On my third playthrough now, and this time on Death March, which has been surprisingly easy. It's almost a little boring, because I essentially know the story and remember most quests. Although I love dodging around hitting enemies (am using alchemy build now, with almost no use of potions or bombs, and I'm yet to use a decoction in all 3 playthroughs), the combat is for the most part easy. Therefore I've looked at some mods. The Ghost Mode seems most fitting based on descriptions and such.
However, I have some reservations and would love feedback from people who have actually played with it.
1) Increased meta-gaming requirement due to no more a 5-level safe zone for quests. I imagine this can be quite annoying, and "force" me into doing main story quests at the same/correct level, instead of just wandering about the place doing whatever.
2) Monster ingredients have weight. Thought it was a great move that they did *not* have weight in the vanilla game, as it meant I didn't have to suffer the inventory micro-management of selling them every now and then, and probably needing to re-buy later because suddenly some crafting required ingredients I had sold to get some weight off my shoulders. How big of an issue is this? Is it possible to tick a box and make them weightless again?
3) I've watched some videos of combat, and what I am seeing is rolling all over the place. I found this quiet ludicrous in TW2, and loved that we could dodge in TW3 instead, as it made combat much more fluid and dynamic. From what I've seen from the posted videos, it's essentially slash-roll-wait-slash-roll-wait -- repeat. It looks quite similar to TW2 combat where we were rollaholics.
4) Additionally, since I'm playing with a light armour alchemy build now (although builds in the vanilla game doesn't really matter...), is this viable, or would we need more sword skills? From descriptions it also looks like many of the alchemy skills have been nerfed into the ground, which I'm not sure I'm all that ecstatic about. For instance, it's been a good quality of life to not worry so much about potions running out so fast, especially with Cat in caves. But this mod seems to have slashed the minor potion length bonuses across the board (plus others). Is there no way to increase them any more? Is it totally required to use heavy attacks too, and would I therefore need to invest into both light and heavy sword attacks? That would mean much fewer ability points from the alchemy tree.
(Right now I'm level 25, have 10 abilities unlocked, and 8 of them are alchemy - only have muscle memory from the sword/combat tree)
All in all I'd love to hear feedback about the mod, from the most recent version of it. I saw a long review on reddit, but that was from the 2.6-2.7 version. We're up to 4.0+ now.
PS: Sorry about the black magic necro, but it was the only dedicated thread I found about the mod, and it's a rather popular one.