22/06/20 Roenaxx - Firearms Mod Link: https://www.nexusmods.com/witcher3/mods/4903/ Description Intro Welcome to Firearms! This mod adds a variety of flintlock pistols as a ranged weapon alternative for crossbows. There are currently 10 guns available and 7 types of ammunition at 3 tiers (that's 21 total & 27 if you include silver bullets!). Firearms as a mod has been designed to offer a different combat style, allowing you to use your ranged weapon for damage. Whilst guns are powerful their usage is limited by ammunition. The mod is New Game + ready and is by default compatible with Ghost Mode. Crafting + Shops Gun crafting: Starting from level 10 the dueling pistol diagram will begin to appear in blacksmith shops. New diagrams for different weapons will become available every few levels thereafter. Whilst most of the larger guns only appear in the later levels, it is possible to find all diagrams early if your in the right place at the right time. Material crafting: Bullets and gunpowder are required to craft ammunition. In order to craft bullets you must first find bullet molds in shops of crafters (smiths + armourers). There are 2 bullet types crafted from 4 different materials (lead, silver, alloy & dimeritium), each being used for various munitions at progressive tiers. Both bullets and high-grade bullets are crafted in 3s and can be found in the crafting components tab. Gunpowder recipes can be located in alchemy shops after reaching the first level of a new tier. Once learned gunpowder can be created from the alchemical substances tab in the alchemy menu. For the sake of convenience, Zerrikanian powder has also been added to alchemical substances tab. Ammunition crafting: There are 3 tiers of ammunition; standard, high-grade and infused. Each doing considerably more damage than the last. Each tier becomes available every 12 levels, starting from level 10. By default all ammunition recipes are available from the 'crossbow bolt' tab in the crafting menu and can be made by any crafter should you provide the materials. Powder & shot, high-calibre munitions and enchanted bullets are crafted in quantities. The amount of ammunition you receive is based on how many bullets you need to craft it. For example 3 bullets + 1 Zerrikanian powder = 3 powder & shot. Gameplay + Categories - Gameplay tips - > If you start aiming a shot or are out of ammunition, pressing the jump key will holster the weapon and return you to a mobile state. > Game difficulty alters enemy health and so the amount of damage you can do to them. Selecting appropriate ammunition for a fight has more of an impact on higher difficulties. > The mod has been balanced as to not replace the use of swords, firearms are instead better used as a 'finisher' type weapon. > Firearms cannot be used underwater. - Small firearms -  These weapons primarily deal in mini-crits, which they have a high chance to cause. Weapons in this category: Kakkerlak Lynx School Pistol - Medium firearms -  Standard pistols with both a moderate critical hit chance and damage. Weapons in this category: Dueling Pistol Wolf School Pistol - Large firearms -  Larger guns with a higher chance to inflict critical damage, whilst also dealing slightly more general damage. Weapons in this category: Wyrok Griffin School Pistol - Hand-cannons -  These weapons, as well as dealing moderately more damage, have a low chance to cause extreme critical damage. Weapons in this category: Kriegslied Bear School Pistol - Exotic firearms -  Fancy-looking guns with additional stats. Weapons in this category: Vayleux Dragon's Gambit *Witcher pistols in the above categories have the addition of various exp gain buffs. - Ammunition -  Powder & Shot is your standard ammunition, it does respectable damage and isn't too expensive to craft. Silver bullets can also be crafted which are more effective for fighting monsters.  Buckshot shoots 3 diverging projectiles which individually deal less damage than regular bullets. However this ammunition type is most effective when used in close quarters or for airborne targets.  Shrapnel is a cluster projectile. Like buckshot, it shoots 3 diverging projectiles. Whilst dealing less damage than buckshot it causes permanent armour damage and has a chance to inflict bleeding.  High-calibre munitions deal greater damage as well as armour piercing. High-calibre silver bullets can also be crafted which are much more effective for fighting monsters.  Enchanted bullets have similar stats to high-calibre munitions but also have a high chance to cause a magical effect based on their enchantment. There are currently fire, poison and frost bullets. Progression The following section details at what levels guns and ammunition become available. Note: If you're playing New Game + add 50 to the following levels. Gun diagrams: Note: it is possible to obtain all the diagrams earlier than the below levels (excluding the Dueling Pistol). Dueling Pistol at level 10 Kakkerlak at level 15 Wyrok at level 20 Lynx Pistol at level 24 Wolf Pistol at level 28 Bear Pistol at level 31 Griffin Pistol at level 34 Kriegslied at level 37 Dragon's Gambit at level 40 Vayleux at level 40 Bullet molds: Bullet mold at level 10 Silver bullet mold at level 10 High-grade bullet mold at level 16 High-grade silver bullet mold at level 16 Alloy bullet mold at level 22 High-grade alloy bullet mold at level 28 Dimeritium bullet mold at level at level 34 High-grade dimeritium bullet mold at level 40 Gunpowder recipes: High-grade gunpowder at level 22 Infused gunpowder at level 34 --------------------------------------------- If you have the shop addon installed: > firearms can be found 5 levels after their respective diagram becomes available (this does not include the Exotic category). > gunpowder can be found in small quantities 4 levels after it's recipe becomes available, and larger quantities as your level increases. > ammunition can be found approximately 6 levels after it's respective bullet mold becomes available. Item Codes Every item can be obtained via the console with the additem("") command. Commands are the same for NGP. The following section details all possible commands for guns, materials, diagrams and ammunition. Firearms: Note: add "_d" to the end of the following to receive the crafting diagram. For example typing additem("dueling pistol_d") will spawn it's diagram. dueling pistol kakkerlak wyrok warsong= (Kriegslied) lynx pistol wolf pistol gryphon pistol bear pistol vayleux dragons gambit Ammunition: Note: the following codes are used with this format: "itemcode#" . "itemcode" is the ammunition type and "#" refers to the level. 1 = standard, 2 = high-grade, 3 = infused. For example typing additem("frostbullet2",10) will add 10 high-grade frost bullets to your inventory. bullet= (Powder & Shot) silverbullet buckshot shrapnel highcalibrebullet silverhighcalibrebullet firebullet poisonbullet frostbullet Materials: Bullets: Note: add "_d" to the end of the following to receive the crafting recipe. For example typing additem("dimeritiumbullet_highgrade_material_d") will spawn it's mold. bullet_material bullet_highgrade_material silverbullet_material silverbullet_highgrade_material alloybullet_material alloybullet_highgrade_material dimeritiumbullet_material dimeritiumbullet_highgrade_material ----------------- Gunpowder: Blasting powder(vanilla command for Zerrikanian powder) highgrade_gunpowder_material highgrade_gunpowder_d infused_gunpowder_material infused_gunpowder_d Technical ****************** Compatibility Firearms is a DLC and script mod. As such it is highly likely that script merging is necessary. But with that said it should be compatible with most mods. If you're unsure whether this mod will work with another, or would like to request a compatibility patch then please test them both to identify which parts conflict/don't work. If you are a Ghost Mode user you can find a balancing patch in the addons section. Installation The following section details installation and uninstallation. Take note that installation must be done manually as mod organizers do not install DLC correctly. Fresh install: Download Firearms. Navigate to your "The Witcher 3" directory (typically located here for Steam users: C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3) Extract the contents of the downloaded zip archive here, making sure DLCFirearms is placed in "The Witcher 3\DLC\" and modFirearms is placed in "The Witcher 3\mods\" Run script merger to resolve any script conflicts. The following scripts altered by Firearms are critical for it to function as intended: gameParams.ws playerWitcher.ws rangedWeapon.ws If KDiff3 appears during the merging process, the contents of these scripts should be given priority. Else the conflicting mod should be given priority. Installation complete. Uninstallation: Remove DLCFirearms from your DLC folder and all modFirearms_ from your mods folder. After uninstallation all items and diagrams will be lost upon load.