Another modification perfect for the fans of immersion and getting deeper into the game. The Extra Animations mod causes Geralt to do many activities for real (and not in a magical and invisible way, as it has been in the original version of the game).
From now on, drinking potions, eating, gathering herbs, oiling the blades, mending and improving the swords and armor, as well as opening containers are now preceded with a proper animation. Moreover, Geral can sit. What is worth mentioning, the eating and drinking animations regard only the items in the quick access slots.
Of course, all these novelties make the game more realistic and add to the general atmosphere, however playing with this mode enabled for a longer period of time is not very practical. Each activity makes us lose control over Geralt for several seconds - in some cases, this might lead to unwanted consequences.
Installation
This modification can be installed manually by pasting the modAnimations folder into the Mods catalog in the game's main folder. Then, you should navigate to My DocumentsWitcher 3 and paste three files from the downloaded archive: user.settings, Mods.setting and input.setting.
In your travels, Geralt will gain ability points (both by leveling up, and discovering Places of Power for the first time). You will be able to spend these ability points on Character Abilities, which can be customized and improved to customize your ideal Witcher.
First you will have to unlock a desired skill from one of the four trees: Combat, Signs, Alchemy, or General. Once you have unlocked a skill, you will then need to apply it on the diagram on the right. You will only have so many slots open to you (A total of 12 ability slots and 4 mutagen slots) which means that you will either need to be very careful about how you build Geralt, or remember to swap out skills to properly meet each challenge you face.
In addition to the ability slots, you will be able to apply up to 4 mutagen slots to further enhance your abilities. Mutagens are gained from killing monsters, and their color not only corresponds with three of the ability trees, but will also further enhance any of your abilities of the same color placed near the mutagen. For example, placing a blue mutagen in the top left slot along with any other blue abilities will increase their intensity, with more intensity for every blue ability on the top left slots.
the gold general abilities do not have a corresponding mutagen, but are varied in their passive bonuses - so mix and match wisely!
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Ability Trees
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Combat Abilities | ||||
Fast Attack | Strong Attack | Defense | Marksmanship | Battle Trance |
Sign Abilities | ||||
Aard Sign | Igni Sign | Yrden Sign | Quen Sign | Axii Sign |
Alchemy Abilities | ||||
Brewing | Oil Preparation | Bomb Creation | Mutation | Trial of the Grasses |
General Abilities |
Combat Abilities - Fast Attack
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Muscle Memory
- Fast Attack damage and Adrenaline Point gain increases per level
- Fast Attack Damage: +5 / 10 / 15 / 20 / 25 %
- Adrenaline Gain +1 / 2 / 3 / 4 / 5 %
Precise Blows (Requires 8 points in the Combat Tree)
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- Increases chance of Critical Hits, Critical Damage, and Adrenaline Point gain per level
- Critical Hit Chance: +2 / 4 / 6 / 8 / 10 %
- Critical Damage: +15 / 30 / 45 / 60 / 75 %
- Adrenaline Gain +1 / 2 / 3 / 4 / 5 %
Whirl
- Spinning attack that consumes stamina and adrenaline, and increases Adrenaline Point gain per level
- Stamina and Adrenaline Consumption: +10 / 20 / 30 / 40 / 50 %
- Adrenaline Gain +1 / 2 / 3 / 4 / 5 %
Crippling Strikes
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- Fast attacks cause target to bleed, enemies lose HP per second per level, and increases Adrenaline Point gain per level
- Bleed Damage: +25 / %
- Duration of Bleed: 5 / %
- Adrenaline Gain +1 / 2 / 3 / 4 / 5 %
Combat Abilities - Strong Attack
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Strength Training
- Strong attack damage and Adrenaline Point gain increase per level
- Strong Attack Damage: +5 / 10 / 15 / 20 / 25 %
- Adrenaline Point Gain: +1 / 2 / 3 / 4 / 5 %
Crushing Blows
- Increases chance of Critical Hits, Critical Damage, and Adrenaline Point gain per level
- Critical Hit Chance: +2 / 4 / 6 / 8 / 10 %
- Critical Damage: +15 / 30 / 45 / 60 / 75 %
- Adrenaline Gain +1 / 2 / 3 / 4 / 5 %
Rend
- Deals damage per Adrenaline consumed ignores defense and adds crit chance, Adrenaline Points gained per level
- Damage Increase: +100 / %
- Crit Chance: +10 / %
- Adrenaline Gain +1 / 2 / 3 / 4 / 5 %
Sunder Armor
- Reduces enemy damage resistance, and Adrenaline Point gain per level
- Damage Resistance: +5 / %
- Adrenaline Point Gain: +1 / 2 / 3 / 4 / 5 %
Combat Abilities - Defense
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Arrow Deflection
- Adds ability to deflect arrows and increases Adrenaline Point gain per level
- Can reflect arrows / Can reflect arrows back at opponent / perfect parry reflects double damage back at opponent
- Adrenaline Point Gain +1 / 2 / 3 / 4 / 5 %
Fleet Footed
- Damage from hits while dodging reduced, and Adrenaline Point gain increases per level
- Damage reduction: +20 / %
- Adrenaline Point Gain +1 / 2 / 3 / 4 / 5 %
Counterattack
- After counter, the next hit will deal increased damage, and Adrenaline Point gain increases per level
- Counter Damage: +30 / %
- Adrenaline Point Gain: +1 / 2 / 3 / 4 / 5 %
Deadly Precision
- Each Adrenaline Point adds chance to instantly kill enemy, and Adrenaline Point gain per level
- Chance to Instant Kill: +1 / %
- Adrenaline Point Gain: +1 / 2 / 3 / 4 / 5 %
Combat Abilities - Marksmanship
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Lightning Reflexes
- Time slowed while aiming and Adrenaline Point gain per level
- Time slowed: +15 / %
- Adrenaline Point Gain +1 / 2 / 3 / 4 / 5 %
Cold Blood
- Each bolt adds Adrenaline points and Adrenaline Point gain per level
- Bolt Adrenaline Gain: +1 / %
- Adrenaline Point Gain +1 / 2 / 3 / 4 / 5 %
Anatomical Knowledge
- Increases crossbow crit chance and Adrenaline Point gain per level
- Crit chance: +5 / %
- Adrenaline Point Gain +1 / 2 / 3 / 4 / 5 %
Crippling Shot
- Critical hits disable monster abilities and gain Adrenaline Points per level
- Crippling Duration: +5 / seconds
- Adrenaline Point Gain: +1 / 2 / 3 / 4 / 5 %
Combat Abilities - Battle Trance
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Resolve
- Adrenaline point loss lowered and Adrenaline Point gain increases by level
- Point loss: +20 / %
- Adrenaline Point gain: +1 / 2 / 3 / 4 / 5 %
Undying
- At 0 health, adrenaline is converted into health
Razor Focus
- Gain Adrenaline points when entering combat and Adrenaline points increase per level
- Adrenaline gained in combat: +1 /
- Adrenaline Points increase: +5 / %
- Adrenaline Point gain: + 1 / 2 / 3 / 4 / 5 %
Flood of Anger
- When casting signs, Adrenaline Points consumed to upgrade sign to highest level, increases intensity and Adrenaline Point gain by level
- Adrenaline Cost: 3
- Sign Intensity: +25 / %
- Adrenaline Point gain: +1 / 2 / 3 / 4 / 5 %
Sign Abilities - Aard Sign
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Far-Reaching Aard
- Increase Aard range and Stamina Regeneration in combat per level
- Range: +1 / yards
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Aard Sweep
- An alternate mode that strikes all in radius, knockdown chance is lower and Stamina Regeneration in combat increases per level
- Knockdown chance: 20 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Aard Intensity
- Increases Aard intensity and Stamina Regeneration in combat per level
- Intensity: + 5 /
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Shock Wave
- Allows Aard to deal damage and increase Stamina Regeneration in combat per level.
- Damage: +40 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Sign Abilities - Igni Sign
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Melt Armor
- Damage from Igni reduces armor and increases Stamina Regeneration per level
- Armor reduction: +15 / 30 / 45 %
- Stamina Regeneration: +0.5 / 1 / 1.5 / 2 / 2.5 per second
Firestream
- An alternate mode that emits a continuous blast of fire, and increases Stamina Regeneration per level
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Igni Intensity
- Increases intensity of the Igni Sign, and Stamina Regeneration per level
- Intensity: +5 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Pyromaniac
- Increases the chances to burn victims, and Stamina Regeneration per level
- Burn chance: +20 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Sign Abilities - Yrden Sign
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Sustained Glyphs
- Increases duration and number of charges and traps, as well as Stamina Regeneration per level
- Duration: +5 / seconds
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Magic Trap
- An alternate mode that slows enemies in a radius and destroys projectiles, and increases Stamina Regeneration per level
- Radius: +10 / yards
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Yrden Intensity
- Increases intensity of the Yrden Sign, and Stamina Regeneration per level
- Intensity: +5 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Supercharged Glyphs
- Enemies in range lose vitality per second, and Stamina Regeneration increaeses per level
- Vitality lost: +10 / vitality per second
- Stamina Regeneration: +0.5 / 1 / 1.5
Sign Abilities - Quen Sign
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Exploding Shield
Shield explodes when drained, pushing back foes as it breaks and increasing Stamina Regeneration per level
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Active Shield
An alternate mode that restores vitality as the shield takes damage, but drains stamina, and increases Stamina Regeneration per level
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Quen Intensity
Increases intensity of the Quen Sign, and Stamina Regeneration per level
- Intensity: +5 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Quen Discharge
Shield reflects damage back at attackers, and increases Stamina Regeneration per level
- Shield damage: +5 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Sign Abilities - Axii Sign
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Delusion
Target does not move forward when stunned, easier to charm in conversations, and increases Stamina Regeneration per level
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Puppet
- An alternate mode that lets a stunned enemy become an ally, and deals more damage, as well as increased Stamina Regeneration per level
- Ally damage: +20 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Axii Intensity
- Increases intensity of the Axii sign, and Stamina Regeneration per level
- Intensity: +5 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Domination
Two opponents can be turned at once, but the effect is weaker, and increases Stamina Regeneration per level
- Effect Weakness: -50 / %
- Stamina Regeneration: +0.5 / 1 / 1.5 per second
Alchemy Abilities - Brewing
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Heightened Tolerance
Increases potion overdose threshold and Potion Duration per level
- Overdose Threshold: +1 / %
- Potion Duration: +5 / %
Refreshment
Potions heal vitality and increases Potion Duration per level
- Vitality healed: +5 / % of max vitality
- Potion Duration: +5 / %
Delayed Recovery
Potions don't wear off until toxicity falls, and Potion Duration is increased per level
- Toxicity threshold: 90 / % of max level
- Potion Duration: +5 / %
Side Effects
Potions give chance of activating other effects, and increase Potion Duration per level
- Chance of bonus effect: +20 / %
- Potion Duration: +5 / %
Alchemy Abilities - Oil Preparation
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Poisoned Blades
- Oils applied have chance of poisoning target, and Potion Duration is increased per level
- Chance to poison: +10 / %
- Potion Duration: +5 / %
Protective Coating
- Adds protection against attacks from monster type that oil targets, and increases Potion Duration per level
- Protection: +5 / %
- Potion Duration: +5 / %
Fixative
- Blade Oils have more charges, and Potion Duration increases per level
- Charges +33 / %
- Potion Duration: +5 / %
Hunter Instinct
- With max Adrenaline Points, critical hits against targeted enemies increase, and Potion Duration increases per level
- Damage increase: +20 / %
- Potion Duration: +5 / %
Alchemy Abilities - Bomb Creation
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Steady Aim
- Time is further slowed when aiming bombs, and increases Potion Duration per level
- Time Slowed: +15 / %
- Potion Duration: +5 / %
Pyrotechnics
Non-damaging bombs now deal damage in addition to other effects, and increases Bomb Duration per level
- Bomb Damage: +30 / damage
- Potion Duration: +5 / %
Efficiency
Increases number of bombs carried, and Potion Duration per level
- Bombs Carried: +1 / bombs
- Potion Duration : +5 / %
Cluster Bombs
Upon detonation, bombs seperate into more fragments, and increases Potion Duration per level Bomb Fragments: +2 / fragments
- Potion Duration: +5 / %
Alchemy Abilities - Mutation
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Acquired Tolerance
- Increases maximum toxicity and Potion Duration per level
- Maximum Toxicity: +1 / %
- Potion Duration: +5 / %
Tissue Transmutation
- Mutagen Decoctions increase max vitality, and Potion Duration is increased per level
- Vitality Increase: +200 / vitality
- Potion Duration: +5 / %
Synergy
- Increases bonus for Mutagen slots, and increases Potion Duration per level
- Mutagen bonus: +10 / %
- Potion Duration: +5 / %
Adaptation
Extends duration of Mutagen Decoctions, and increases Potion Duration per level
- Decoction Duration: +10 / %
- Potion Duration: +5 / %
Alchemy Abilities - Trial of the Grasses
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Frenzy
If Toxicity is above 0, time slows when enemy is about to preform a counterattack, and increases Potion Duration per level
- Potion Duration: +5 / %
Endure Pain
- Increases Max Vitality if toxicity exceeds threshold, and Potion Duration per level
- Vitality Increase: +10 / %
- Potion Duration: +5 / %
Fast Metabolism
- Toxicity drops faster and increases Potion Duration per level
Toxicity dissipation: +1 / second
- Potion Duration: +5 / %
Killing Spree
If Toxicity is above 0, each kill increases chance to critically hit, and increases Potion Duration
- Chance to crit: +10 / %
- Potion Duration: +5 / %
General Abilities
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Sun and Stars
During the day, Vitality regenerates by +10 points per second, at night Stamina regenerates by +1 poinr per secondSuvival Instinct
Increases max Vitality by 500
Cat School Techniques
Each Light Armor piece equipped increases crit damage by 25% and fast attack damage by 5%Griffin School Techniques
Each Medium Armor piece equipped increases sign intensity by 5% and endurance regeneration by 5%
Bear School Techniques
Each Heavy Armor piece equipped increases strong attack damage by 5% and maximum health by 5%Steady Shot
Crossbow damage increased by 25%
Rage Management
If Stamina is too low, Signs can be cast using Adrenaline PointsFocus
Adrenaline Points increase Sign damage
Adrenaline Burst
Increases Adrenaline generation by 5%, and using Signs generate Adrenaline Points
Metabolism Control
Increases maximum Toxicity by 30
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