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  1.  
  2.  
  3. The Witcher 3 Wild Hunt Enhanced Edition Mod
  4.  
  5. An almost all-encompassing overhaul for witcher 3, which modifies every aspect of gameplay, including the addition of new skills, abilities, gameplay elements and much more.
  6.  
  7. All aspects of the gameplay have been changed, including the damage system, the combat system, the dodge mechanics, the parry and counter mechanics, etc.
  8. A slew of new skills, potions, runewords and abilities that can all be used in tandem, have also been added to complement the aforementioned new mechanics - creating a vast amount of new builds and synergies, which are all available to the player.
  9.  
  10. --youtube video--
  11.  
  12. Seriously, watch that video if you want to know how to install the mod, how the new mechanics work and whatever else.
  13. Alternatively... You could also read the description, but who reads that shit, am I right?
  14.  
  15. --I skipped user testimonials--
  16.  
  17. Installation is a walk in the park!
  18. Firstly, a foreword: Every time an update comes out, the settings in-game will be reset to their defaults. After installing, they will also be set to their defaults without you touching them.
  19. Load the game before modifying any settings and then, after trying the mod, you can modify the options.
  20.  
  21. Just open the compressed file you downloaded and paste the contents of the folder contained within your Witcher 3 root folder
  22. After thats done, just open the Readme file in the downloaded file, and follow the instructions within by pasting the included text into the input.settings file in Documents.
  23. (For me on Windows 7, this is C:\Users\Owner\Documents\The Witcher 3)
  24.  
  25. If you have any mods that modify input.xml (Like AMM), then it gets a little more complicated. You have to navigate to where the menu files are and open input.xml file.
  26. After you have that file open, just paste my changes (marked with "W3EE Begin" and "W3EE End")
  27. (For me on Windows 7, this is I:\Steam\steamapps\Common\The Witcher 3\bin\config\r4game\user_config_matrix\pc)
  28.  
  29.  
  30.  
  31.  
  32.  
  33.  
  34.  
  35.  
  36.  
  37.  
  38.  
  39. Table of Contents:
  40. (Firstly, all of the new stats can be viewed by pressing "C" while in the Inventory screen.)
  41.  
  42. 1. Adrenaline
  43. Adrenaline is a completely new stat which acts as a combo counter. The higher adrenaline is, the faster your stamina and vigor(signs use vigor now) regenerate.
  44. Adrenaline builds up with every hit. Adrenaline bonuses you get on weapons and armor contribute to the amount that builds up on a hit.
  45. Normal hits build up "10 x adrenaline bonuses + 10" per hit.
  46. Counter attacks build up "30 x adrenaline bonuses" per counter attack. (Can be changed in the in-game mod menu under "Mods")
  47. Getting hit instantly resets adrenaline to 0. Leaving combat also resets adrenaline to 0. (Adrenaline has no on-screen display, you just need to understand that hitting enemies gains it, while being hit resets it to 0)
  48. Adrenaline getting drained when hit can be negated by using the "Containment" Runeword. (Diablo 2 style? Placing certain runes or glyphs into sockets creates unique effects on that item?)
  49.  
  50. 2. Attack Speed
  51. There is a different stat for both Light, and Heavy attacks.
  52. Base attack speed is higher than in the vanilla game, but it is also influenced by your current vitality, stamina and worn armor.
  53. The lower Geralt's vitality(HP) and stamina are, the slower he will attack. Heavy armor lowers attack speed while light armor increases it. (being nude increases it the most).
  54. Medium armor does not change attack speed.
  55. The higher the level of the Resolve talent, the lower the attack speed reduction is from losing vitality.
  56. Light Attacks are also modified by the Muscle Memory and Razor Focus talents. Bonuses scale with skill levels.
  57. Heavy Attacks are also modified by the strength Training and Razor Focus talents. Bonuses scale with skill levels.
  58. Razor Focus grants scaling Attack Speed bonuses based on the amount of Vigor(Signs) points available.
  59.  
  60. 3. Evasion Speed
  61. The base value for evasion speed is the same as for attack speed. The Fleet Footed talent increases evasion speed with each point in it.
  62.  
  63. 4. Vigor
  64. Vigor is the new stat which replaces the old Adrenaline. It is now used to cast signs and is also used for some talents.
  65. Geralt normally has 3 points of Vigor available to him from the start of the game, which constantly regenerates in and out of combat, as long as you do not get hit.
  66. Getting hit or using signs / abilities will lower Geralts Vigor and will impose a regeneration delay, during which Vigor does not regenerate.
  67. The amount of Vigor lost when hit is dependent on the type of the incoming hit and the level of the Resolve Talent.
  68. Vigor regeneration speed is based on multiple factors, like available Vitality, Toxicity and Adrenaline.
  69. Adrenaline increases Vigor regeneration, while having a high toxicity or low vitality will drastically reduce regeneration.
  70. The toxicity reduction cap which is 50%) can be reduced by unlocking the Metabolism Boost talent.
  71. Every charge of Vigor makes part of 10% of overall melee damage (or 8% of critical chance if you have the Battle Frenzy talent) and each missing charge of Vigor, lowers overall sign intensity.
  72. A Quen Shield cast with 1 charge remaining, will be weaker than one cast with 3 charges remaining.
  73.  
  74. 5. Poise
  75. Poise is your ability to withstand incoming attacks. Each point of poise counts as 1% stagger resistance. The soft cap for poise is at 100, while there is no hard cap on it.
  76. Poise normally only lets you resist parriable attacks, but if your poise is at, or over 110, then you will also withstand unparriable attacks, like two-handed axes.
  77. Wearing a full set of medium armor and learning the Griffin School Techniques talent will reduce this value to a required poise value of 80.
  78. The amount of poise available is dependent on Geralt's current Vitality (Geralt's Poise is tied to his Vitality, lower Health = lowered Poise.)
  79. Toxicity grants an increase in poise. (Higher = more poise)
  80. Equipped Green Mutagens grant poise, stonger mutagens grant more poise. Synergized Mutagens grant even more (linked to slotted red, blue or green skills.)
  81. Momentum (running, sprinting, attacking, moving etc) all temporarily increase poise by a percentage, thus having more poise gives you a larger benefit when performing these actions.
  82. Potions (Alghoul Decoction can raise your poise)
  83. Poise works together with some talents and can also help to resist being staggered while dodging or drinking potions in combat.
  84. Opponents also have poise.
  85.  
  86. 6. Evasion
  87. Evasion has been overhauled and made less overpowered. Now it is only an alternative to countering and parrying, instead of being the objectively better choice.
  88. If Geralt evades an opponent and their attack completely misses, no damage will be taken, while if the attack still connects, Geralt will recieve damage. The amount of damage is dependent on a couple of factors such as dodging angle and the level of the Fleet Footed talent.
  89. If Geralt dodges in a 70 degree angle away from the enemy and gets hit, he will take 30% of the incoming damage. If the dodge performed was outside of this 70 degree cone in the facing of the opponent's attack, then full damage will be taken.
  90. Geralt will also get staggered if he gets hit while dodging. Poise can help negate stagger while dodging. Alternatively, unlocking the third rank of Fleet Footed will always negate stagger while dodging. (can be changed in menu)
  91. Every rank of Fleet Footed reduces the incoming graze damage by 20% (damage x 30% x 20% ?). The first rank of Fleet Footed increases 70 degree angle, to 120.
  92. Fleet Footed also increases evasion speed with each rank.
  93.  
  94. 7. Stamina
  95. Stamina has been completely changed. It is now used for all things melee like light and heavy attacks, parrying, countering, dodging, rolling and jumping.
  96. Stamina now regenerates at a slow, constant rate, both in and out of combat.
  97. The only way to raise your stamina regeneration is by drinking a Tawny Oil potion, or raising your Adrenaline stat.
  98. Geralt's stamina also regenerates more slowly the lower his health is and the higher his toxicity is.
  99. The toxicity reduction cap can be lowered to 30% from 50% by taking the Metabolism Boost talent under the General tree.
  100. The lower your stamina is, the lower your attack and evasion speed is.
  101. Losing stamina also lowers melee damage by up to 30% at no stamina. All maluses scale dynamically and don't just give a debuff all at once.
  102.  
  103. 8. Armor
  104. The way armor soaks up damage has also been changed. Every point of armor now soaks up 0.1% of incoming damage, which means that having an armor rating of 100 counts as a 10% reduction to ALL damage types.
  105. Armor works the same way for enemies, and the overall armor rating can be lowered by using attacks that negate armor (like Igni's alternate mode)
  106. The secondary armor stats like percentage based resistances agains certain attack types, bonus damage, adrenaline gain etc, are much more useful now.
  107. Light armor drops defense for agility and faster regeneration times, opposite is true for heavy armor.
  108. Medium armor is good if you want to incapacitate your enemies with a sign, and then finish them off quickly in melee while being more balanced overall, thus allowing you to poise through bigger hits.
  109. Heavy armor can get you out of tough situations by letting you get heavy attacks in, or quickly regenerating your adrenaline, allowing for a slightly slower, but constant attack rate and a high sign usage rate if you play your cards right.
  110. Every armor type is made for different playstyles now and your choice in armor actually matters - light armor is no longer the clear winner.
  111.  
  112. 9 Vitality
  113. Vitality now governs Geralt's overall well-being and resistance, thus losing it will greatly lower his effectiveness in combat.
  114. Losing vitality not only brings him closer to death, but it will also lower his attack and evasion speed, his poise, his stamina regeneration, and his vigor regeneration.
  115. You do not want to lose vitality and thus, you should prepare for every fight accordingly by drinking potions, oiling your swords, using the appropriate signs, and studying your opponent like a propper Witcher would.
  116.  
  117. 10. Meditation
  118. Meditation is now an organic part of the game and will be needed to get Geralt through his trials. It has been made a natural and unintrusive part of the game. Similar to, or better than it was done in Witcher 1 and 2.
  119. Geralt will need to be meditating near an open fire to be able to brew oils, potions and craft bombs. (quest items are an exception).
  120. This can be done by pressing the meditation key once while outside of interiors to set up a campfire if you have Timber and Hardened Timber.
  121. Holding the meditation button will simply make Geralt medidate without creating a fire. This will not use timber, and will not allow the creation of oils, potions or bombs.
  122. Meditating without a fire will still allow Geralt to learn new talents, enhance his equipment with runes and glyphs, or exchange slotted talents.
  123. While meditating, holding the sprint key causes him to Rest, where time passes quickly, and regenerates Vitality.
  124. Resting a minimum amount of time will grant a Well-Rested bonus.
  125. Oils and Potions applied while meditating will be improved. Oils gain 50% more charges, and Potions gain a 20% bonus to duration. (apply them After you have rested)
  126. All actions performed while meditating consume an amount of in-game time.
  127. As for open fires, you do not need to set up one yourself if you want to brew or craft. Existing fires, whether it is a campfire or a cooking stove will also work. Candles will not.
  128. Tapping the meditation key, extinguishes the fire but does not destroy it. You can return to this fire so long as you do not exit the game, or load a save.
  129.  
  130. 11. Preparation
  131. As mentioned before, making Geralt oil his sword or drink potions while meditating (no fire required) will grant certain bonuses.
  132. On top of that, drinking potions is no longer a quick buff, but a longer process.
  133. Geralt needs to actually drink said potion to get its effects, which is best done outside of combat, as you can get hit while drinking (poise is a factor here - high poise may allow you to tank the hit, and allow you to complete the drink)
  134. Potions last much longer than in the original game (from 7 to 15 minutes real-time), making this a much more preparatory process instead of popping White Raffards Decoction when your health is low for a Skyrim-type instant heal.
  135. Oiling and Potion animations can be turned off in the menu (If you're a Casual)
  136.  
  137. 12. Toxicity
  138. Toxicity has both positive and negative effects now.
  139. The negatives can result in death, reduced regeneration rates and lots of personal agony.
  140. The positive is that Geralt's pain reception won't be quite as good as it normally is from all the toxins circulating in his body, so his resistance against incoming attacks (poise) is raised.
  141. Toxicity takes a long time to degenerate. Drinking White Honey isn't solely for removing the effect of Cat during daylight, and resting in meditation can rapidly degenerate toxicity levels.
  142.  
  143. 13. New Potions
  144. A couple of potions and decoctions have been changed, these are:
  145. Blizzard - Rank 3: It no longer makes signs free with 3 adrenaline, but if you have full Vigor, the slowdown will be extended and counters will now trigger it (extended length doesn't apply if triggered by a counter).
  146. Maribor Forest: It now grants and additional point of Vigor and instantly fills Vigor (at Rank 3.)
  147. Cat: Increases base attack speed by more and more with each Rank. Also grants 25 armor.
  148. Alghoul Decoction: Each hit made on an enemy will increase Geralt's Poise by a single charge. Getting hit loweres the number of charges by 2. Also raises adrenaline generation speed.
  149.  
  150. 14. Night Sight
  151. Witchers are supposed to see in the dark at will. Well now they can. (button toggle)
  152.  
  153. 15. Attacks
  154. Different attacks actually have different uses now. Say goodby to the days when only light attacks were really worthwhile because of their speed and high damage per second.
  155. Light attacks have different uses from heavy attacks now. They are good for finishing off enemies and crippling them, while also being a really good crowd control tool.
  156. Heavy attacks are much more usefull now. First thing is that heavy attacks are more effective against well protected enemies, while also negating their poise, and having a chance of applying special effects.
  157. Different talents buff different attack types, adding more unique characteristics to them, thus making them more effective in their specific uses.
  158. The only way to safely survive fights this time around, is to use both attacks at the right times, countering enemy abilities and combat tactics.
  159.  
  160. 16. Finishers
  161. Finishers are no longer simple glamour kills. They act as a new gameplay mechanic now, which grants Geralt stamina with each successful finisher he performs.
  162. The trick is that he can actually get hit while doing one now, resulting in lots of rage and cursing.
  163.  
  164. 17 Overhauled Talents
  165. Almost all melee and general talents were overhauled or completely changed to fit with the new mechanics, or just to be more compelling overall.
  166. You will most likely think about getting general talents over others now.
  167. Melee talents are more in line with sign and potion talents now, both in power and variability. No more boring talents.
  168. Only those 2 categories have been overhauled, but if I can get enough feeback and ideas, then I would gladly do the same with the other 2 trees.
  169.  
  170. 18. Talent Preview
  171. You can now preview later levels of talents by assigning two keys in the kebinds menu, and pressing them while hovering the mouse over a talent. You need to move the mouse off, and then onto the talent for this preview to refresh.
  172. This is important because talents gain completely new abilities at certain levels, and you might brush them off at first, because they seem weak.
  173.  
  174.  
  175.  
  176.  
  177.  
  178.  
  179.  
  180.  
  181.  
  182.  
  183.  
  184. W3EE - Navigation (Menu)
  185. 1. Gameplay
  186. i. Control
  187. ii. Soft Lock
  188. iii. Abilities
  189. a) Whirl
  190. b) Rend
  191. c) Stamina and Speed
  192. d) Finishers
  193. e) Defense
  194. f) Vigor
  195. iv. Enemies
  196. a) Agression and Dodging
  197. b) Humans
  198. c) Monsters
  199. v. Attacks
  200.  
  201. 2. Leveling
  202. i. Scaling
  203. ii. Group Scaling
  204. iii. Dynamic Scaling
  205. iv. Vanilla
  206.  
  207. 3. Rewards
  208. 4. Talents
  209. 5. Visual
  210. 6. Exploration
  211. 7. Equipment
  212. 8. Preparation
  213. 9. Health Modifiers
  214. 10. Damage Modifiers
  215.  
  216. -------------------------------------------------------------------------
  217.  
  218. 1. Gameplay
  219. i. Control
  220. Automatic Targeting: Turns the soft-lock functionality on or off.
  221.  
  222. Targeting Mode - Auto Target On:
  223. -Improved: An improved version of the soft-lock targeting system, using Mpstark's "Enhanced Targeting" mod. If this option is turned on, you can use the Soft Lock menu to customize its funcionality to your own taste.
  224. -Vanilla: The original soft-lock system.
  225.  
  226. Targeting Mode - Auto Target Off:
  227. -Camera Targeting: Geralt attacks towards the camera's direction, allowing for more presicely aimed attacks. If using this option, the Attack Distance Modifier button under keybinds menu, becomes available. (not suited for Controllers)
  228. -Movement Targeting: Geralt attacks towards the movement direction, allowing for 360 degree attacks if using an analog stick. If using this option, the Attack Distance Modifier becomes available (Not suited for Keyboards.)
  229. -Combat - Enable Combat Stance: Enables or disables the stance Geralt takes upon entering combat.
  230.  
  231. ii. Soft Lock
  232. -Camera Direction Weight: The importance of the camera's direction in choosing which enemy to hit.
  233. -Movement Direction Weight: The importance of movement direction in choosing which enemy to target.
  234. -Facing Direction Weight: The importance of the direction Geralt is looking in, when choosing which enemy to target.
  235. -Hysteresis (Target Stickyness): Determines the sensitivity of choosing new targets. It automatically increases if Geral is attacking.
  236. -In-Frame Check: Only targets enemies who are visible on the screen.
  237. -Sign Aiming With Camera: When using a Sign, it determines in what direction the sign will be cast.
  238. -Disable Camera Lock On Hard-Lock: Determines if you can move the camera while being locked onto an enemy with the Lock-On button.
  239.  
  240. iii. Abilities
  241. a) Whirl
  242. -Whirl - Extended Range: Determines if Whirl has a further reach than it normally possesses.
  243. -Whirl - Stamina Usage: Multiplier for the amount of stamina consumed by Whirl.
  244. -Whirl Damage Multiplier: Multiples the amount of damage your Whirl blows inflict.
  245.  
  246. b)Rend
  247. -Rend - Extended Range: Determines if Rend has a further reach than it normally possesses.
  248. -Rend - Stamina Usage: Determines the rate at which Rend Drains Stamina.
  249. -Rend - Stamina Damage Mult: Multplies the amount of bonus damage Rend gains per point of Stamina consumed.
  250. -Rend - Damage Multiplier: Multiples the amount of damage Rend inflicts on hit.
  251.  
  252. c) Stamina and Speed
  253. -Attack Speed - Speed Cap High: Speed cap for how high attack speed can go. The cap is 250%.
  254. -Attack Speed - Speed Cap Low: Speed cap for how low attack speed can go: The cap is 55%
  255. -Attack Speed - Skill Dependency: Determines if attack speed is changed by your stats and skills or is manually set with the sliders in the bottom of the menu screen.
  256.  
  257. -Increments Per Skill Level - Fast Attack: The percentage Muscle Memory gives to fast attack speed per skill level.
  258. -Increments Per Skill level - Strong Attack: The percentage Strength Training gives to heavy attack speed per skill level.
  259. -Increments Per Skill level - Dodge and Roll: The percentage Fleet Footed gives to dodging speed per skill level.
  260. -Increments Per Vigor Point - Fast Attack: The maximum percentage each Vigor point gives to fast attack speed, Scales up to this amount per each rank of Razor Focus.
  261. -Increments Per Vigor Point - Strong Attack: The maximum percentage each Vigor point gives to strong speed, Scales up to this amount per each rank of Razor Focus.
  262. -Increments Per Light Armor Piece: The percentage of overall attack speed gained per piece of worn light armor.
  263. -Decrements Per Heavy Armor Piece: The percentage of overall attack speed lost per piece of worn heavy armor.
  264.  
  265. -Base Stamina Cost - Fast Attacks: The base stamina cost for fast attacks. It gets modified based on armor worn.
  266. -Base Stamina Cost - Strong Attacks: The base stamina cost for heavy attacks. It gets modified based on armor worn.
  267. -Base Stamina Cost - Movement: The base stamina cost for dodging and jumping. It gets modified based on armor worn.
  268. -Base Stamina Cost - Block: The base stamina cost for blocking. It gets modified based on armor worn.
  269. -Base Stamina Cost - Counter: The base stamina cost for countering. It gets modified based on armor worn.
  270.  
  271. -Stamina Regen Delay - Fast Attacks: The amount of time (in seconds) it takes for stamina to start renenerating after performing a fast attack.
  272. -Stamina Regen Delay - Strong Attacks: The amount of time (in seconds) it takes for stamina to start renenerating after performing a strong attack.
  273. -Stamina Regen Delay - Movement: The amount of time (in seconds) it takes for stamina to start renenerating after performing a dodge or jump.
  274. -Stamina Regen Delay - Block: The amount of time (in seconds) it takes for stamina to start renenerating after performing a block.
  275. -Stamina Regen Delay - Counter: The amount of time (in seconds) it takes for stamina to start renenerating after performing a counter.
  276. -Speed Malus - Max Reduction Percentage at No Health: The maximum percentage attack speed will be reduce when Geralt has no health. Continuously scales.
  277.  
  278. -Speed Multiplier - Fast Attack (No skill requirements): Manual fast attack speed option if not using skill dependency
  279. -Speed Multiplier - Strong Attack (No skill requirements): Manual strong attack speed option if not using skill dependency
  280. -Speed Multiplier - Dodge and Roll (No skill requirements): Manual dodging speed option if not using skill dependency
  281.  
  282. d) Finishers
  283. -Reapers Gambit - Enables or disables the whole mechanic.
  284. -Reapers Gambit - Finisher Vulnerability: Determines if Geralt can be hit while performing a finisher or not.
  285. -Reapers Gambit - Allow Automatic Finishers: Allow automatic finishers to trigger if enabled in the options menu.
  286. -Reapers Gambit - Finisher Chance: The chance to be able to perform a finisher.
  287. -Reapers Gambit - Dismemberment Chance: The chance to dismember an enemy upon death.
  288. -Reapers Gambit - Finisher Stamina Gain: The amount of stamina gained after performing a finisher.
  289. -Reapers Gambit - Dismember Stamina Gain: The amount of Stamina gained after performing a finisher.
  290.  
  291. e) Defense
  292. -Dodge - Fleet Footed Angle Increase: The angle that fleet footed increases the dodge angle to.
  293. -Dodge - No Fleet Footed Stagger: Enables Fleet Footed to completele negate stagger while dodging after unlocking the skill level set below.
  294. -Dodge - No stagger Skill Level Required: Skill level of Fleet Footed where stagger is completely negated.
  295. -Parry - Heavy Attack: Allow Geralt to parry heavy attacks without getting staggered or taking damage.
  296. -Parry - Heavy Attack Staggers: Only works if the above option is on. Heavy Attacks will deal no damage, but will stagger Geralt.
  297. -Counter - Heavy Attack: Allow Geralt to counter heavy attacks, even if he can't parry them.
  298. -Counter - Adrenaline Gained: Base adrenaline points gained per counterattack performed.
  299.  
  300. Counter - Human attacks: The type of counter animation to perform against human light attacks.
  301. -Counter Type - Sword Counter: Geralt slashes at the opponent with his sword. Deals damage. If the counterattack talent is unlocked, it also applies a bleeding effect. Scales with the counterattack talent.
  302. -Counter Type - Kick: Geralt kicks the opponent. Causes stagger. If the counterattack talent is unlocked, it also draings a percentage of their stamina and applies a regeneration delay. Scales with counterattack talent.
  303. -Counter Type - Bash: Geralt bashes the opponent with his shoulder. Causes stagger. If the counterattack talent is unlocked, and the specified requirements are met, it knocks the enemy down for an instant kill.
  304.  
  305. Counter - Heavy Human Attacks: The type of counter animation to perform against human heavy attacks.
  306. -Counter Type - Sword Counter: Geralt slashes at the opponent with his sword. Deals damage. If the counterattack talent is unlocked, it also applies a bleeding effect. Scales with the counterattack talent.
  307. -Counter Type - Kick: Geralt kicks the opponent. Causes stagger. If the counterattack talent is unlocked, it also draings a percentage of their stamina and applies a regeneration delay. Scales with counterattack talent.
  308. -Counter Type - Bash: Geralt bashes the opponent with his shoulder. Causes stagger. If the counterattack talent is unlocked, and the specified requirements are met, it knocks the enemy down for an instant kill.
  309.  
  310. Counter - Human Attacks (Two handed weapons): The type of counter animation to perform against humans who attack with two handed weapons.
  311. -Counter Type - Sword Counter: Geralt slashes at the opponent with his sword. Deals damage. If the counterattack talent is unlocked, it also applies a bleeding effect. Scales with the counterattack talent.
  312. -Counter Type - Kick: Geralt kicks the opponent. Causes stagger. If the counterattack talent is unlocked, it also draings a percentage of their stamina and applies a regeneration delay. Scales with counterattack talent.
  313. -Counter Type - Bash: Geralt bashes the opponent with his shoulder. Causes stagger. If the counterattack talent is unlocked, and the specified requirements are met, it knocks the enemy down for an instant kill.
  314.  
  315. Counter - Monster Attacks: The type of counter animation to perform against monster light attacks.
  316. -Counter Type - Sword Counter: Geralt slashes at the opponent with his sword. Deals damage. If the counterattack talent is unlocked, it also applies a bleeding effect. Scales with the counterattack talent.
  317. -Counter Type - Kick: Geralt kicks the opponent. Causes stagger. If the counterattack talent is unlocked, it also draings a percentage of their stamina and applies a regeneration delay. Scales with counterattack talent.
  318. -Counter Type - Bash: Geralt bashes the opponent with his shoulder. Causes stagger. If the counterattack talent is unlocked, and the specified requirements are met, it knocks the enemy down for an instant kill.
  319.  
  320. Counter - Heavy Monster Attacks: The type of counter animation to perform against monster heavy attacks.
  321. -Counter Type - Sword Counter: Geralt slashes at the opponent with his sword. Deals damage. If the counterattack talent is unlocked, it also applies a bleeding effect. Scales with the counterattack talent.
  322. -Counter Type - Kick: Geralt kicks the opponent. Causes stagger. If the counterattack talent is unlocked, it also draings a percentage of their stamina and applies a regeneration delay. Scales with counterattack talent.
  323. -Counter Type - Bash: Geralt bashes the opponent with his shoulder. Causes stagger. If the counterattack talent is unlocked, and the specified requirements are met, it knocks the enemy down for an instant kill.
  324.  
  325. -Sword Counter - Bleed Damage Per Skill Level: The amount of bleed damage the opponent will take. Gets multiplied by counterattack skill level.
  326. -Sword Counter - Bleed Duration Per Skill Level: The duration the bleed effect should last for. Gets multiplied by counterattack skill level.
  327. -Sword Counter - Chance to Disarm Shields: Enables or disables the chance to disarm shielded enemies with the counterattack.
  328. -Kick Counter - Stamina Damage Per Skill Level: The stamina damage percentage the opponent will take after getting kicked. Gets multiplied by counterattack skill level.
  329. -Kick Counter - Stamina Regeneration Delay: The delay (in seconds) before the opponent's stamina starts regenerating again.
  330. -Bash Counter (Knockdown) - Player Vigor Threshold: The minimum amount of vigor that Geralt must have to knock the opponent down.
  331. -Bash Counter (Knockdown) - Player Stamina Threshold: The minimum amount of stamina that Geralt must have to knock the enemy down.
  332. -Bash Counter (Knockdown) - Enemy Health Threshold: The maximum percentage of health the enemy may possess for the knockdown to be successful.
  333.  
  334. f) Vigor
  335. -Vigor - Maximum Value: The maximum amount of vigor points Geralt will have. (Does not change visually on the guage)
  336. -Vigor Regen - Speed Multiplier: Regeneration speed multiplier.
  337. -Vigor Regen Delay: The amount of time (in seconds) it takes for vigor to start regenerating after it decreases, bet it from casting a sign, getting hit, or using it for a talent.
  338. -Vigor Degeneration - Light Hits: Multiplier for the vigor los taken after getting hit by a light attack.
  339. -Vigor Degeneration - Heavy Hits: Multiplier for the vigor loss taken after getting hit by a heavy attack.
  340. -Vigor Degeneration - Super Heav Hits: Multiplier for the vigor loss taken after getting hit by a very heavy attack, like a Fiend's Charge.
  341. -Intensity Lost Per Vigor (Percentage): The percentage of sign intensity lost per point of vigor used. Getting the Focus talent lowers it.
  342.  
  343. iv. Enemies
  344. a) Aggression and Dodging
  345. Enemy Combat Aggressiveness:
  346. -Very Low: Enemies are 75% less aggressive.
  347. -Lower: Enemies are 50% less aggressive.
  348. -Low: Enemies are 25% less aggressive.
  349. -Normal: Original aggression level.
  350. -High: Enemies are 25% more aggressive.
  351. -Higher: Enemies are 50% more aggressive.
  352. -Very High: Enemies are 100% more aggressive.
  353.  
  354. -Enemy Dodge - Negate Damage: Enables or disables complete damage negation while the opponent is dodging.
  355. -Enemy Dodge - Damage Taken (Percentage): The percentage of damage take while the opponent is dodging, if the above option is off.
  356.  
  357.  
  358. b) Humans
  359. -Chance to Parry (Multiplier): Multiplies the chance for the opponent to parry the incoming attack.
  360. -Chance to Lower Guard (Multiplier): Multiplies the chance for the opponent to lower their guard if it is already up.
  361. -Chance to Raise Guard (Multiplier): Multiplies the chance for the opponent to raise their guard on an incoming attack ( Does not guarantee a successful parry).
  362. -Chance to Counter (Multiplier): Multiplies the chance for the opponent to counter the incoming attack.
  363. -Counter Chance Per Hit (Multiplier): Multiplies the amount by which the opponent's counter chance increases with each incoming hit.
  364. -Block Chance Per Hit (Multiplier): Multiplies the amount by which the opponent's chance to raise their guard increases with each incoming hit.
  365. -Hits to Counter (Multiplier): Multiplies the base amount of attacks the opponent has to parry to be able to perform a counter.
  366. -Hits to Block (Multiplier): Multiplies the base amount of incoming attacks required for the opponent to raise their guard.
  367.  
  368. c) Monsters
  369. -Chance to Parry (Multiplier): Multiplies the chance for the opponent to parry the incoming attack.
  370. -Chance to Lower Guard (Multiplier): Multiplies the chance for the opponent to lower their guard if it is already up.
  371. -Chance to Raise Guard (Multiplier): Multiplies the chance for the opponent to raise their guard on an incoming attack ( Does not guarantee a successful parry).
  372. -Chance to Counter (Multiplier): Multiplies the chance for the opponent to counter the incoming attack.
  373. -Counter Chance Per Hit (Multiplier): Multiplies the amount by which the opponent's counter chance increases with each incoming hit.
  374. -Block Chance Per Hit (Multiplier): Multiplies the amount by which the opponent's chance to raise their guard increases with each incoming hit.
  375. -Hits to Counter (Multiplier): Multiplies the base amount of attacks the opponent has to parry to be able to perform a counter.
  376. -Hits to Block (Multiplier): Multiplies the base amount of incoming attacks required for the opponent to raise their guard.
  377.  
  378. v. Attacks
  379. -Attack Angle - Side Attacks (Degrees): The angle at which Geralt will change his attack animation to one which attacks to the side. Can help with fluidity when using camera targeting.
  380. -Attack Angle - Rear Attacks (Degrees): The angle at which Geralt will change his attack animation to one which attacks backwards. Can help with fluidity when using camera targeting.
  381. -Deadly Precision - Knockdown Chance: The maximum percentage for a heavy attack to knock an opponent down. Scales up to this percentage per Deadly Precision skill level.
  382. -Deadly Precision - Long Stagger Chance: The maximum percentage for a heavy attack to stagger an opponent for a long time. Scales up to this percentage per Deadly Precision skill level.
  383. -Deadly Precision - Stagger Chance: The maximum percentage chance for a heavy attack to stagger an opponent for a short time. Scales up to this percentage per Deadly Precision skill level.
  384. -Sundering Blows - Block Break Chance: The maximum chance for heavy attacks to break an enemy's block. Scales up to this percentage per Sundering Blows skill level.
  385.  
  386. 2. Leveling
  387. i. Scaling
  388. Scaling: Enables or disables the entire mechanic.
  389. Scaling - Scaling Mode: Determines the type of scaling to use.
  390. -Dynamic Scaling: Opponent levels are based on 5 tiers, the tiers are based on Geralt's level. The higher Geralts level, the higher the variability in monster levels in comparison to Geralt's.
  391. -Group Scaling: Opponents are grouped into different categories based on their original leve difference compared to Geralt. If they are 12 levels higher, they are grouped as Hardcore enemies. Enemy level is based on Geralt's base level and modified by the given group's modifier.
  392. Scaling - Display Level: Enables or disables the level display near the opponent's health bar.
  393. Scaling - Maximum Enemy Level: The maximum level any enemy can achieve, independent of which scaling mode is used.
  394. Scaling - Maximum Player Level: The maximum level the player can achieve.
  395.  
  396. ii. Group Scaling - Only for Hardcore users.
  397. Pushover Enemy Category: Completely enables or disables the pushover enemy category.
  398. Regular Hardcore Mode: Opponents that would go into the Hardcore category are not scaled, but instead left attheir original level.
  399. Pushover enemies are opponents who originally fall over 11 levels below the player. They will always be scaled to be much lower level.
  400. Weaker Enemies are opponents who originally fall between 11-4 levels below the player. They will always be scaled to somewhat lower level.
  401. Normal Enemies are opponents who originally fall within 4 levels above or below the player. They are always scaled to be close to the players level.
  402. Stronger Enemies are opponents who originally fall 4-11 levels above the player. They are always scaled to be somewhat higher level.
  403. Hardcore Enemies are opponents who originally fall 11 levels above the player. They are always scaled to be much higher level.
  404.  
  405. iii. Dynamic Scaling - Only for Hardcore users.
  406. There are 3 option menus for human opponents, large monsters and onsters that reside in groups.
  407. The given tier levels are based on Geralt's level. If Geralt falls ithin a level range, then those will be the sliders enemy levels are based on.
  408. The sliders determine a minimum and a maximum for a random number calculation that is added or subtracted from the player's level to get the final level of the opponent.
  409.  
  410. vi. Vanilla
  411. Deadly Bonuses: If scaling is turned off, this option enables or dsables the huge health and damage bonuses opponents get if they are 6 or more levels above the player.
  412.  
  413. 3. Rewards
  414. Quest - Experience Scaling: If enabled, then quests will grant more experience the higher their level difference is from Geralt's level.
  415. Quest - Gold Reward Scaling: If enabled then quests will grant more money the higher their level difference is from Geralt's level.
  416. Quest - Experience Multiplier: Multiplies the amount of experience recieved from quests.
  417. Quest - Gold Reward Multiplier: Multiplies the amount of money recieved from quests.
  418. Fighting - Experience downscaling: If enabled, it scales down the experience recieved from higher level monsters as to not level Geralt up too fast. (Long term balance)
  419. Fighting - Experience Multiplier: Multiplies the overall experience recieved from killing opponents.
  420.  
  421. 4. Talents
  422. Talents - Amount Gained Per Level: Sets the number of talent points Geralt earns per level up.
  423. Talents - No Equipping Requirements: Makes it so skills are active without being equipped in slots.
  424. Talents - No Skill Prerequisites: Makes it so you can buy any skill from the beginning of the game. There is no requirement for spent points for the third row, etc.
  425. Talents - All Skill Slots Unlocked: Unlockes all skill slots without achieving their required level. Need to equip a talent in a slot for it to work (Fixed I think?)
  426. Talents - No Skillpoint Requirements: Makes it so you can unlock talents for free.
  427. Mutagens - All Mutagen Slots Unloced: Unlocks all mutagen slots without achieving their required levels. Need to equip a talent in a slot for it to work. (Fixed I think?)
  428.  
  429. 5. Visual
  430. -Blood - Enabled: Enables or disables the additional blood effects completely.
  431. -Blood - Ranged Attacks: Enables or disables additional blood on ranged attacks (only works with impact spray).
  432. -Blood - Only on criticals: If enabled, additional blood effects only appear on critical hits.
  433. -Blood - Blood Impact Spray: Enables or disables blood spray from opponents on impact.
  434. -Blood - Major Blood Spray: If enabled in tandem with impact spray, it spawns twice as much blood.
  435. -Blood - Blood Trail: Enables or disables the blood trail Geralt's weapon draws after impact with an opponent.
  436. -Signs - Intense Aard: Enables or disables the more intense Aard Visual effects.
  437. -Signs - Intense Igni: Enables or disables the more intense Igni Visual effects.
  438.  
  439. 6. Exploration
  440. Falling Damge: Enables or disables falling damage.
  441. Sprinting - Stamina Usage: Controls how much stamina gets used.
  442. -Vanilla: Stamina is always used while sprinting.
  443. -Combat Only: Stamina is only used for sprinting when in combat.
  444. -Disabled: Stamina is never used for sprinting.
  445. Sprinting - Stamina Usage Delay (Exploration): The amount of time (in seconds) that needs to pass before stamina starts to drain from sprinting. Works outside of combat.
  446. Sprinting - Stamina Usage Delay (Combat): The amount of time (in seconds) that needs to pass before stamina starts to drain from sprinting. Works while in combat.
  447. Sprinting - Instant Drain Below Full: Determines if the stamina usage delay is active if stamina is not full.
  448. Sprinting - While using Witcher Sense: Allows sprinting even while witcher sense is active.
  449. Sprinting - Indoors: Allows sprinting while indoors.
  450. Horse Sprinting - Cities: Allows sprinting on Roach inside of cities.
  451.  
  452. 7. Equipment
  453. Equipment - Durability Damage: Determines the type of durability damage for equipment.
  454. -Extreme: Durability decreases half as fast, but the stat decreases are much higher.
  455. -Vanilla: Durability as in the original game.
  456. -Off: Durability damage is completely off.
  457. Equipment - Level Requirement: Determines if you need a specific level to equip items or not.
  458. Equipment - Maximum Level Difference: If level Requirements are turned on, this slider determines the maximum level difference there can be between Geralt and the item until it can be equipped.
  459.  
  460. 8. Preparation
  461. Fire - Required Timber: Determines the amount of timber required to set up a campfire.
  462. Fire - Required Hard Timber: Determines the amount of hard timber required to set up a campfire.
  463. Prep - Potion Length (percentage): The perentage of the original duration that potions will last for.
  464. Prep - Level Up Anywhere: Allows the unlocking and upgrading of talents without meditating.
  465. Prep - Change Talents Anywhere: Allows the changing of talents without meditating.
  466. Prep - Upgrade Gear Anywhere: Allows the upgrading of gear without meditating.
  467. Prep - Meditation Menu Type: Changes the type of meditation menu which appears while holding the meditation button while meditating.
  468. -Solid Menu - Paused: Menu with filled background. Game is paused while it is up.
  469. -Translucent Menu - Not Paused: Menu with translucent background. Game is not paused while it is up.
  470. Oils - Applying Animation: Oiling animation for weapons in and out of combat.
  471. Oils - Maximum Charge: The number of charges oils get when brewing them.
  472. Potions - Drinking Animation: Drinking animation for potions in and out of combat.
  473.  
  474. 9. Health Modifiers
  475. Contains health modifiers for Geralt and for All enemy types in the game.
  476. Some monsters are excluded from their groups for the sake of easier and better balancing.
  477.  
  478. 10. Damage Modifiers
  479. Contains damage modifiers for all of Geralt's attacks, for damage over time effects and for all enemy types in the game. Some monsters are excluded from their groups for the sake of easier and better balancing.
  480.  
  481.  
  482.  
  483.  
  484.  
  485.  
  486.  
  487.  
  488.  
  489.  
  490.  
  491. Compatibility:
  492.  
  493. List of mods that the mod is compatible with:
  494. - All mods on the main page (obviously).
  495.  
  496. Fully compatible mods that don't require merging:
  497. - Semi-Auto and Double-Barrel crossbow (http://www.nexusmods.com/witcher3/mods/830/?)
  498.  
  499. - Indestructible Boats (http://www.nexusmods.com/witcher3/mods/818/?)
  500.  
  501. - Fast Travel From Anywhere (http://www.nexusmods.com/witcher3/mods/324/)
  502.  
  503. - Better Runes (http://www.nexusmods.com/witcher3/mods/500/?)
  504.  
  505. - All NPC Scabbards (http://www.nexusmods.com/witcher3/mods/1569/?)
  506.  
  507. Gamepad Plus - insta-signs
  508.  
  509. Crow's Saddle Overhaul
  510.  
  511. KNG_UltraGrass420
  512.  
  513. Increased LOD
  514.  
  515. More Realistic Food And Drink
  516.  
  517. No intro
  518.  
  519. (I imagine this list will grow as time passes and people experiment, or if compatibility patches are created.)
  520.  
  521.  
  522.  
  523. To say the least, the mod is probably incompatible with most gameplay mods that you can think about.
  524. The mods I previously listed as the recommended ones are, of course 100% compatible. Absolute Camera needs merging, but there won't be any issues with it, same goes with AMM (Appearance Mod Menu).
  525. Other mods like Ghost mode, Preparations, Friendly HUD, School of the Roach, Better Parrying, etc are completely incompatible (there is an option you can enable to block heavy attacks in the menu).
  526.  
  527. W3EE changes 86 files, so as you can imagine, it is fairly big. Merging, even if the Script Merger says it isn't, might be problematic and cause some sorts of errors.
  528. If you have a bigger mod you might want to make it compatible with, then contact me and I can check if it works, or make a patch if it doesn't and if enough people request it (Or if I like the mod).
  529. Mods that modify the input.xml file in "Witcher root folder\bin\config\r4game\user_config_matrix\pc" are incompatible, unless you merge the files yourself, manually.
  530. If you have any other questions, direct them towards me.
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