[MODS] A small collection of personal mods
UPDATE: please use this following post link to a temp location for new/live links to latest mod versions: http://forums.cdprojektred.com/thre...ersonal-mods?p=2270840&viewfull=1#post2270840
Hey folks,
A few people around have been asking me to share my few mods that I've done up so far during my playthrough. I've been trying to keep on with playing the game rather than modding it, etc. But, some things I ended up compelled to mod, because they annoyed me ;p Most are quality of life stuff, intended for personal use, but I figured others may want to use them too.
Modifications include;
modEnvLighting (Notice: check here for more info on majorly updated versions) - This is sort of a global lighting overhaul. It modifies 120+ envs that are commonly used, from all areas. Providing more accurate object light interaction. Basically so people, and the environment/stuff don't glow bright in the dark, and have accurate interaction with light, and the game camera. It resolves the fluorescent-lights-skin-syndrom people have with the default lighting. Also, it sorts out the overly bright interiors. It actually makes quite a big difference IQ speaking imo.
It also (optionally) adds a few extra location-specific weather presets to the prologue area, Velen, Novigrad, and Skellige. Such as Fog, Dust clouds, sun showers, calm winds for Velen, and Fog, sleet, snow storm, to Skellige (for examples). Nothing extreme or anything like that.
This can also be used with other lighting mods (such as ULM) as long as they're not modifiying the actual env files. Also ensure the other lighting mod is loaded after this one.
modLodAndFX (Notice: check here for more info on majorly updated versions) - This a) increases the level of detail for geralt and all of his components (hair, beard, skin, eyes, model, etc) It also increases the ambient occlusion allowance on him overall. I swapped out lod-based in-game hair for uber quality one (non HWs). It also removes the pop-in for stuff regarding him. Basically so he looks the same in and out of cutscenes. And not like a glazed-eyed zombie when you're outside of dialogues. And b) it also doubles the particle allowance for both Igni, and Aard and their various forms.
modRendAndRuneGlow - This modifies the rend special attack camera, it removes the screen wobbling, and the wonky OST-ish forced camera (basically you keep the regular cam when using Rend). It also removes the persistent glow from weapon runes.
modRoachControl - This modifies Roach's controls to remove the auto steer pathing of roads. I personally found it annoying when using a controller, so I just removed it. Personal preference oriented of course. Feels much better not having to keep the left stick pressed down all the time, so Roach doesn't go running off in the wrong direction ;p
modCamera - this is various small camera modifications. Such as, a tiny bit further back indoors, a smoother running cam, removes the sprint cam changes, smoothes out roaches cam, and makes trotting distance the same as riding. Also caps the combat distance at the original released distance. I found after some patch it got crazy far away almost like a moba lol.
modSkillPoints - This basically makes it so you get 2 skill points per level, and 2 skill points per Place of Power. Its purely personal pref. I found, seeing as you've only got 12 slots for active skills, A few extra points to play around with builds would be more fun, and rewarding when you level up, or find a PoP. This doesn't require a new game or anything, but it will obvious only take effect for any PoP, and levels gained after installing it. No backlog etc.
modAnalogFix - This is basically just my own version of the analog fix. Keeps a smooth range between slow walking <-> and running, without messing with anything else.
modTextureGroups - This just modifies the texture groups array xml, to use the higher quality compression for stuff (which was previously only used for cutscenes), and allows a higher res cap to ensure the highest able is used. Understand this is not forcing anything. It just enables the use of.
Use whatever you like from it. Merge, or share, etc at your own discretion. I can put them on Nexus whenever I get around to it. But for now I really cba making all the pages, and getting screens etc. Maybe later or so. Enjoy.
Link: Mods compilation (OneDrive link)
UPDATE: please use this following post link to a temp location for new/live links to latest mod versions: http://forums.cdprojektred.com/thre...ersonal-mods?p=2270840&viewfull=1#post2270840
Hey folks,
A few people around have been asking me to share my few mods that I've done up so far during my playthrough. I've been trying to keep on with playing the game rather than modding it, etc. But, some things I ended up compelled to mod, because they annoyed me ;p Most are quality of life stuff, intended for personal use, but I figured others may want to use them too.
Modifications include;
modEnvLighting (Notice: check here for more info on majorly updated versions) - This is sort of a global lighting overhaul. It modifies 120+ envs that are commonly used, from all areas. Providing more accurate object light interaction. Basically so people, and the environment/stuff don't glow bright in the dark, and have accurate interaction with light, and the game camera. It resolves the fluorescent-lights-skin-syndrom people have with the default lighting. Also, it sorts out the overly bright interiors. It actually makes quite a big difference IQ speaking imo.
It also (optionally) adds a few extra location-specific weather presets to the prologue area, Velen, Novigrad, and Skellige. Such as Fog, Dust clouds, sun showers, calm winds for Velen, and Fog, sleet, snow storm, to Skellige (for examples). Nothing extreme or anything like that.
This can also be used with other lighting mods (such as ULM) as long as they're not modifiying the actual env files. Also ensure the other lighting mod is loaded after this one.
modLodAndFX (Notice: check here for more info on majorly updated versions) - This a) increases the level of detail for geralt and all of his components (hair, beard, skin, eyes, model, etc) It also increases the ambient occlusion allowance on him overall. I swapped out lod-based in-game hair for uber quality one (non HWs). It also removes the pop-in for stuff regarding him. Basically so he looks the same in and out of cutscenes. And not like a glazed-eyed zombie when you're outside of dialogues. And b) it also doubles the particle allowance for both Igni, and Aard and their various forms.
modRendAndRuneGlow - This modifies the rend special attack camera, it removes the screen wobbling, and the wonky OST-ish forced camera (basically you keep the regular cam when using Rend). It also removes the persistent glow from weapon runes.
modRoachControl - This modifies Roach's controls to remove the auto steer pathing of roads. I personally found it annoying when using a controller, so I just removed it. Personal preference oriented of course. Feels much better not having to keep the left stick pressed down all the time, so Roach doesn't go running off in the wrong direction ;p
modCamera - this is various small camera modifications. Such as, a tiny bit further back indoors, a smoother running cam, removes the sprint cam changes, smoothes out roaches cam, and makes trotting distance the same as riding. Also caps the combat distance at the original released distance. I found after some patch it got crazy far away almost like a moba lol.
modSkillPoints - This basically makes it so you get 2 skill points per level, and 2 skill points per Place of Power. Its purely personal pref. I found, seeing as you've only got 12 slots for active skills, A few extra points to play around with builds would be more fun, and rewarding when you level up, or find a PoP. This doesn't require a new game or anything, but it will obvious only take effect for any PoP, and levels gained after installing it. No backlog etc.
modAnalogFix - This is basically just my own version of the analog fix. Keeps a smooth range between slow walking <-> and running, without messing with anything else.
modTextureGroups - This just modifies the texture groups array xml, to use the higher quality compression for stuff (which was previously only used for cutscenes), and allows a higher res cap to ensure the highest able is used. Understand this is not forcing anything. It just enables the use of.
Use whatever you like from it. Merge, or share, etc at your own discretion. I can put them on Nexus whenever I get around to it. But for now I really cba making all the pages, and getting screens etc. Maybe later or so. Enjoy.
Link: Mods compilation (OneDrive link)
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