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Not enough money sinks. Can always afford everything I want. I don't even loot villages. Just selling those juicy monster parts and gear.
Plus I don't think a few hundred crowns is fair compensation for smithing special weapons and armour. This is the stuff of fairy-tales and legends. You could even say that some of these items are priceless. Oughta be worth a few thousand crowns.
Yeah. That's why I never sell all my parts. Only sell about half of my inventory at a time. Keep 20 of everything just in case I need to craft something.
Despite selling them frequently I'm currently sitting on a fat stack of Ghouls blood. Should be worth near a thousand crowns by the time I clear the rest of Velen. Should get plenty more from the respawns from all the nests I haven't destroyed.
The hard part is finding something to spend my money on..
Just install an overhaul mod, seriously.
I've not come across a mod that increases crafting components either, some armor 'recipes' are just ridiculous. If you do mod one, let us know!
It would be nice if the game came with economy options. At least very basic ones so that we could tune things like buying/selling and crafting prices. I half expected the difficulty setting would scale these things accordingly, but that doesn't appear to be the case.
Those economy mods all work on the same brute-force method of just completely removing items from loot-lists. The most obvious problem with that is it strips away the mystery and randomness of what you might find because now you know that you will never find item X inside container Y and so on. That type of system will also inevitably lead to loot boredom and/or dissatisfaction from continuously finding junk items even in areas that should rightly have a chance to have something decent.
Another issue, as expressed by users of those mods is that you can find yourself facing elite boss creatures guarding treasure and find little more than a pelt and a few crowns.
If I had it in me to create my own mod I would instead just reduce the spawn chance of items respective to each loot-list. So the player would still have the motivation to investigate all areas of interest with a hope that there is a small chance to find something special, even in the most humble locations. But alas, modding is not my strong-suit lol.
I'm not sure about Ghostmode as I didn't care to read through all the changes it makes, but the standalone mods don't appear to touch on buying/selling/crafting prices, only availability of loot.
I'm getting pretty desperate though, almost to the point I would pay somebody to make such a mod lol. I'm almost level 11 and very close to getting some Griffin pieces crafted. It's a very important upgrade for me and I'd like to feel that I've earned it. Parting away with a few measly scraps of leather and iron and a few crowns just doesn't seem right. This is Witcher gear after all.
www.rif.org
https://www.nexusmods.com/witcher3/mods/992
A problem might be you really need to start a new game if installing. Like you I started playing, saw the beauty and story, experienced many of the other crappy systems and went looking. Seriously, Ghost Mode (and some others) saved the game for me, I would have given up. Having to restart was just a warm up...
Modding W3 was a little different than other games, but I did not use a mod manager based on advice. As always, read read read and follow directions.
I appreciate the effort you went though to dig up that excerpt. But as I have expressed before, Ghostmode comes packaged with too many other modifications that I really don't care for at all.
There are very few things on that list that actually appeal to me. And that's assuming the things I do want are correctly balanced. Just need some very basic economy alterations without all the realism fluff and combat skill overhauls.
Being that the modifications I need are so basic, I might put my game on hold and see what I can learn about modding. I don't like my chances, but seeing as though beggars can't be choosers, it's probably my best option. Cheers.
I'm out of here, good luck...
Actually the reason why I didn't care to read ALL of it was because I had already read enough that I knew it wasn't for me. There was no point reading further into it.
The problem with economy is not cheap recipes but the amount of money you earn at every corner. You are not playing a witcher here but a junk collector - an overlooked result of a rushed release. So the first thing you need to do is disable/lower enemy junk drops and then reduce selling prices of them. Not the perfect solution but a more reasonable one than bringing 20 swords to novigrad every 2 hours.
The next thing is the overabundance of premium crafting ingredients from looting, like alcohols/alchemy paste etc. This one is not mandatory but will defnitely help with the feeling of earning your proggress. I have made a mod that addresses that but it also has other features and isn't done yet. You might find something similar in the nexus.
The last one is increasing the money rewards for contracts and quests. Absolutely a must - what's the point in looking for a witcher job if you can earn quadruple of that by raiding a bandit camp. There is a mod for it, you can also customise it by changing numbers in a file.
Those are the "lite" changes you can do to w3's economy to make the game flow and feel a lot better. Then there are also ♥♥♥♥♥♥, imbalanced combat, overpowered character development and worthless alchemy - but that's another story.
The way I see it is the solution to the problem can be approached on two separate fronts. On one end we have the abundance of loot and on the other end we have the demand or requirements of said resources. Both are directly proportionate to each other, in the sense you could achieve a better harmony by either reducing loot or increasing the demand and cost of services.
Being that I enjoy finding interesting loot on a regular basis, it would make more sense for me to make alterations on the demand/cost side of the equation. I could then enjoy all the splendour of pillaging countless containers and the loot management aspects that coincide with that, while ultimately not being in a position to buy and craft everything at any time.
I've been trying to get these modding tools going for the last 3 hours but I've hit a bit of a wall. I believe I have located the parameters inside my uncooked files and have modded them accordingly in a temp directory. Now I am having some troubles as to how I cook and pack those back into the game.
I think my biggest problem is I'm not sure which tool to use and for what. There seems to be at least several tools and methods for each modding process. So much confusion right now. :S