Witcher 3

Argarth

On the verandah
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Mini-patch that comes down with the 2 latest DLC modules has broken Reshade/SweetFx completely, and any mod that changes/includes a custom Dinput8.dll (variable weight mod for e.g.)

Reshade is broken because the game now has its own dxgi.dll - and the game just crashes at startup if you overwrite it with the version required for Reshade to work.

le sigh...

On a lighter note, the Cheat Engine FoV changer works a treat; value can be increased/decreased & reset to the default on the fly, in-game. Very nice indeed!

==Edit==
GoG Galaxy version btw.
==Edit no.2==
Quick fix from Crosire over at Reshade forums. Rename the "Reshade64.dll" to "D3d11.dll"instead, and replace the Witcher 3 version of that file.
Don't use the setup program as it will create & overwrite the dxgi.dll file as usual; just rename and move the required files manually. Works perfectly.
 

Vorph

Silver Baronet of the Realm
11,702
5,527
Still no loss imo. Every single SFX preset so far is either 99% indistinguishable from or looks like ass compared to vanilla.

That said, you can rename ReShade64.dll to d3d9.dll and it will work despite TW3 being a Direct3D 11 game. I would not replace the d3d11.dll. The file isn't signed by Microsoft, so CDPR obviously did something to it and had a reason for putting it into a patch.

-------

And speaking of patches, now Marcin is saying that they will work through the long holiday weekend in Poland to get 1.05 out if necessary. So instead of the original promise of Monday, we're looking at up to a week's delay now.
 

Argarth

On the verandah
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I agree, the game looks fantastic just using its own graphics setting. First one I've played for ages that I haven't needed to "touch up". Even DAI really needed some sharpening to make it pop, but W3 has all that sorted internally.

I do like the tiny fps counter that comes with Sweetfx though, and I'm going to do some testing with the Anti-aliasing methods to see if I can wring some more out of it than the game allows.

Edit * thanks for the tip about renaming the file. I was a bit worried that it might cause a problem down the road, even though it seems to work perfectly at the moment.

===
Haha, just finished the fist-fight outside the first inn, funny stuff, and I noticed the door opened to let the cat out... so much attention to detail in the game, loving it.
 

Dandai

<WoW Guild Officer>
<Gold Donor>
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"So I'll give Witcher 3 my recommendation for the adept story crafting, but as the house wife said to the randy stallion, it's possible to put too much in."

rrr_img_99162.jpg



My thoughts exactly.
 

Pasteton

Blackwing Lair Raider
2,916
2,088
Ok assuming an infinite budget - what laptop specs, if any, could run this game at high(not ultra ) quality?
 

Vorph

Silver Baronet of the Realm
11,702
5,527
Sothis modfixes the XP bug, more or less. It has the side effect of also making it so that quests that actually are grey to you still give xp too, but that was a retarded design decision anyway. (Plus the xp still gets scaled down based on the recommended level of the quests, more on that below.)

It works by setting the level of every quest to 68 in the xml file that determines rewards. This is different from the suggested level of the quest, so you don't have to worry about every quest in your journal saying suggested level 68 and being red con. I loaded my savegame at the end of Pyres of Novigrad, and did the rat incense thing and the final fight, and I got 160xp for it. Without this mod I get 0xp.

I did some further digging and I think I see what causes the bug too. That quest step is actually worth 200xp. Apparently the suggested level of the quest has some effect on the reward, scaling it down 20%. I'm level 13, the quest is level 68 with the mod, and the suggested level is 10. Then I looked at the original unmodded file and found what I think is the correct quest entry, and it's labeled level="7". I'm not sure why they would make a quest give rewards based on being level 7 but mark it as suggested level 10 in the journal. Or why they would make a Novigrad quest level 7 when it's almost guaranteed to be grey to anyone who does more than just plow straight through the main quest.

The mod comes with an uninstall batch file too, which you should probably run before patching the game to 1.05... whenever the hell that finally happens.
 

mixtilplix

Lord Nagafen Raider
1,295
109
There's a level 2 novigrad quest that some dwarf gives on the outskirts, was a total WTF. Looks like they probably had a different route planned from the tutorial initially. If you go the south western part of velen you will see the area with the windmill that was shown in the original trailer. All the quests there are low level too, by the time you get there its all greyed out.
 

Vorph

Silver Baronet of the Realm
11,702
5,527
I made a mod today, it fixes the crafting bug with Northern Wind and Moon Dust bombs that prevents you from making enhanced and superior versions. I've tested it on my own game and everything works fine, but if some other people want to DL it and confirm it works for them as well, that would be great. It's already published on Nexus too, but I'm not sure how quickly people will stumble across it.

Bomb Recipe Fixes at The Witcher 3 Nexus

Once I'm sure I've got this archive repacking thing down, I have some other ideas for mods as well. First thing being a fix for all the fucking oils that require Ekimmara hide, in spite of the fact that there's only like 4 ekimmaras in the game and the hide is not a 100% drop.
 

Argarth

On the verandah
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I can't help thinking there's another reason for not punching out an XP-bug fix now, other than they just want to *roll it in with the big patch* . Several/many days where your actual (or even perceived) progress in abrand newAAA RPG can be halted or screwed with, just doesn't add up to me. Especially when they patched in some new .dll filesyesterdaythat broke some mods (yeah, not their problem), without so much as a mention.

I know Marcin said:

"At the same time we want to shed some light on the issue. First of all, it doesn't impact the game balance in any significant way. Also, you will be able to finish the game with your character achieving a level within the threshold we had in mind when we designed the game."

...but having a hard time buying it. Heck I've just started, and I'm seriously thinking about just running around picking flowers and doing some crafting or whatever until it's fixed. Makes me think that they are doing some serious re-design work or similar, and don't want to talk about it. If I'm wrong, then I think they've missed the importance that such an key issue (progression) holds for the audience. They're smarter than that surely, so pretty perplexed about their timing.
 

Hatorade

A nice asshole.
8,672
7,581
Game was awesome with a Geforce 670, now with a 970 triple monitor I need to take some screen shots. SO GOOD!
 

Vorph

Silver Baronet of the Realm
11,702
5,527
I've played about 40 hours on the PS4 version without any possibility of running into the bug. Granted, I'm using knowledge gained from the PC version about exactly where to go and what order to do things in, but it's not really a complicated system I'm using. I pick up all the quests at every bulletin board I come across, I do all quests in the strict order of low to high level (and side before main). The only thing having played through all this before is really helping with is that I know where all the yellow "!" quests are and when they show up.

Regardless, if you use the mod I linked above for the PC version, you shouldn't run into it no matter what you do. It 100% fixed it when I tested it on my PC savegame.
 

Argarth

On the verandah
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@Vorph - Yeah I get all that, but thankfully I'm not in a hurry anyway. It's not uncommon for me to spend several days studying, tweaking and experimenting with a big new RPG before I dive right in. Finally have everything modded and mapped to my Mouse and Nostromo now, so that I can do everything in the game without moving either hand from the palm rests, and no quickmenu. Who said you can't play this game with KB+M? =)

quote: "I do all quests in the strict order of low to high level (and side before main)" - Kinda hoping to avoid playing like this really, or at least wanting to "feel" that it REALLY doesn't matter if I don't, if that makes sense. Thanks for the tips as usual though. (p.s. if they're - working though the holiday weekend - for this patch, there may be some significant changes worth hanging back for, from my viewpoint anyway)
 

TJT

Mr. Poopybutthole
<Gold Donor>
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That Sword and Dumplings quest bugged out on me. Like a week ago I was doing a quest than ran me through the docks and triggered his shit. I said not now and continued with what I was doing. As I was also lvl 15 at the time. Now I go to finish it, and the fucker isn't there anymore.
 

TJT

Mr. Poopybutthole
<Gold Donor>
44,084
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I'm well aware of that. Meditate to the time (after dusk) and I never hit the trigger.
 

Joeboo

Molten Core Raider
8,157
140
I was trying to avoid downloading any mods or altering the base game in any way, but I'm going to have to get the carry weight mod. I'm way too much of a pack rat and my inventory is constantly full.

In typical RPG fashion I'm sure I'll end up with a billion potions and foods and never use any of them, thinking I need to save them for something big.

And I agree with whoever stated earlier that the mind control/charm upgraded skill is basically OP. I can charm mobs that are skull-level difficulty to me, and use them to either rampage other mobs, or kill them myself with 100% safety. It's a little crazy how overpowered that skill is.