The buy prices sound about right(50 for cards, 400 for the first dlc armor), selling ghoul blood for 5 orens also sounds right, don't know what vanilla sell price for Kaer Morhen armor was since you'd have to be crazy to sell the best looking armor set in the game(thankfully you can always get a levelscaled version with the autogen armor debug command).So ive started new game and these are shopping prices with first gryphon merchant in white orchard:
Selling:
Kaer mohren armor-19, trousers-10, boots-4,gauntlets-3
Silver sword-19, steel-4
Ghouls blood-5
Buying:
Temerian armor-485, trousers-151, boots/gauntlets-202,
Water-21, foltest card-50
Could someone please confirm if these are real prices, i only played on ghost mod, and these seem unrealistic. Really hope these are vanilla prices.
What mods are you using?
And could you write a sentence or two, what's good about them?
I'm thinking about getting back to W3.
Who's lippy hussy?
Maybe you have fast travel mod installed (wrongly)?
Just that some mods seem to warn you not to, for instance:What do you mean by this? [..], i have several mods that are important that have xml, needing merging. How do i deal with them if not by merging?
I guess if you do have mods that need to change different parts of the same xml you'd want to merge, though so far the ones I've used change the same parts so it's just a matter of setting their load priority.* Preparations - do not merge effects_ep2.xml file. Make sure the one from this mod has a priority (should be like this by default as modGhostMode is loaded before modPreparations).
* Nitpicker's Patch - do not merge bundled xml files, but make sure Ghost Mode has higher priority (is first in conflicts list). Loading order can be easily changed by renaming modNitpicker folder to modZNitpicker.
* All NPC Scabbards - do not merge bundled xml files, but make sure Ghost Mode has higher priority (is first in conflicts list). Nitpicker's Patch priority is irrelevant as Ghost Mode overrides both. Loading order can be easily changed by renaming modScabbards folder to modZScabbards.
Sounds like a faulty install, tried verifying game files?I am getting CTD every time I try to Fast travel to Valen after meeting up with that Lippy hussy for the first time, anyone have any idea on a work around? I am only playing with Vanilla+ Expacs.
You mean ELys' AllSkillsActive? http://www.nexusmods.com/witcher3/mods/546/?and.. a cheat mod - All Skills Active. I went for this on highest difficulty and didn't regret it. It makes it so you only use skill slots for mutagen synergies, all the skills you buy are always active. I fucking hated the slot system first time I played. I gotta say, even with this mod I died a lot in some expansion fights.
Some mods like ghostmode will tell you which way to prioritize with other popular mods, but I usually just figure which would use the changes made by another. Loading nitpicker(oldarmor) before mod(all)scabbards, or modimmersivecam before modalthorsecontrols for instance.So what you are saying is its better to set priority than merge xmls? If yes good, since xml merging is time pita, and can mess up stuff. But how do you know which one you merge/prioritize?
Stop trying to install mods for Witcher 3. It is a great game out of the box, just play on Death March and adjust settings properly (upscaling = on, alternative movement mode = on, etc).
Installing mods is an emergency process, because they often break stuff, and the effort to get everything running takes out from enjoyment to the point where it can sometimes ruin the whole experience. In some cases, it must be done regardless, because the underlying game has fundamental shortcomings that prevent it from being enjoyable. This is not the case with Witcher 3.
Maybe I liked it because I played it for the story. For me it was just an interactive movie with the added bonus of C&C. I would sit down after work and play for an hour with the wife watching it like a tv show. The dialogue and worldbuilding are better than any modern fantasy-themed show anyway. A couple of secondary quests or monster hunts, plus the travel time, and you have the equivalent of an episode's time.
The expansion got me really impressed, to the point of wanting to make a trip to Prague and Krakow, just for the architecture.
The second playthrough I want to explore the systems more - the first time I hardly ever used potions and didn't ever use a decoction. I made a mostly sword build, so now I want to look into these areas a little more. And to make them more of a required feature and to get a better balance, I thought I'd better use some mods.
But let's consider the fact that vanilla upscaling which you just recommended makes certain enemies (Djinn, rats(!!!), wolves) powerful to the point of being borderline unkillable,
or that one should just remove the Heavy Attack keybind because light attacks have superior DPS 99% of the time
The vanilla's systems are just not at all interesting: mastering the combat system simply requires you to have rudimentary timing over your dodges, sign builds dominate just about every other character type, and there is zero substance to preparation. If you just want to play the game for the story, by all means, but don't pretend that its gameplay is anything other than boredom at best and tedium at worst.
There is no such thing in real life as a heavy attack. It's a silly game invention. In any real combat system, it's always quick strikes/attacks, or death. So this is actually a good thing.
This is bullshit. I completed the game on Death March difficulty, and although it doesn't have great all around gameplay compared to some of the greats, its gameplay is severely over-criticized. The combat, for example, is better than 90% of RPGs. Rudimentary timing? Try dodging some of the monsters on Death March. Do you even know about the counter-attack/parry that you are supposed to use against humans? Sign builds are for people looking to find some cheat modes, real Witchers used basic magic for utility only.
Oh, boy.
So we've got an arsenal the game gives us by default: a light attack, a strong attack, and signs. As it stands, the former is strictly superior to strong attacks in just about any situations, whereas the latter blows every other tool in the player's arsenal out of the water after some skill investment.
I'd wager that to most people, this would rightfully seem as a fundamental problem with the game's balance. But to you this is actually a "good thing"? Because "realism"?
Yeah, I don't think we are going to get anywhere in this conversation, my dude.
Oh, boy.
So we've got an arsenal the game gives us by default: a light attack, a strong attack, and signs. As it stands, the former is strictly superior to strong attacks in just about any situations, whereas the latter blows every other tool in the player's arsenal out of the water after some skill investment.
I'd wager that to most people, this would rightfully seem as a fundamental problem with the game's balance. But to you this is actually a "good thing"? Because "realism"?
Yeah, I don't think we are going to get anywhere in this conversation, my dude.
You are acting as if there is any RPG out there which does NOT have some cheesy overpowered tools.
Every 2 steps, some piece of lore in Witcher games tells you that the Witchers user swords mostly, and the signs are simply to compliment then. So if despite that, you build some sort of a Witcher-mage, well, whose fault is that, my dude?