v1.0.6: Your current config is compatible, however I recommend you add the new SpellSaveDC section to your existing configuration. v1.0.7: Your current config is compatible! I recommend you add the new passive structure to your existing configuration. Note that the Act configuration is cumulative, meaning Act 3 = Act 1 + Act 2 + Act 3 pieces of the config. v1.0.8: Your current config is compatible! Here's the 5e default configuration if you want to combine CX with that excellent mod. v1.0.9: (Last version compatible with patch 5, anything after this point is patch 6+ only) Your current config is compatible! I recommend you add the new ability point structure to your existing configuration. v1.0.9: Ability Points: Documentation v1.1.0a/b: Release for patch 6 compatibility. Your current config is compatible. v1.1.1: Rechecked everything for HF19. No configuration changes, your current config is compatible. Cazador and Gortash have become official boss entities, whereas in vanilla they are considered just regular enemies. v1.1.2: Hotfix for transforming creatures receiving too much health. Your current config is compatible. v1.1.3: Your current config is compatible. - Player level scaling for enemies and bosses. Details here - Health scaling based on player levels. Details here - Damage log and analysis, follow this guide - Individual character overrides v1.1.4a: Your current config is compatible. - Fix rare error for level scaling feature - Overrides apply before combat - Lorroakan & Viconia are added to boss override list (as in vanilla they are not "bosses") - Add Chinese (Traditional) translations (thank you MrPartsr) v1.1.5: Your current config is compatible. - Extensive cloning feature. Details here. Looking forward to see what will be built with this! Don't hesitate to contact me as I think this feature will be very useful to customize any fight in the game - Exclude custom summons from determining highest party level - Switched to NdranC's proposed scaling, following the proficiency scaling system for stat boosts - Added overrides to default configuration, this fixes a few enemies that had incorrect health. I recommend you add it to your configuration - Added party size based health scaling as requested by yoonmoonsick - Added Brazilian Portuguese (thank you Theuw) and fixed Chinese (Traditional) translations v1.1.6: Your current config is compatible. - You can now adjust the configuration ingame with a user interface! Check pinned post below for details - Fixed additional hitpoint granted to some characters during creation - Fixed Auntie Ethel health scaling - Prepararations for patch 7 v1.1.7: Your current config is compatible. - Added toggle to enable MCM for Combat Extender. By default this is disabled - Fixed party size scaling in MCM and several other MCM improvements
v1.1.8: Your current config is compatible. - Patch 7 release version compatibility update for extensive AI changes
---
How does this compare to X or Y? (combined a few sticky posts into this one) Absolute Wrath: This mod adds a certain random factor to enemies. It is compatible with Combat Extender. Configurable Enemies: I tag enemies based on their archetypes and then use those tags (Fighter,Paladin,Spells,Control Spells) to configure their abilities versus the approach used by configurable enemies which results in making every enemy a multi class spell caster. Additionally this mod removes the resource requirements on spells, which allows the AI to cast spells for free. Nightmare Difficulty: Essentially it is an extended version of Tactician Plus. You can easily replicate the config with my mod. Death March: It isn't finished, so unless you want to stop playing somewhere in Act 2, don't use it. Note from the author: "There's no safe way to uninstall Death March." Stronger Bosses and Enemies: With this mod you are dependent on one persons artistic opinion about game balance. This is not necessarily a bad thing and for a vanilla party setup this is a quality mod to consider, however with no ability to configure anything in that mod this will inevitably lead to slight disappointment if you don't play vanilla. We have a configuration file to replicate this mod on the front page. Enemies Enhanced: This mod breaks the vanilla resource rules allowing the AI to cast spells and abilities for free. The end result is immersion breaking spam. With Combat Extender the AI follows the same resource rules as players do.
Immersive AI: It was taken down after the author had a meltdown and is really outdated at this point. Lethal AI: Copy pastes an almost identical configuration for all archetypes which breaks the game design and causes game crashes.
v1.1.6 graphical interface This introduces an optional way of configuring Combat Extender through an ingame interface. Be warned ingame third party GUI does not work for all configurations, such as my machine with an AMD 7900 XTX. If you want to try it out install Mod Configuration Menu and a new tab for Combat Extender will appear. I recommend you make a backup of your current configuration by renaming it to for example "CombatExtenderOld.json". There is a shortcut in the decompressed folder that will bring you there.
The JSON configuration will always remain the primary method to configure this mod. For questions as always, I am here to help :)
Calculating health curve: Take the code from this gist. Put it into this editor and then try changing the numbers. Once you have found the curve that you like you can adjust your configuration file with the adjusted variables.
Hey Zehtuka, thanks for the constant help and hand holding over the last several months as I asked for help with configuring CX. I hope your help feels validated by seeing how far I've taken CX, in making Ajax's "Most Comprehensive Combat Extender Config Files Available." :)
Guys i am using CE with patch 8 and was looking at level 8 enemies.
I use the standard config, so on normal level 8 enemies shouldnt they get +2 AC? "BoostPerIncrement" : 1, "LevelIncrement" : 4, "StaticBoost" : 0 (this is for the AC)
But my level 8 enemies only get +1 AC Or am i missing something?
Hello. Is there a quick and easy way to ''import'' a configuration made with the .json method into the MCM menu method? If MCM has the same features, then I think I would like to just port my configuration over there for easier editing while in-game.
I'm using the 8 player config along with Absolute Wrath. Having a blast so far.
I had an issue with the Ethel fight though, when she throws the bomb on the cage, the cage is destroyed immediately. Maybe there should be more health on it if possible.
Hi! I was wondering if anyone else was getting sporadic, but frequent, lag with specifically the CX AI added on after this patch? I noticed whenever the game would lag and freeze for seconds at a time, my cpu was maxing out. I tried disabling it, and my game was running fine after with no lag, freezing or stuttering. Wasn't sure if this was just a me issue.
Patch 8: It seems to work without any problems. I tested it during the beta and validated it just now again on official launch. Let me know if you do find any issues though!
God damn, this mod adds a real new challenge to the game. Honor mode is difficult mainly because you can't reload a save, but with this mod it's really something, I like it.
i was kind of demoralized bc i wasn't having any fun anymore, the game felt too easy. was surprise attacked on my first encounter after installing this mod, jaw dropped. just stared had no idea what to do. mobs so scary! thank you for this! - first time i threw my arms up and cheered after battle haha
2444 comments
v1.0.7: Your current config is compatible! I recommend you add the new passive structure to your existing configuration.
Note that the Act configuration is cumulative, meaning Act 3 = Act 1 + Act 2 + Act 3 pieces of the config.
v1.0.8: Your current config is compatible! Here's the 5e default configuration if you want to combine CX with that excellent mod.
v1.0.9: (Last version compatible with patch 5, anything after this point is patch 6+ only)
Your current config is compatible! I recommend you add the new ability point structure to your existing configuration.
v1.0.9: Ability Points: Documentation
v1.1.0a/b: Release for patch 6 compatibility. Your current config is compatible.
v1.1.1: Rechecked everything for HF19. No configuration changes, your current config is compatible. Cazador and Gortash have become official boss entities, whereas in vanilla they are considered just regular enemies.
v1.1.2: Hotfix for transforming creatures receiving too much health. Your current config is compatible.
v1.1.3: Your current config is compatible.
- Player level scaling for enemies and bosses. Details here
- Health scaling based on player levels. Details here
- Damage log and analysis, follow this guide
- Individual character overrides
v1.1.4a: Your current config is compatible.
- Fix rare error for level scaling feature
- Overrides apply before combat
- Lorroakan & Viconia are added to boss override list (as in vanilla they are not "bosses")
- Add Chinese (Traditional) translations (thank you MrPartsr)
v1.1.5: Your current config is compatible.
- Extensive cloning feature. Details here. Looking forward to see what will be built with this! Don't hesitate to contact me as I think this feature will be very useful to customize any fight in the game
- Exclude custom summons from determining highest party level
- Switched to NdranC's proposed scaling, following the proficiency scaling system for stat boosts
- Added overrides to default configuration, this fixes a few enemies that had incorrect health. I recommend you add it to your configuration
- Added party size based health scaling as requested by yoonmoonsick
- Added Brazilian Portuguese (thank you Theuw) and fixed Chinese (Traditional) translations
v1.1.6: Your current config is compatible.
- You can now adjust the configuration ingame with a user interface! Check pinned post below for details
- Fixed additional hitpoint granted to some characters during creation
- Fixed Auntie Ethel health scaling
- Prepararations for patch 7
v1.1.7: Your current config is compatible.
- Added toggle to enable MCM for Combat Extender. By default this is disabled
- Fixed party size scaling in MCM and several other MCM improvements
v1.1.8: Your current config is compatible.
- Patch 7 release version compatibility update for extensive AI changes
---
How does this compare to X or Y? (combined a few sticky posts into this one)
Absolute Wrath: This mod adds a certain random factor to enemies. It is compatible with Combat Extender.
Configurable Enemies: I tag enemies based on their archetypes and then use those tags (Fighter,Paladin,Spells,Control Spells) to configure their abilities versus the approach used by configurable enemies which results in making every enemy a multi class spell caster. Additionally this mod removes the resource requirements on spells, which allows the AI to cast spells for free.
Nightmare Difficulty: Essentially it is an extended version of Tactician Plus. You can easily replicate the config with my mod.
Death March: It isn't finished, so unless you want to stop playing somewhere in Act 2, don't use it. Note from the author: "There's no safe way to uninstall Death March."
Stronger Bosses and Enemies: With this mod you are dependent on one persons artistic opinion about game balance. This is not necessarily a bad thing and for a vanilla party setup this is a quality mod to consider, however with no ability to configure anything in that mod this will inevitably lead to slight disappointment if you don't play vanilla. We have a configuration file to replicate this mod on the front page.
Enemies Enhanced: This mod breaks the vanilla resource rules allowing the AI to cast spells and abilities for free. The end result is immersion breaking spam. With Combat Extender the AI follows the same resource rules as players do.
Immersive AI: It was taken down after the author had a meltdown and is really outdated at this point.
Lethal AI: Copy pastes an almost identical configuration for all archetypes which breaks the game design and causes game crashes.
This introduces an optional way of configuring Combat Extender through an ingame interface. Be warned ingame third party GUI does not work for all configurations, such as my machine with an AMD 7900 XTX. If you want to try it out install Mod Configuration Menu and a new tab for Combat Extender will appear. I recommend you make a backup of your current configuration by renaming it to for example "CombatExtenderOld.json". There is a shortcut in the decompressed folder that will bring you there.
The JSON configuration will always remain the primary method to configure this mod. For questions as always, I am here to help :)
Calculating health curve:
Take the code from this gist. Put it into this editor and then try changing the numbers. Once you have found the curve that you like you can adjust your configuration file with the adjusted variables.
I use the standard config, so on normal level 8 enemies shouldnt they get +2 AC?
"BoostPerIncrement" : 1,
"LevelIncrement" : 4,
"StaticBoost" : 0
(this is for the AC)
But my level 8 enemies only get +1 AC
Or am i missing something?
I'm not sure if this question has anything to do with this mod. I'm just asking a question. If it has nothing to do with this mod, please ignore me.
The json file I'm using is Ajax Presents Again - Most Comprehensive Combat Extender Config for UNSO
I had an issue with the Ethel fight though, when she throws the bomb on the cage, the cage is destroyed immediately. Maybe there should be more health on it if possible.
Would you mind either pinning this comment or changing the mod description to reflect this? I almost didn't see this post.