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Wild Monster Hunt aims to bring the Monster Hunting experience to The Witcher 3: Wild Hunt. It comes with a custom map, a Witcher camp for you to upgrade, and new unique mechanics to spice things up during your hunts.

An update to WMH's map to prepare the next location, add hidden chests in hard to access places, and improve vegetation placement. Additionally improve the overall player progression by making item melding more accessible in the lower levels, and by removing money sinks where instead the funds are transfered to the camp's merchant. The hunting experience should also be smoother, less overcrowded areas, better spreading of the enemies, and also fixes to the respawn of enemies to avoid lifeless places after exploring for too long.

Hotfix

This release has a hotfix that you can find in the assets below. Download the normal release first and install it then download the hotfix and install it, when prompted replace all files to get the updated scripts

  • Fix a bug that caused encounters to spawn on already occupied spawn points
  • Adjust spreading of the spawned encounters to offer more freedom while exploring, overall this should result in less encounters
  • Add quantity selection to the Item Melding cauldron
  • Add the ability to complete contracts from any type of encounter (events, guarded treasures, etc...) as long as the species matches one of currently active contracts. In such scenarios the creatures inherit the affixes the contract target was supposed to have
  • Improve precision to loot generation on refillable containers to prevent close containers from having the same loot

WMH Map

  • Improved placing of various vegetation & small elements so they no longer float above ground level, thanks to Dennis & Optkm on Discord for reporting them (and all the other feedback on progression as well)
  • Added more loot containers in hidden places
  • Adjusted the spawn points in the snow region of the map to have more enemies in otherwise completely lifeless locations
  • Removed a mountain range in the swamp near the Witcher Camp to open the way to a future (currently undone) location

Fixes

  • Fix Roach being stuck at the end of the introduction scene
  • Fix out of bound areas activating on the player anytime a monster crossed them
  • Correctly respawn points whose encounters were recycled to save performances (when player goes too far away from them for ex.)
  • Fix the introduction scene playing on maps that are not from WMH
  • Add missing facts that are usually present in a normal playthrough and often needed by other mods to detect if the tutorial is completed

Changes

  • Item melding cost removed
  • Item melding yields are given 5 seconds after dropping items in the cauldron and no longer require a contract to be completed
  • Item melding requirement per yield is now lower in the early levels but increases linearly as recipes are unlocked
  • Improve spawn conditions of various species, making it more intuitive to hunt them
  • Spending crowns to unlock or upgrade the camp now transfers the funds to the smith merchant
  • Add trap & lure repair kits to the camp's merchant
  • Reduce trap & lure repair kits price to 10 crowns
  • Improve the spawn rates of creatures, spreads spawns evenly across the map to avoid overcrowded areas
Assets