Hi, everyone. Hope you're all enjoying my mod. :) I'd like to briefly explain what each of the 5 mods does in case you were still a bit confused.
Main File:
"Essential Weapon Rework" - This is the main mod that changes and modifies all the Relic weapons as well as all the Witcher weapons in the game. This version also adds the 15+ special Relic weapons that CDPR had designed and never released into the final game. You can obtain them as rewards from specific quests in the main campaign and certain primary optional quests (such as the Ice Giant in Skellige). You will most definitely have to merge this mod with any other mods that conflict, especially Scabbards mod. Merging is totally safe, just make sure to choose all the lines from my mod. *Do NOT merge this with BiA mod. It's fully compatible, so just give my mod higher priority and you'll be fine.*
"Essential Weapon Rework - Ghost Mode Edition" - It was a requested feature that this mod be compatible with GM. Since I didn't use it, I never gave it any thought because it would've been a hassle to do. And it was. But now it's here, so enjoy it. Do NOT merge this mod with GM in Script Merger. You will see conflicts, but that's fine. You MUST give this version higher priority over GM, and it will work without any issueshopefully. Don't complain if this breaks GM's intended balancing. My mod makes swords stronger than vanilla, which also means they'll be stronger than what GM's author had intended. If swords seem too strong now, then guess what, my mod did it's job. You can always rebalance enemy health and dmg through GM's Scaling mod menu if you feel like the balance has become too easy. Enjoy! After dozens of hours of testing, I can honestly say that this mod does NOT break the challenge or difficulty of GM. In fact, I'm even willing to admit it adds more....flavor, if you will. I hope you all enjoy it. :)
Optional Files:
"Rewards Only" - This mod does NOT modify any stats on any weapons in the game. It only unlocks the 15 special Relic weapons that CDPR had designed but never released. They were considered elusive and mysterious weapons that wikis had information on, but no way to actually obtain them. Now, you can obtain them through specific rewards in the main campaign from different main quests and primary optional quests (such as the Ice Giant in Skellige). *NOT compatible with Ghost Mode.*
"Unique Weapons Only" - This version only modifies the stats on 4 weapons -- Swallow (Ciri's Steel Sword), Zireael (Ciri's Silver Sword), Eredin's Sword, and Imlerith's Mace. It allows you to obtain them as rewards for beating certain main campaign story quests. Every other weapon in the game has vanilla stats and are totally untouched. This version also contains the 15 special Relic weapons as certain rewards from specific main campaign quests and certain primary optional quests (such as the Ice Giant in Skellige). *NOT compatible with Ghost Mode.*
"Special Relic Weapons Merchant" - This mod is considered a standalone. It can be installed alongside any of the 3 mods above, or on its own if you so choose. It allows you to purchase the 15 special Relic weapons that were hidden by the devs in the vanilla game but never released into the final build. If you missed obtaining them as rewards from certain quests while using my other 3 mods, then this mod allows you to purchase them from the black market pawn broker, the Loan Shark, in Novigrad. If you are using any other mods that modify other merchants' inventories, then you will most definitely have to merge this mod with all conflicts through Script Merger. Don't ask how this creep got these extremely rare weapons. He has some pretty nasty connections, I hear. *Compatible with Ghost Mode. Make sure to merge them in Script Merger.*
Before installing this mod I was using Extended Damage Sliders to play the game at 150% damage dealt and 125% DOT dealt, and to set the damage received from the enemies to 150% from humans and 200% from monsters, because I like fast paced combat but not easy. I'm also using Item Levels Normalized, Geralt Level Scales, Gear Levels Hidden and No Level Requirements, so I don't have level restrictions for the equipment and my stats and equipment get upscaled/downscaled to the enemies' level for the duration of the combat.
I guess having added Essential Weapon Rework makes me a lot stronger from the beginning so I should reduce the damage dealt settings to avoid becoming too strong. Do you think I should set it back to 100% or a little higher to maintain a similar level of difficulty? I'm not too experienced yet and this is difficult for me to judge.
It's up to you man. You can tweak it any way you like at any time. So if you personally feel it's too easy, then drop it down to 100%. If you feel it's fine, then keep it. I can't answer this for you since it's your own tastes. I am the complete opposite and like my fights to be a bit longer since I think they end too quickly, lol.
I just installed this mod and the No Duplicated Relics mod, and I use Item Levels Normalized too. Is there a way to retrieve the relics I already sold or they are lost forever for this playthrough?
In the vanilla game, you have a chance of finding any given relic about 3 times. If you sold all 3 copies, then that's it. You won't find them again. But you can use console commands to add them in. You can just find a list on some google sheet out there to add them all.
Depending on how much ground you've covered. I'd actually suggest you take out the No Duplicate Relics mod, because if you did sell one, you won't find it again. So remove that, then just find them all sell the duplicates you find, if you want. It's only a recommended mod for personal taste, not a required mod.
UPD. It somehow worked, the store is available, swords too. But there are no quest swords, so I leave a request for the ID list.
Hello. 1.31 game of the year + GM. The main mod fits well and works together with the Scabbards. Problems arise after installing a mod for a merchant in Novigrad. If you don't use CM, but just set the priority, the problem remains.
Error [mod0000_mergedfiles]game\gui\menus\blacksmithmenu.ws(48): Unknown type 'W3BlacksmithContext' for property 'm_blacksmithContext'. 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.
Only this remains when updating the compilation.
Error [mod0000_mergedfiles]game\gui\menus\blacksmithmenu.ws(48): Unknown type 'W3BlacksmithContext' for property 'm_blacksmithContext'.
If this can't be fixed, I suggest attaching a document with the sword IDs to the main files so that they can be retrieved with the console.
None of these script errors come from my mod because my mod has no scripts. Make sure you properly merged all your scripts with the other mods. Especially since you're playing on 1.32, the installation of Shareimports and stuff is different from NG. So check those mods pages to see what the issue is.
If you just want all the console commands for the swords. I already have them. Just open the Spoiler on my description page for all the changes, and you'll see it down.
In short, yes, that should be fine because this mod contains all BiA edits, so if you merge it with your others, you can then give that merged result higher priority over BiA and you'll be safe.
Is it possible to use https://www.nexusmods.com/witcher3/mods/9079 Random Stats Maxed along with this mod is shows a lot of conflicts on text should just merge and keep the rework mod on all conflicts?
It is ABSOLUTELY not compatible with my mod. They edit all the same files. And my mod removes the randomization of stats and produces Fixed stats on all weapons. Not only that, but I also created ALL NEW stats for all weapons. So that mod is essentially useless. It's function is completely different they CANNOT work together. Now, if you want that mod only for the Armors, then sure, it's fine. Just give my mod higher priority and do not merge. If you prefer that mod over my mod, then don't even bother installing my mod cuz you'll get all kinds of different random stats anyway from that other mod if that's what you rather have. So pick which one you want and install that, but they both cannot work together at all.
They can be merged tho if you know what you're doing (but as you said, there's really no reason to do that (except def_items_weapons_secondary, there are no overlaps), unless you're annoyed by unresolved conflicts in SM)
secondary is also used, but only 2 weapons on that list I believe. So if you really wanted the randomization of stats for whatever reason on unused weapons. I guess, you could use it and apply it to Non-relic weapons. But my God, the merging nightmare that would be.....
Probably should've done it a long time ago, but better late than never. I uploaded a "Lite" version of MaxedOutGearStatValues without crossbows and most swords, so now all three mods (counting Crossbow Rework) can be used together without setting priorities and stuff (conflicting XMLs will auto merge)
Merge both mods in Script Merger, but choose my lines for any stat changes, and his lines for everything else. You can see the stats are all under one category and have terminology like bleed chance, attack power, etc. It's easy to differentiate. Anything else, choose his lines.
Yes they will. The only issue you will encounter though is the Rune slots. It's a known bug, but if the sword has extra rune slots after installing the mod, they won't work, so you'll have to add the swords via console commands to get a new sword so that it will register the new rune slots.
Hi there! Does Iris have 25% lifesteal? Because hte item description say it does, but it doesn't seem to work. For example Caretaker's shovel is supposed to have 30% lifesteal which works correctly.
Hey, sorry to ask, but can I get an example of a few quests where the unused 15 relic weapons are awarded. I'm using the rewards only version, and I've had it for a while, but I'm not sure if I've got it working properly because I've already reached skellige, and I don't think I've got any new weapons that I didn't get in my previous playthroughs.
For sure. So for example, early on, completing the 3 Crones quest when you come back and deliver the ear, there's a sword. When you kill the Ice Giant you get 2 swords. When you're doing the Kaer Morhen prep before and after the attack, there's several swords (I think like 6), you can get, if you choose the options to "get more weapons". When you kill Imlerith and Eredin you get their weapons. Beating the game you get Ciri's swords. A few other places. If you're not getting anything, it's possible you have another mod conflict. In which case, simply merging the rewards.xml in Script Merger will fix the issue. Hope this helps.
905 comments
I'd like to briefly explain what each of the 5 mods does in case you were still a bit confused.
Don't complain if this breaks GM's intended balancing. My mod makes swords stronger than vanilla, which also means they'll be stronger than what GM's author had intended. If swords seem too strong now, then guess what, my mod did it's job. You can always rebalance enemy health and dmg through GM's Scaling mod menu if you feel like the balance has become too easy. Enjoy! After dozens of hours of testing, I can honestly say that this mod does NOT break the challenge or difficulty of GM. In fact, I'm even willing to admit it adds more....flavor, if you will. I hope you all enjoy it. :)I guess having added Essential Weapon Rework makes me a lot stronger from the beginning so I should reduce the damage dealt settings to avoid becoming too strong. Do you think I should set it back to 100% or a little higher to maintain a similar level of difficulty? I'm not too experienced yet and this is difficult for me to judge.
But there are no quest swords, so I leave a request for the ID list.
Hello. 1.31 game of the year + GM.
The main mod fits well and works together with the Scabbards. Problems arise after installing a mod for a merchant in Novigrad.
If you don't use CM, but just set the priority, the problem remains.
Error
[mod0000_mergedfiles]game\gui\menus\blacksmithmenu.ws(48): Unknown type 'W3BlacksmithContext' for property 'm_blacksmithContext'.
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.
Only this remains when updating the compilation.
Error [mod0000_mergedfiles]game\gui\menus\blacksmithmenu.ws(48): Unknown type 'W3BlacksmithContext' for property 'm_blacksmithContext'.
If this can't be fixed, I suggest attaching a document with the sword IDs to the main files so that they can be retrieved with the console.
If you just want all the console commands for the swords. I already have them. Just open the Spoiler on my description page for all the changes, and you'll see it down.
https://www.nexusmods.com/witcher3/mods/4749?tab=images