The Witcher 3 Geralt screenshot

The Witcher 3 Enhanced Edition version 4.61 brings numerous fixes, gameplay tweaks & improvements

The Dedicated W3EE Mod Team has released a brand new version of The Witcher 3 Enhanced Edition. In case you weren’t aware of, W3EE is a complete and comprehensive rework of The Witcher 3, offering a much higher quality experience than the original game ever could.

According to the team, the mod was “designed with realism in mind, but in keeping with the spirit of actually having fun in a game, thus keeping tediousness to a minimum while simultaneously trying to offer enticing and somewhat realistic gameplay to the player.” Among the mechanical and gameplay changes, it also offers a myriad of bug fixes that the vanilla game sorely needed. Moreover, it packs a vast options menu where you can tweak most things.

The Witcher 3 Enhanced Edition is a great gameplay mod that will change the way you play the game. As such, we strongly suggest using it for your second playthrough.

Version 4.61 redesigns Toxicity, adds bandages that remove stacks of bleed and adds a new sound effect on being blinded. Moreover, it improves tooltips for potions that increase the stack timer for bleed and poison, and allows Witcher senses to work as a toggle.

This new version of The Witcher 3 Enhanced Edition also buffs Full Moon and the stats of swords with the Dark Curse effect. Naturally, it also comes with a number of gameplay fixes.

You can download the latest version of W3EE from here. Below you can also find its complete changelog.

Have fun!

The Witcher 3 Enhanced Edition 4.61 Release Notes
  • Fixed version number mismatch which didn’t make the options reset to their new defaults.
  • Toxicity redesign.
  • Added bandages that remove stacks of bleed, these can be crafted without a fire.
  • Sarrim’s ability can trigger outside of combat.
  • Increased dark curse sword effect timer to 5 seconds.
  • Nerfed the djinn a bit so it’s less annoying to fight.
  • Metabolic Control changed to Enzymatic Induction.
  • Fast Metabolism changed to Adrenal Influence.
  • Heightened Tolerance now lowers the chance of toxicity fever triggering.
  • Enzymatic Induction changed to Remedial Brew.
  • Witcher senses now work as a toggle, is no longer disabled when interacting with things, and doesn’t play a sound when entering/leaving the state.
  • Added a new sound effect on being blinded.
  • Improved tooltips for potions that increase the stack timer for bleed and poison.
  • Kikimore vomit now applies poison stacks.
  • Transferring a ton of items to an already full stash no longer causes tinnitus.
  • Death screen appears faster.
  • Restored the movement speed shuffle feature from previous versions of EE, which is bound to the scroll wheel.
  • “Food and Drink” category renamed to “Consumables”.
  • Removed the high toxicity drunk effect, there’s only the short low toxicity drunk effect now.
  • Horse bags no longer all have the same inventory capacity.
  • Full Moon buffed, now increases your vitality up to 35% and increases you injury resistance up to 90%, also costs less toxicity
  • Thunderbolt has more armor piercing, and the attack speed debuff stays the same on all levels
  • Ingredient quality and type locks are now remembered when exiting the alchemy menu.
  • Added an option to disable automatic horse whistling when meditating at a fire.
  • Buffed the stats of swords with the Dark Curse effect.
  • Fixed bug where whirling in certain bomb clouds would crash the game.
  • Fixed ring igni effect not working visually with pyromaniac talent.
  • Fixed obliteration 3 effect being canceled on Ultimatum after performing a rend execution.
  • Fixed large katakans not having their weather ability.
  • Fixed being able to craft gear with 2 of the same ingredient types if you don’t have more than the combined number.
  • Fixed a bug where crafting removed more ingredients than it should’ve.
  • Fixed enchantments not carrying over when upgrading gear.
  • Fixed fistfighters start with low stamina.
  • Fixed well of energy mutation not working correctly.
  • Fixed clearance potion getting oil and repair bonuses stuck on equipment.
  • Fixed some crafted sword quality levels being incorrect.
  • Fixed Gremist not having the Wolf Talisman.
  • Fixed weird drop rates from Shields, namely gambesons spawning in every treasure.
  • Fixed drowners being too resistant to Axii.

27 thoughts on “The Witcher 3 Enhanced Edition version 4.61 brings numerous fixes, gameplay tweaks & improvements”

    1. Play once when it comes out. Wait 2 years and play again with mods. Like two different games. Chances are you will also have a new GPU so you can pump even more out of the game and the mods. That is what I have done with game like Skyrim and fallout 4 and Witcher 3 is on my to do list this summer break. I love it. Amazing 100 hour game? Eff that. Play again it with mods, its even better. Now its 150 more hours.

      1. That’s kind of like how I did Witcher and Skyrim VR. I have a GTX 1080 and I upgraded to a 2080ti and the number of mods I could install increased by an absurd amount…

        As for cyberpunk I don’t think I’ll be able to run it at 4k60 on a 2080ti… Sigh lol

          1. I have no issue running Witcher 3 at 4k with tons of visual mods, hairworks, extra grass and my own improved shadow mod which pushes the highest quality shadows out so far you never see a quality transition and it runs around 100 fps. If you’re getting less you could be CPU bound. If it’s not that it could be because of the windows swap file which I have disabled since I have 32 gigs ddr4 quad channel.

            Of course none of that will matter for Cyberpunk. It’s going to want a cpu with alot of cores, I have 6 at 4.6ghz but since it’s being designed around the new consoles it’s probably going to run better with as many cores as you can throw at it.

            Plus it’s going to need a better GPU if ray tracing is enabled. Without raytracing the 2080ti should be ok. Of course that’s assuming it only uses nVidia’s method of ray tracing and not one of the other more efficient methods.

            Time will tell but no matter what it will require I’ll buy it. I just need 4k60 because I play on 65inch LG OLED although I could run it at 3200×1800 and use the scalar chip in the tv to upsample the image. It works so well it’s nearly identical

    1. Nothing new bro, that’s Asus for you. They act as if they provide “something special” over anyone else. Even their Base version of their cards are way more expensive than anyone else. I know of Asus all too well…

      1. I am thinking about buying the cheapest 5700 xt there is ( used if have to) and throw a 970 cooler on it. I have no ide how but life will find a way.

  1. Very opinionated article claiming this mod offers a better experience than the vanilla game ever could. I disagree strongly and respect the work of CDPR a lot more than a group of modders.

    1. This mod fixes the idiotic itemization in the vanilla game, for that alone it’s worth it.

      But you should know that if you had tried it.

      1. You use the term “idiotic” as if it’s fact when the reality is that it’s your opinion. My opinion is the opposite.

    2. lol. The vanilla work of CDPR is atrocious in-terms of balancing. The itemization and level zoning of areas is so horrendous I honestly have no idea what you are saying. You remember the moment you got the LEGENDARY sword that was just a myth from that Viking king dude? And it turned out to be utter garbage?

      Yea… .No. You can respect the work of actual good designers by understanding it rather than giving credit to every sub par design choice.

  2. While I appreciate the efforts I always feel the need to update my current game whenever a new version releases. I hope they finish up and release a final version.

    1. We’ll never call a version final, because the mod is simply worked on whenever we feel like changing something.

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