage.
- Viper weapons offer a great balance between attack power, aard sign damage, and crit chance & damage, with the ability to poison foes.
Unique Weapons
Ciri's Steel (Swallow) and Silver (Zireael) swords, Eredin's Sword, and Imlerith's Mace are now quest reward drops. Here is where you can get them if you'd rather obtain them naturally. Beware, SPOILERS ahead.
You receive Ciri's Steel and Silver swords for completing the main game and getting any ending.
You receive Eredin's Sword for beating Eredin himself. (You also receive Tlareg - a powerful Silver sword to pair it with the mighty Eredin Sword)
You receive Imlerith's Mace for beating Imlerith himself.
You can also use console commands to get them if you've passed their drop points. Their console command codes are written in the "Changes" section up above and in the changelogs. They're truly special weapons.
Installation/Updating:
Simply extract and place the mod into your "mods" folder in /The Witcher 3/mods directory.
You do not need to start a New Game to get the benefits. All weapons will be changed right away. You might need to merge the mod if you have other conflicts. Check Compatibility down below.
To update, simply replace the old files with the new ones overwriting everything.
Uninstallation:
Simply delete the mod from your "mods" folder.
You do not need to be worried about losing your weapons upon removing the mod. It's very safe to uninstall. You will need to unmerge any files you've merged after uninstalling. Just refresh Script Merge and it automatically ask to delete the merges, say "yes".
Compatibilities:
This mod modifies many weapon files from the vanilla game and the DLC. So, it will most certainly conflict with any mods that modify weapon stats. The only weapon mod that will be fully compatible is any Aerondight rework mod because that weapon has literally its own file that is independent from all other weapons. In order to get the benefits of my mod and keep the weapon stats of your weapon mods, you WILL NEED to merge using Script Merger. When merging, just choose which lines you'd like to keep, mine or your other mod's. If merged correctly, then you will have absolutely no problems using this mod with any other weapon mod. If after merging you still can't see the benefits of my mod, then it could be conflicting with other mods, in which case, giving higher priority to my mod could solve the problem.
1.32 Only:
- Scabbards mod will DEFINITELY conflict with my mod. It is best to merge these mods together and they will work perfectly. The merge will be easy and seamless. *No Need to merge if you are using the GM version. Simply give my mod higher priority over both Ghost Mode and Scabbards mod.
- Released a new version for Ghost Mode users. Now, this mod has Full Compatibility with it. Just give it higher priority over Ghost Mode. Enjoy.
- If you're using my Scabbard Clipping Fix mod, just give this mod higher priority. Since version 4.1, this mod now has full compatibility with that mod, meaning you don't have to merge AT ALL. Just give this mod higher priority and you're good to go.
- BiA mod will conflict, but don't worry about it. My mod offers the same fixes they have, as well as new weapon stats, so just give my mod higher priority and you won't have any problems.
- True Aerondight mod. FULLY compatible. No need to merge anything. Just install and you're good to go.
- NOT COMPATIBLE with W3EE, No Levels, or any "overhaul" mods that drastically change weapon stats, dmg, and scaling mechanics. No plans to make any other versions. Sorry.
Recommended mods to use with this mod:
It is HIGHLY recommended to use the following mods in order to get the best weapons experience.
- True Aerondight mod. My other mod that gives Aerondight the worth it deserves. (Yes, it gets a whole mod page of its own)
- Armor Rework Mod is essentially the Armor equivalent of this mod. It modifies all the resistances of Relic and Witcher Armors so that Light, Medium, and Heavy all have their uses. It's an excellent mod and HIGHLY recommended.
- Leveling Witcher and Relic Gear Updated or Item Levels Normalized will auto-scale weapons as you level up, so they will constantly scale with Geralt's level. Another excellent alternative is "LevelUpEquipped" found in the TW3 Gameplay Tweaks download section.
- No Duplicate Relics so that once you find a Relic weapon in the world, you won't find it again. This will make that Relic weapon feel truly unique and not just another duplicate existing in the world. It'll make you treasure it more once you find it, the way Relics ought to be treasured.
- Runes FX to add cool new effects on the swords when runes are applied to make weapons look more unique and amazing based on their damage stats and types. (Hasn't been officially updated to NG, but DM me and I can send you one). OR Sword FX (Next Gen) by the incredible ElementaryLewis to be able to fully customize what Runes or visual FX you'd like to add to your swords using a clever mod menu.
- Scabbard Clipping Fix is HIGHLY recommended in order to fix any and all clipping issues with scabbards. This mod is compatible with it as well, just give it a higher priority. No Merging reuquired.
- Winter's Blade Overhaul. This mod adds completely new mechanics to Winter's Blade making it even more epic. (Make sure to merge the .xml files with this mod. Should merge without conflicts.)
- ESGO. Just a generally fantastic mod that allows you to customize many aspects of the game such as damage, health, enemy resistances, stamina, experience, weapon scaling, etc. It adds really cool features to how Adrenaline and Dismemberment work, making Adrenaline-and Dismemberment-specific stats on some of the weapons more useful now. Also, if you feel that the weapons are too overpowered, then you can customize enemy health and resistances to balance it out to your liking.
- Item Description Fix so that the new weapon descriptions that I've written will show up. Also just a very essential mod, IMO.
Final thoughts:
I truly hope you enjoy this mod. I made this mod in mind for the Witcher fans first before making it for myself. So, if you don't like certain stats or buffs or changes, please don't hesitate to give me feedback and I will do my best to consider your suggestions. If you find any bugs with certain stats, please let me know immediately. I just want people to enjoy this mod and to enjoy the Witcher 3 the way it's meant to be enjoyed.
Credits:
Aeltoth for helping with adding strings to certain weapons so that their true names appear in game. And for helping me to create "Swallow" as a replacement to "Zireael Steel Sword" so players can play Ciri's sections without any issues. Thank you so much, brother.
cumbrianlad for helping to test out the mod and finding any lingering problems or issues. Thanks a ton, man.
Final Notes:
Thank you all. This mod is for you. <3