
第三次尼弗迦德战争
第三次尼弗迦德战争现已上线,生动呈现。一场动态的战争进程与主线故事同步展开,伴随变化的地点(即之前的“战区大修”)。
查看大图Description:
I made this mod because I think the war that occurs in the game was never properly depicted, regardless of the player's choices in the war questline or how they handle killing/clearing monster nests.
Check the map for touched locations for more information.
Please report bugs!
Requirements:
Both DLCs
Check Mod / Testing:
If you just want to get an idea of the mod and its features/changes, follow these steps:
- Install the mod (see installation instructions below for details)
- Use a clean save file where the game has been completed
Hello! What game content would you like me to translate? Please provide the text that needs translation, and I will translate it line by line into Chinese as per your request.
a) Nilfgaard wins
b) Radovid wins or
c) Dijkstra wins - Complete the requirements and skip time
Updating:
Updating from v2.0/v2.1 to v2.x: (Not needed for first-time installation)
Always back up your saves!!!
If you have already installed v2.0, follow these steps (otherwise it won't work):
- Create a new save
- Delete old files from the mods and dlc folders
- Load the new save you just created, and save again in the new file (do not overwrite existing saves)
- Install files from v2.x into the mods and dlc folders
- You must destroy the monster nests and trebuchets in Ulsten again.
- It's best to wait a few days after destroying the nests. Give the game some time to regenerate resources.
--> This is necessary so the game treats it as a fresh mod installation. Otherwise, it won't work properly. I'm sorry about that. You may also need to wait some time for locations to change again, and/or destroy monster nests again in certain cases to trigger progress.
Installation:
- Please always back up your saves!!!
- Do not install using a mod manager! Only use the Witcher 3 Mod Manager to set priority!
Before upgrading, delete all old files from the dlc and mods folders of the previous mod. - Place the modwarzone_overhaul folder into your Witcher 3 mods folder
- Place the warzone_overhaul file into your Witcher 3 dlc folder
Both are located in your main Witcher 3 folder.
Removal:
Do not uninstall mid-game. This mod significantly changes game content.
- Delete the modwarzone_overhaul file from your Witcher 3 mods folder
- Delete the file warzone_overhaul from the Witcher 3 dlc folder
Both are located in your main Witcher 3 folder.
Future Plans:
- Add more locations and war progression.
- More polishing.
- Compatibility with other mods (mainly BiA)
- Currently does not include changes for Redania victory locations reverting backward. (The slow advancement of Nilfgaard toward Novigrad that I did retains the direction of the Nilfgaardian camp.)
Versions:
v2.3
- Changed NPC spawn points from community files to spawn trees
- Mainly internal changes I can't recall - Added a bat in Shani's underground clinic (only appears when Nilfgaard conquers Oxenfurt). Comes with a day-night cycle (morning, noon, bath, evening, night).
- Added Triss in Novigrad (currently not checking if romanced). Supports day-night cycle (morning, noon, bath, evening, night).
- Added new NPCs in Dawn Manor
v2.2
- Oxenfurt siege completed.
a) University area is accessible again
b) Progress of the Oxenfurt siege depends on your main story progress.
c) Shani has returned with daily activities, but no dialogue.
d) If you visited Tamara (the Baron's daughter), Lavalette will take over her house.
e) The bank from Hearts of Stone is reopened.
f) Junior's mansion is reopened.
g) Small easter eggs.
h) The prison is accessible again. - Novigrad (Note: Novigrad is not yet finished.)
a) Adjusted NPC spawns in the city (due to a mod-breaking bug, cannot fully replace with Nilfgaardian NPCs yet) → Elves, halflings, dwarves, and other NPCs will reappear as before Radania's control. The same applies to the small village of Arette to the right of Novigrad.
b) Hunter's outpost
c) Built an accessible tower near the port. You can now partially walk on the city walls.
d) Built an accessible tower near the East Bridge.
e) Removed witch hunters and similar characters.
f) Fixed the bathhouse (two variants: Nilfgaardian bathhouse, and if Djikstra wins, a Dijkstra-related bathhouse).
g) If Dijkstra wins, the upper floor of the Passiflora brothel becomes accessible.
h) If Radovid wins, he will stay in the former Nilfgaardian embassy.
i) If Nilfgaard wins, Rosa and Edna will return to the Nilfgaardian embassy. - Other locations
a) Zutziv Castle. If the second phase of the Oxenfurt siege is complete, Nilfgaard will take over.
b) Carsten. If the second phase of the Oxenfurt siege is complete, Nilfgaard will take over.
c) Wygburd Manor is now reopened (not fully finished yet).
d) Seven Cats Inn. Guards will reappear after guests leave, and respawn after Nilfgaard occupation.
f) The Goose and Gander. Replaced Redanians.
g) gr19_midcotts_bridge. Modified some content. If you've completed the bandit encounter, you may need to do it again.
Known bugs and issues: - NPCs may still get stuck when changing schedules (from day to night).
Leaving the area and forcing them to respawn can fix this, or loading a save. - To trigger certain location progress, you may need to destroy some monster nests again, even if you've already done so.
Like gr18_trebuchet_factory and mp4_warzone_island. - Uninstalling (the mod) mid-game can cause certain objects to disappear, such as the walls of Novigrad, and may lead to crashes.
Versions:
v2.1
- Added more locations, such as: Ulsten, defensive outposts 1 and 2, a brand new Nilfgaardian camp near Novigrad, Drahim Castle, some mini-boss areas, Pontar Bridge, and some smaller unnamed locations. See the map for details. Some locations are independent of the war main storyline, some are not.
- Some underlying optimizations, mainly affecting NPC spawn logic.
- Navigation meshes ---> NPC characters can now walk around added objects (like tents, walls, etc.). But they may still get stuck sometimes.
- Changed/extended war progression. For example: Nilfgaard will only occupy Pontar Bridge after you clear surrounding mini-bosses, take Marlburg, complete the war storyline related to killing Dijkstra and Radovid, and start the quest to kill Ilereth, for immersion.
Known bugs and issues: - NPCs may still get stuck when switching daily activities (from day to night). Leaving the area to force a respawn can fix this, or load a save.
- To trigger parts of certain location progress, you may need to destroy some monster nests again, even if you've already done so. For example, gr18_trebuchet_factory and mp4_warzone_island.
Major Update!!!
v2.0
- Completely restructured the entire mod. The game now treats it as a DLC, meaning it can be installed on an ongoing game save!
→ You should (not 100% sure) be able to upgrade from any old version. - Added the Oxenfurt Bridge. After killing Radovid, Nilfgaard begins a siege on the city. Killing Dijkstra currently has no consequences.
- Added stone_cutters_settlement. This content only triggers after you complete the prologue of Blood and Wine, otherwise I can't make it work. If you've already completed that part, NPCs won't spawn. Maybe I'll figure out why it works this way in the future.
- Added gr27_launch_jetty. After completing the war storyline, Nilfgaard will occupy this settlement.
- Added gr18_trebuchet_factory. After destroying the monster nest and waiting a day or two, workers and soldiers will appear and begin repairs.
- Added gr7_hidden_peers. After opening the chest and waiting for some time, a Nilfgaardian ship and small boat will appear. If you killed Dijkstra in the war storyline, some soldiers will cross the river (the small green circle below Oxenfurt Academy).
Known bugs and issues: - Some NPCs will get stuck or can't find their way. Move far enough away from the area to respawn them.
- This mod may cause conflicts with other mods/the game itself.
v1.2
- Added NPCs in various locations
- Completely overhauled the Prospector's Camp
- Restructured gr34_mini_boss
Check the map for location changes. Green indicates completed (mostly). Red indicates planned.
Known bugs: - If you've already completed some quests/mini-bosses/treasures, etc., some content like NPCs and assets will not respawn.
- NPCs at two of the bridges (de19 and de21) won't spawn unless you haven't completed the prologue yet (i.e., still in Vizima for the first time).
- Note that this mod modifies some quests/phases, which may cause conflicts with other mods/game storylines.
v1.1
- Added warzone progression for Hindhold. The appearance of the fortress changes after completing specific story/quest parts.
Phase 1: After killing harpies and destroying their nests, Redania takes control of the area (triggers after 2 days; to trigger other events below, you must loot/touch the treasure chest guarded by wyverns on the other side of the Pontar River)
Phase 2/3: Capture Radovid alive/Dijkstra. Nilfgaard occupies the fortress. Redania is on the other side of the Pontar River.
Kill Radovid/Dijkstra dies. Nilfgaard occupies the fortress and establishes a bridgehead across the Pontar River.
---> No NPCs will spawn!!! Only items.
Known issues: - If you've completed one of these quests, nothing will spawn. The quests are -> Monster nest in Hindhold, hidden treasure on the other side of the Pontar River, Radovid/Dijkstra's storyline.
- Note that this mod modifies some quests/phases, which may cause conflicts with other mods/game storylines.
v1.0
- Warzone 1 and 2 (replaced random flags and tents with Nilfgaardian and Redanian ones, moved bodies toward the center to make it look like a small skirmish occurred.)
- Warzone 3 (added several Redanian tents and other items.)
- Obstacle point (after you clear the harpies, the tower gets some Redanian-style renovations, and the bridge to the tower and the bridge across the Pontar River are "repaired.")
- Ferry station 1 and 2 (added Nilfgaardian tents and other items.)
- Ferry station 3 (after you kill drowners, tents and other items are added like in Ferry stations 1 and 2.)
Known bugs:
1) If you've already completed certain quests, like the harpies at Hindhold or the drowners at the ferry station, these assets will not regenerate.
Disclaimer:
Thanks to CDPR for bringing us The Witcher 3 and REDkit















































































































































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