What started as a damage rebalance mod became a personalized gameplay redux version of the game. Combat tweaks include a freeform targeting mode, combat-based stamina, ability enhancements, and an unlockable special attack. Combat, however, is not the only focus of the mod. World timescale is configurable for variable lengths of days and nights. Time passage in cutscenes and fast traveling has also been modified to be more cohesive and consistent. Previously weightless items have weight, and you can no longer carry stuff beyond the inventory limit. Plus, no level restrictions, a survival element, skill-based leveling and custom camera offsetting. Virtually all of the features, however, can be configured from the in-game menu.
The definitive release version of The Witcher III REDUX
CAMERA OPTIONS: The Key Update Feature
This allows for custom game camera positioning on two axes: the side track and the forward dolly.
Side tracking shifts the camera left and right. Positive values position the camera to the right
making Geralt appear on the left side of the screen. The forward dolly controls the forwards and
backwards positions. Positive values bring the camera forward closer to Geralt. The values can be
customized for combat and out-of-combat modes, with the zero-point being the standard view.
Dynamic Combat Camera shifts the camera in relation to the current target. Distant targets dolly
the camera backwards enlarging the perspective. As targets close their distance, so does the camera.
The view will also shift from side to side depending on which side the target is on.
Last Man Death Cam (previously Monster Finisher Cam) gives a close-up slow motion shot of the
last enemy taken down.
IMPORTANT: TOGGLE COMBAT
If the input settings file (..\Documents\The Witcher 3\input.settings) exists, it must be
deleted before the first start-up of the mod; otherwise, the new key map will not be saved.
DEFENSE MOD:
An increasing value used in calculating whether or not an enemy can stagger you with a heavy attack.
Normally, such attacks cannot be parried or countered; however, they can be stopped with a high
enough defense mod. The modifier increases with every parry or counterattack. The calculation takes
into account the number of ability points invested in the Combat branch, the defense modifier, plus
a chance factor and compares it to a similar calculation for the enemy based on his level. If the
score comes out higher for the player, the heavy attack can be parried or countered successfully.
This can be monitored from the inventory's character stats under the "Additional" tab.
A note about the two new custom modifiers: NPC Vitality Per Level and NPC Essence Per Level.
This is the health bonus per level for NPCs similar to the health added to Geralt's vitality
on leveling up. Currently, the settings range from -1 to 100. Setting this to 100 will result
in NPCs with considerably lower health at higher levels though I personally find it more
realistic especially for human characters. Set this to -1 if you prefer to use the game's
standard health model.
The thirst-hunger-rest hour definitions in the survival options have been reconfigured so that
each hour mark after the initial point is relative to the preceding hour mark. For example,
THIRSTY HOUR is now 6 hours by default. This means THIRSTY HOUR occurs 6 hours after PARCHED
HOUR. So the default settings have not changed from previous versions where each hour mark was
an absolute measure. But you must reset the values if you have altered them from older versions.
There are more configurable combat options. Combat stamina has been broken down into its component
parts: Roll, Dodge, Parry, Counterattack, and Sign. They define the percentage of stamina used to
perform them.Player Raw Melee Damage is extra damage points added to your melee attacks, and is
reported as part of the primary damage values for weapons. Scaled Enemy Damage By Level is the
enemy level from which the difficulty damage multiplier for enemies is scaled. In other words, if
Scaled Enemy Damage By Level is set to 35, then the damage multiplier will be interpolated linearly
from 1.0 to 1.4 on Story and Sword, 1.0 to 2.3 on Blood and Broken Bones, and 1.0 to 3.3 on Death
March by enemy level from 1 to 35. These two new options serve to further lower the difficulty
curve near the beginning of the game.
NOTE: A copy of The Witcher 3: Wild Hunt v1.31 or GOTY Edition is required!
(New Game NOT required)
CONTENTS:
bin\config\r4game\legacy\base\input_qwerty.ini
bin\config\r4game\user_config_matrix\pc\W3Rconfig.xml
mods\modW3R_Combat
mods\modW3R_MainMenu
mods\modW3R_SkillPoints
mods\modW3R_Survival
mods\modW3R_Time
Place the mods\ and bin\ folders in the main game directory.
W3Rconfig.xml is the definitions file for the mod's in-game options menu ([REDUX OPTIONS]).
The new key map for toggling combat is defined in input_qwerty.ini.
Before the first startup of the mod, delete the input.settings file located in ..Documents\The Witcher 3.
This is to accomodate the new key map. Start the game and remap Key Bindings.
[Bracketed tags refer to corresponding section in REDUX OPTIONS]
This allows for custom game camera positioning on two axes: the side track and the forward dolly.
Side tracking shifts the camera left and right. Positive values position the camera to the right
making Geralt appear on the left side of the screen. The forward dolly controls the forwards and
backwards positions. Positive values bring the camera forward closer to Geralt. The values can be
customized for combat and out-of-combat modes, with the zero-point being the standard view.
Dynamic Combat Camera shifts the camera in relation to the current target. Distant targets dolly
the camera backwards enlarging the perspective. As targets close their distance, so does the camera.
The view will also shift from side to side depending on which side the target is on.
Last Man Death Cam (previously Monster Finisher Cam) gives a close-up slow motion shot of the
last enemy taken down.
As of v1.3, toggling in and out of combat manually must be mapped to a specific key in Key Bindings
from the main options menu. The key is listed as "Toggle Combat" (between Jump and Lock On Target).
An increasing value used in calculating whether or not an enemy can stagger you with a heavy attack.
Normally, such attacks cannot be parried or countered; however, they can be stopped with a high
enough defense mod. The modifier increases with every parry or counterattack. The calculation takes
into account the number of ability points invested in the Combat branch, the defense modifier, plus
a chance factor and compares it to a similar calculation for the enemy based on his level. If the
score comes out higher for the player, the heavy attack can be parried or countered successfully.
This can be monitored from the inventory's character stats under the "Additional" tab.
Player Raw Melee Damage is extra damage points added to your melee attacks, and is reported as part of
the primary damage values for weapons. Scaled Enemy Damage By Level is the enemy level from which the
difficulty damage multiplier for enemies is scaled. In other words, if Scaled Enemy Damage By Level is
set to 35, then the damage multiplier will be interpolated linearly from 1.0 to 1.4 on Story and Sword,
1.0 to 2.3 on Blood and Broken Bones, and 1.0 to 3.3 on Death March by enemy level from 1 to 35.
There are 3 types of Ability Points corresponding to the 3 skill branches: Combat, Signs, and Alchemy.
In effect, the player earns experience points for each branch, being awarded a particular ability point
after fulfilling the point requirement for that branch, and leveling up (v1.3). Combat XP is gained by
inflicting enemy damage either through melee or crossbow attacks, as well as executing defensive moves
against attackers (parrying/countering/evading). Using Signs increases Signs XP. Alchemy is developed by
creating potions and concoctions, in addition to their use. The standard XP leveling system still awards
Ability Points that can be used in all branches. The progression stats for this are listed under the
"Additional" heading in the character sub-menu of the inventory screen.
NOTE: Listed as "Skill Points" in the mod options, if set to Redux for an old saved game, the points for
each skill branch are pre-calculated from the number of Ability Points already spent in those areas.
NPC Vitality Per Level and NPC Essence Per Level are health bonuses for NPCs similar to the health added
to Geralt's vitality on leveling up. Currently, the settings range from -1 to 100. Setting this to 100
will result in NPCs with considerably lower health at higher levels. Set this to -1 if you prefer to use
the game's standard health model. Enemy health can further be scaled down globally with a percentage
modifier between 0 and 1.
This alternative targeting system targets the enemy in your general direction of movement
(with the directional keys or pad), or the nearest target otherwise. It makes fighting multiple
opponents much more fluid.
Stamina can be configured for the following combat moves: Roll, Dodge, Parry, Counterattack, and Signs.
They define the percentage of stamina used to perform them. Sprinting duration was extended to be 4
times longer than usual. Your maximum stamina increases ever so slightly every time you execute these
moves. Eventually, you will be notified of the increment once it surpasses at least +1 stamina point.
The more you exercise these stamina-intensive maneuvers, the more your maximum stamina increases.
In addition, stamina regenerates at the same rate in or out of combat.
Razor Focus + Focused Reflexes (previously Focus):
Speed up the perception of time upon being attacked. This is conveyed with a brief moment of slow
motion that allows for more time to evade or counter an attack. The abilities and their respective
levels stack to increase the degree of the effect and multiplied by adrenaline.
Fleet-Footed:
A slight increase in combat speed. All combat movements become faster with each level of the ability
and the level of adrenaline.
Counterattack:
Chance of finisher. Each counterattack has a chance to repel the enemy into an instant finisher.
This increases with ability and adrenaline levels.
Unlocked after performing 100 counterattacks, Geralt can execute a quick interceptive slash by
attacking from a guarded stance. It is actually a preemptive strike (like The Witcher 2's riposte)
used to intercept enemy attacks.
The duration of in-game minutes is configurable from 1 second to 60 seconds per game minute.
The default world time rate is 4 seconds per game minute. The default redux version is 60 seconds
per game minute (ie. real time).
With this option, Geralt no longer has infinite space in his trousers. This prohibits picking up
items once the inventory weight limit has been reached. Also, previously weightless items, such as
food and crafting components, have weight. Quest items are still weightless.
There are no level restrictions on equipping swords, gear and equipment. Damage bonuses based on
character level have been removed as well.
Food, drink and meditation play a larger role as Geralt now gets hungry, thirsty and tired.
Thirst manifests itself as a gradual decrease in health, while hunger and fatigue lower Geralt's
stamina. To monitor these states, engage your witcher senses; the amount of sustenance and rest
required will be displayed near the top left side under the general stats along with a notification
message as a reminder.
- Carry weight encumbrance only affects the camera position in combat
- Silver swords are effective against humans and animals (35% of the damage stats)
- Fast travel on Roach from anywhere
- Faster enemies (by level) on Broken Bones and Death March difficulties
- Cohesive time passage between intermittent scenes
- Main menu accessible during cutscenes and dialogues
- Counterattack animation against monsters occurs against humans too
- Counterattacking with fists against monsters and armed opponents
- Varied death animations for Geralt/Ciri