Download Ghost Mode FCR3 Developed by a senior gameplay designer at CD Projekt Red, this mod doesn't aim for any deep and intrusive changes like Ghost Mode or Enhanced Edition, instead, it is meant to maintain original feeling of the game, sometimes going closer to the original intention behind the designs. The Witcher 3 Enhanced Edition, unlike most of the mods on the Nexus, hasn't been around since Witcher 3 launched in 2015. Reaperrz just posted the project in the summer of 2017, and it's already.
Current Ghost Mode status and future plans.
Witcher 3 Enhanced Edition Or Ghost Mode
The release of v.3 of the mod that happened several months ago marked a new era for Ghost Mode. The era some of the players decided to call 'unplayable' because of all the stamina changes.
Although I myself am very far from calling v.3 like this, these players might not be entirely wrong. It's not unplayable. But it's not very fun either. At least if you're not running a specific build. This wasn't my goal at all, but it was indeed a huge leap in how combat plays, and I admit that I might not have handled this leap properly.
There's a piece of good news for those of you who don't follow GM's discord server: during all this time the work on the mod never stopped. GM is currently in v.4.0beta and it continues to improve thanks to lynn, Reaper, Spacecop42, Avaritica, classboy05, Drum_Machinist, Remos and all the others who play, test, post feedback and offer suggestions.
Current beta changes are very extensive. Stamina costs, regen rate and delay were tuned to feel more fair and balanced. Stamina-related perks, skills, set bonuses, enchantments, potions and decoctions were reworked to give the player more options for different playstyles and to reward meaningful actions in combat. Stamina regen penalty was removed from armors as heavier armor now increases stamina costs for all actions. Cooldown mechanic was introduced to prevent spamming of signs and special attacks (optional, still testing). Menu options to tweak stamina costs, delays and regen speed, as well as cooldown time were added along with presets. You can now tune it very close to vanilla/v.2.7 of the mod, if you want.
Lots of QoL improvements were added, like an ability to initiate sprint at less than 100% stamina, instant sign casing, more UI information.
There are also lots of bugfixes and tweaking of different skills and abilities, as well as NPCs and their AI.
Cumulative changelog is available here. Note that it contains all the changes in chronological order and some of those changes might have been reverted or changed again later.
Current plans for GM include:
- Mutations. Fine-tuning of still OP and useless ones.
- Runewright enchantments. While already better in the current version, there are still some that require tweaking.
- Better and more unique shrine (aka Places of Power) bonuses to replace those boring flat increase in numbers.
- Further tweaks and bugfixes.
You can download v4.0beta4 from Nexus. If updating from the previous version and using the existing save, use cleardevelop in console to rebuild skill trees (unlike vanilla, the command is safe and works similar to Clearing Potion). If you don't know how to enable the console, read this.
If you're interested in dev builds and want to help with beta-testing, join us on discord.
Aerynax
Rookie
Witcher 3 Enhanced Edition Mod
I'm having a hard time deciding between using either the Ghost Mode mod or Enhanced Edition mod for my next playthrough. I would try them both, but I feel like they each require some extensive time playing with both in order to really appreciate them, and I would rather just listen to the thoughts of other players and get my playthrough started already.
My main concern with each mod is:
- For Ghost Mode's combat, is it still just Quen - Dodge - Dodge - Quen Again if Hit - Dodge? This was the main gripe I had with vanilla, even on Death March the combat lacked depth and was really easy after the first few levels.
- Enhanced Edition's combat overhaul looks great, and seems like it would require the player to be more active and adaptable in their combat style, but how polished is the mod? Any issues/bugs with any aspect of the game? Ghost Mode seems like the more polished mod.
Download Ghost Mode FCR3 Developed by a senior gameplay designer at CD Projekt Red, this mod doesn't aim for any deep and intrusive changes like Ghost Mode or Enhanced Edition, instead, it is meant to maintain original feeling of the game, sometimes going closer to the original intention behind the designs. The Witcher 3 Enhanced Edition, unlike most of the mods on the Nexus, hasn't been around since Witcher 3 launched in 2015. Reaperrz just posted the project in the summer of 2017, and it's already.
Current Ghost Mode status and future plans.
Witcher 3 Enhanced Edition Or Ghost Mode
The release of v.3 of the mod that happened several months ago marked a new era for Ghost Mode. The era some of the players decided to call 'unplayable' because of all the stamina changes.
Although I myself am very far from calling v.3 like this, these players might not be entirely wrong. It's not unplayable. But it's not very fun either. At least if you're not running a specific build. This wasn't my goal at all, but it was indeed a huge leap in how combat plays, and I admit that I might not have handled this leap properly.
There's a piece of good news for those of you who don't follow GM's discord server: during all this time the work on the mod never stopped. GM is currently in v.4.0beta and it continues to improve thanks to lynn, Reaper, Spacecop42, Avaritica, classboy05, Drum_Machinist, Remos and all the others who play, test, post feedback and offer suggestions.
Current beta changes are very extensive. Stamina costs, regen rate and delay were tuned to feel more fair and balanced. Stamina-related perks, skills, set bonuses, enchantments, potions and decoctions were reworked to give the player more options for different playstyles and to reward meaningful actions in combat. Stamina regen penalty was removed from armors as heavier armor now increases stamina costs for all actions. Cooldown mechanic was introduced to prevent spamming of signs and special attacks (optional, still testing). Menu options to tweak stamina costs, delays and regen speed, as well as cooldown time were added along with presets. You can now tune it very close to vanilla/v.2.7 of the mod, if you want.
Lots of QoL improvements were added, like an ability to initiate sprint at less than 100% stamina, instant sign casing, more UI information.
There are also lots of bugfixes and tweaking of different skills and abilities, as well as NPCs and their AI.
Cumulative changelog is available here. Note that it contains all the changes in chronological order and some of those changes might have been reverted or changed again later.
Current plans for GM include:
- Mutations. Fine-tuning of still OP and useless ones.
- Runewright enchantments. While already better in the current version, there are still some that require tweaking.
- Better and more unique shrine (aka Places of Power) bonuses to replace those boring flat increase in numbers.
- Further tweaks and bugfixes.
You can download v4.0beta4 from Nexus. If updating from the previous version and using the existing save, use cleardevelop in console to rebuild skill trees (unlike vanilla, the command is safe and works similar to Clearing Potion). If you don't know how to enable the console, read this.
If you're interested in dev builds and want to help with beta-testing, join us on discord.
Aerynax
Rookie
Witcher 3 Enhanced Edition Mod
I'm having a hard time deciding between using either the Ghost Mode mod or Enhanced Edition mod for my next playthrough. I would try them both, but I feel like they each require some extensive time playing with both in order to really appreciate them, and I would rather just listen to the thoughts of other players and get my playthrough started already.
My main concern with each mod is:
- For Ghost Mode's combat, is it still just Quen - Dodge - Dodge - Quen Again if Hit - Dodge? This was the main gripe I had with vanilla, even on Death March the combat lacked depth and was really easy after the first few levels.
- Enhanced Edition's combat overhaul looks great, and seems like it would require the player to be more active and adaptable in their combat style, but how polished is the mod? Any issues/bugs with any aspect of the game? Ghost Mode seems like the more polished mod.