In Update 1.1: (Any file provided in the update are the only files needed to run the mod! AoiYozora helped me once again realize a LOT of files were unnecessary.) I took the requests mentioned here!
h54917, I ask you to try it now with this update! There is no special text as I am not fluent in those languages, but it should run fine! Danidamn, you should have your wish granted involving the Repair Powder! Given how easy it is to gain souls, the price should be okay.
Anything in relation to bugs, I couldn't handle. But a lot was handled.
Once you download the files (as there shouldn't be a mod manager download button version, if that still appears for you, let me know) then you just need to drag and drop the files provided into: steam (or whatever name you have for your library)\steamapps\common\Dark Souls II Scholar of the First Sin\Game
I know this is wildly old, but I got three questions if you have time to look into it. First is lifegem cost. I'd love them to be far less accessible from Melentia, since they kind of break the game. I also would love to see them nerfed, but given a more distinct role. (My thought process is 1.5 times healing duration, but it heals at 1/3 the rate.) Third and final curiosity is I would love a mod that severely handicaps early game fast travel, as I feel that is a thing that really damages the later Souls games. I was curious if you could somehow make that have a cost or something.
Hello, I don't know if this project will continue, but I loved it!!What I liked most of all, was that slight increase in attack speed and the taking of the estus flask, do you think it can be replicated in a .param file individually? Only those features? For me it would be a marvel of modification. PS: Elden Ring comes out today, enjoy it!
i like the description of this mod. Wanted to give you some of my own suggestions for improvement. These are:
Areas:
- Make the areas darker. You'll make earthen peak, harvest valley, shaded woods, aldia's keep, etc. creepier. Also, the game's lighting suits really dark or well lit areas the best. So, you'll improve the visuals. Play through vestiges mod to see what i'm talking about. You'll make the torch more useful. Also make the torch a more frequent drop.
- The bridge to sinners rise can have a kickable ladder knocked down to act as a shortcut. Then you can freely move the bonfire in sinners rise to one of the prison cells so as to make the run to the lost sinner much more bearable as you'll have to fight the flexile sentry just once.
- The rope bridge in huntsman copse to undead purgatory can have a ladder drop down to go to the broken pillar to make it more accessible.
- Reduce the number of poison statues in black gulch.
- Reduce the enemies in the dlc co op areas.
Bosses:
- Switch around the pursuer and dragon rider. That way the players are forced to raise the platform to better fight the pursuer. And it'll be harder to drop off the dragon rider.
- Put the gyrms in place of the toxic rats in the royal rat authority boss fight.
- Make the covetous demon have 2 desert pyromancers in the boss room. Or some other enemy there.
- For prowling magnus and congregation put more of those peasants with pickaxes there.
- Put more of those long tongue enemies from shrine of amana with the boss demon of song.
Enemies:
- To make iron keep less s#*!, just reduce the alonne knights and put more desert sorceress, pyromancers from shrine of amana, ninja enemies as well as put the old knights there. This will improve the enemy variety.
- in huntsman copse, you have got to put the pursuer there. He has to invade us there. its almost too perfect of a place.
These are all that i have right now. i highly suggest you play through vestiges mod. That really improves ds2 sotfs without making the game be like ds3 or ds1 too much.
Ooooh very interesting ideas! A lot of this mod was to retain the spirit of the base game without making TOO dramatic of changes, but I'd be highly interested in going back into the modding scene to work out some kinks I had.
Why when i turn off "blockNetworkAccess" (i dont mind being soft-banned) the mod doesnt load anymore? Is this a mod engine thing to force player to play offline to be able to use mods?
You mention that you want to get a 'better alternative to bonfire ascetics' as a starting gift... The rings you listed are extremely overpowered in my opinion, and as a person that always takes the bonfire ascetic because it is one of the best additions any soul game ever had, I suggest five bonfire ascetics. If you've never bothered using them. DO IT! This is one reason why Dark Souls 2 is the best souls, imo. Fighting a NG+ boss in NG for increased difficulty and increased rewards is extremely fun and very rewarding.
Which one is OP exactly? Agape is useful only for PVP, silvercat situational, covetous gold gives only 0.5% drop rate increase, the only one more useful is feather which is similar to what is done in Cinders.
I definitely have to get more into that aspect of the game, but I also agree with the comment below saying the rings aren't overpowered.
The goal of those rings was more of an interesting choice for players than what's provided. Idm if it's a bit OP, but that's why I didn't add Covetous Serpent Ring (and also removed the strat for the easy Serpent Ring+1)
My apologize if my question is too stupid but I still does not understand:
According to your explain:
LV 10 to 80: Fat roll LV 25 to 102: Mid roll LV 40 to 142: Fast roll
The iframe will increase automatically follow the character's level without spending any soul on the ADP, right? If it is, according to my understanding, then I can build my own hybrid character (LOL) because I always consider ADP is the big liability and seemly unfinished to the DS2.
My apologies for not having seen this sooner: No, it still relies on ADP. But I balanced it in a way that ADP is a more desirable stat. (ADP in the original if you dumped all the souls from the cheesable early boss you'd have an excessive amount. Now it will be more orderly but you also have a base amount of fat rolling iFrames from DS1. So it's more about player choice than before.
38 comments
(Any file provided in the update are the only files needed to run the mod! AoiYozora helped me once again realize a LOT of files were unnecessary.)
I took the requests mentioned here!
h54917, I ask you to try it now with this update! There is no special text as I am not fluent in those languages, but it should run fine!
Danidamn, you should have your wish granted involving the Repair Powder! Given how easy it is to gain souls, the price should be okay.
Anything in relation to bugs, I couldn't handle. But a lot was handled.
steam (or whatever name you have for your library)\steamapps\common\Dark Souls II Scholar of the First Sin\Game
after that it should work upon next launch.
First is lifegem cost. I'd love them to be far less accessible from Melentia, since they kind of break the game. I also would love to see them nerfed, but given a more distinct role. (My thought process is 1.5 times healing duration, but it heals at 1/3 the rate.)
Third and final curiosity is I would love a mod that severely handicaps early game fast travel, as I feel that is a thing that really damages the later Souls games. I was curious if you could somehow make that have a cost or something.
PS: Elden Ring comes out today, enjoy it!
https://www.youtube.com/watch?v=8qFW7S7v20E
Areas:
- Make the areas darker. You'll make earthen peak, harvest valley, shaded woods, aldia's keep, etc. creepier. Also, the game's lighting suits really dark or well lit areas the best. So, you'll improve the visuals. Play through vestiges mod to see what i'm talking about. You'll make the torch more useful. Also make the torch a more frequent drop.
- The bridge to sinners rise can have a kickable ladder knocked down to act as a shortcut. Then you can freely move the bonfire in sinners rise to one of the prison cells so as to make the run to the lost sinner much more bearable as you'll have to fight the flexile sentry just once.
- The rope bridge in huntsman copse to undead purgatory can have a ladder drop down to go to the broken pillar to make it more accessible.
- Reduce the number of poison statues in black gulch.
- Reduce the enemies in the dlc co op areas.
Bosses:
- Switch around the pursuer and dragon rider. That way the players are forced to raise the platform to better fight the pursuer. And it'll be harder to drop off the dragon rider.
- Put the gyrms in place of the toxic rats in the royal rat authority boss fight.
- Make the covetous demon have 2 desert pyromancers in the boss room. Or some other enemy there.
- For prowling magnus and congregation put more of those peasants with pickaxes there.
- Put more of those long tongue enemies from shrine of amana with the boss demon of song.
Enemies:
- To make iron keep less s#*!, just reduce the alonne knights and put more desert sorceress, pyromancers from shrine of amana, ninja enemies as well as put the old knights there. This will improve the enemy variety.
- in huntsman copse, you have got to put the pursuer there. He has to invade us there. its almost too perfect of a place.
These are all that i have right now. i highly suggest you play through vestiges mod. That really improves ds2 sotfs without making the game be like ds3 or ds1 too much.
Lovely ideas.
The goal of those rings was more of an interesting choice for players than what's provided. Idm if it's a bit OP, but that's why I didn't add Covetous Serpent Ring (and also removed the strat for the easy Serpent Ring+1)
According to your explain:
LV 10 to 80: Fat roll
LV 25 to 102: Mid roll
LV 40 to 142: Fast roll
The iframe will increase automatically follow the character's level without spending any soul on the ADP, right? If it is, according to my understanding, then I can build my own hybrid character (LOL) because I always consider ADP is the big liability and seemly unfinished to the DS2.