Fixed and improved enemy categories (Classic and Next Gen) (earlier 'Wild Hunt - not magical creatur
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 4.8% endorsement rate — high engagement, a strong quality signal
- 🏆 #19 of 75 Bug Fixes mods in this game by downloads
📋 About This Mod
Are you tired of the fact that the oil that seems logical in a given situation actually does not bring any benefit? Then this mod is for you!
All my mods were made in OG (
1. 31/1. 32 game version), and then the changes were transferred to NG (
4. 04+ game version) scripts. I always post
two separate versions in
one archive if necessary. If there is only one version in the archive, it is universal. If the mod is only for OG, I will especially note this.
If you use a mod manager, you should repack the archive with the mod, leaving in it only what is suitable for your version of the game. Why don't I post separate archives? It's more convenient for me.
Descriptionin English:
Comprehensive fixes for incorrect enemy categories and/or sword type effective against them.
The method used in this mod does not affect any w2ent or xml, which means there are no difficult conflicts to resolve, as well as avoiding problems associated with NPCs you saved next to, which recorded their data and does not allow them to be changed without using a save before meeting with them.
Upgrade from version below 2. 0
Completely uninstall the previous version (modWildHuntToSteelVulnerable), then install this one.
Enemy in the quest 'La Cage au Fou'
ATTENTION, SPOILER!!! The quest is very interesting, and I don't want to spoil the surprise for those who haven't been through it yet, so I'll leave it to you to decide whether to check out the changes or not.
Initially, we are looking for a Spotted Wight to extract a rare alchemical ingredient – its saliva. At the beginning, you are added an entry in the bestiary with a description of the monster in the category of necrophage, which is basically correct. But later, in the lair, we discover that the monster is probably the result of a curse. We may also be able to remove this curse by studying the hints in the house.
My changes:
- Now this monster, if you decide to kill it, will belong to the category of cursed, because according to the description of the quest, it is.
- The bestiary entry will initially be in the necrophage category, but if we get an opportunity remove the curse by studying the hints in the house, the entry will be moved to the cursed category with the recommended oil change.
- If we are too lazy to study the clues and, therefore, do not know with all certainty that we are dealing with a cursed creature – the entry in the bestiary will remain in the category of necrophage. But most importantly, the auto-
📊 Mod Details
- Game
- Witcher 3 Mods
- Author
- Akatoshka7
- Version
- 2.4
- Downloads
- 2,403
- Endorsements
- 115
- Category
- Bug Fixes
- Created
- 7/2/2022
- Updated
- 12/7/2025
🔧 How to Install Witcher 3 Mods
Download from Nexus.
📖 Full step-by-step install guide for Witcher 3 →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Witcher 3 commands, item IDs, and more.
Keep browsing — more Witcher 3 mods await