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.
Download the latest release of The Witcher 3 REDUX!
What started as a damage rebalance mod became a personalized gameplay redux version of the game. The aim was for a slightly more realistic damage model, so that Geralt can inflict damage comparable to a human enemy of similar level. Other 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. But there are no more level requirements. In addition, there is now a survival element in terms of food, drink, and rest. All of the gameplay related changes can be individually enabled or disabled from the mod menu options.
by STELLAR7Project
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\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 ([OPTIONS]->[REDUX OPTIONS]).
For menu access during cutscenes, you will have to manually edit the input.settings file
located in Documents\The Witcher 3. Open said file and paste the following line,
IK_Escape=(Action=IngameMenu), under sections [SCENE_IS_STARTING_HACK] and [Scene].
Manual Combat Engagement ([REDUX OPTIONS]->[COMBAT])
Toggle combat mode manually by tapping or holding down the 'Lock On Target' key. During combat mode, this locks onto enemy targets, but you have the option to disengage combat during a fight (for whatever reason) by holding down the 'Lock On Target' key.
Skill-based Ability Points ([REDUX OPTIONS]->[GENERAL])
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. Combat XP is gained by inflicting enemy damage either through melee or crossbow attacks. 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 enabled 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.
Enemy Vitality/Essence Modifiers ([REDUX OPTIONS]->[COMBAT])
Enemy health is customizable and can be scaled down with percentage modifier between 0 and 1. By default, this is set at 0.5 for enemies with vitality (red health) and 0.66 for those with essence (silver health). So, for instance, if a human enemy starts with 6000 health points, it is recalculated to 3000. Consequently, Geralt's melee damage multiplier has been reverted back to its original value.
Freeform Targeting Mode ([REDUX OPTIONS]->[COMBAT])
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.
Combat Stamina ([REDUX OPTIONS]->[COMBAT])
Certain combat moves drain stamina: dodging or parrying 5%, rolling 10%, counterattacking 15%.Casting signs was rebalanced to use only 75%. 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. So the more you exercise these stamina-intensive maneuvers, the faster your maximum stamina increases.
Ability Enhancements
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.
Unlockable Special Attack
Unlocked after performing 100 counterattacks, Geralt can execute a quick interceptive slash by attacking from a guarded stance. It is actually the grave hag-specific counterattack against her tongue that you can execute at will. Quite effective for intercepting enemy attacks, but be aware that it uses counterattacking stamina that increases with each execution.
Timescale ([REDUX OPTIONS]->[TIME])
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).
Carry Weight Limitation ([REDUX OPTIONS]->[GENERAL])
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.
No Level Requirements ([REDUX OPTIONS]->[GENERAL])
There are no level restrictions on equipping swords, gear and equipment. Damage bonuses based on character level have been removed as well.
Survival ([REDUX OPTIONS]->[SURVIVAL])
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'sstamina. 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.
Miscellaneous Tweaks
- Main menu accessible during cutscenes and dialogues
- Counterattack animation against monsters occurs against humans too
- Counterattacking with fists against monsters and armed opponents
- Finisher camera slomo for last standing monster
- Varied death animations for Geralt/Ciri