WITCHER 3 SKILL POINTS MOD MOD
Starting a new game is highly recommended both to avoid problems and to get used to mod changes. NG+ is technically supported, but not recommended as the game itself is not created with NG+ in mind and thus this mode cannot be balanced properly.
![witcher 3 skill points mod witcher 3 skill points mod](https://assets.rockpapershotgun.com/images/2020/02/Witcher-3-full-combat-build.png)
The mod supports all DLCs, but doesn't require them to function properly. Large portion of the mod is dedicated to resolving these issues: fixing bugged skills and items, providing better descriptions, tweaking useless and overpowered skills and items to be more balanced, changing loot so dimeritium plate can no longer be found inside poor peasant's shack, etc. Vanilla game has lots and lots of gameplay issues: skills not working as intended or not working at all, descriptions being wrong, decoctions not doing what they're supposed to do, quest levels and experience being weirdly distributed, etc.
WITCHER 3 SKILL POINTS MOD MODS
6/12/18) are still being used? I'll certainly give it another go when I have some skill points available, then, (since it's simply a matter of me copy-pasting the mod folders I had, as they say, prepared earlier back into the Mods folder). But you're telling that it's just the display on the screen that's "wrong", but the actual values used by FCR3 (i.e. I had already gotten everything else merged and working (and with the mods running in question, I actually found being strategic with what I merged worked better than trying to merge everything!), and the skill values was the only thing that appeared to be wrong.
WITCHER 3 SKILL POINTS MOD UPDATE
(I imagine there's terribly good programming reasons why it doesn't, starting, one suspects, with the game not having to check to update them or something.) Thanks, I wouldn't have known that! I just naively assumed that the game would pull the displays from the data files, rather than have them in two places (one for the mechanics, one for the interface). in FCR3 6/12/18 and 10/20/30 I think in vanilla), not the actual amount of skill points the character has spent.)Īh! Right. (Edit: clarification: I mean for the numbers of skill points required in a branch to unlock the next tier (e.g. So, I was wondering if anyone could point me in the direction of which files the numbers for the skill branches were located (I looked in and didn't find anything obvious)? I don't really have much of an idea where to start looking, but if I knew that, then I might be able to tweak the former with the latter's numbers manually myself. I got them about as far as running together with the script merger, but it appears which ever mod I have first in the sequence appears to over-write the other in actual operation of the skills screen.
![witcher 3 skill points mod witcher 3 skill points mod](https://top-mmo.fr/wp-content/uploads/2021/04/1618021519_572_gwent-plus-plus-witcher-3-mod-e1590922699409.jpg)
I wonder if I could get a little assistance? I am trying to merge a couple of mods, both of which deal with the skill screen one of them changes the number of slots, the other the number of skill points to unlock the lower tiers of branches (Slot slots slots and FCR3 respectively).
![witcher 3 skill points mod witcher 3 skill points mod](https://cdn.mos.cms.futurecdn.net/8x2nW96hnqb7ygVLGqvVaX.jpg)
![witcher 3 skill points mod witcher 3 skill points mod](http://9trainers.com/wp-content/uploads/2018/07/hqdefault.jpg)
Where is the data on skill points per skill branch located?