This mod doesn't work, neither does the 1/4th exp version of this mod. Tested about a dozen battles with & without this mod, including several boss fights, and it just simply doesn't work.
Hi there, i've been using this mod with your 'Monster Madness' and 'More Monsters' mods. Sadly it doesn't work with the new spawns encountered so far. I've tested several times in different encounters, i get same xp with or without this mod. I've tested the other less xp mod of yours, that doesn't work either. Btw, thanks for your work, you've got some really nice mods in your stash.
Hey dude Mod doesn't work for me.. I'm only having Free pet pal mod also on. Running DOS2 Steam version, on Tactician. I started with your mod at level 11. At level 13 (today) it felt like I was advancing as fast as in my previous walk through so I tested it. First battle when entering Black Pits, killing a Venom-Wing Voidwoken gave 7500xp with and without the mod on. Any suggestions..? Cheers
Thanks man, I actually thought they were all of them... After I tested with the Venon wing Voiwoken I got back a save and went to kill Hannag, at Choisterwood, although we are at good terms. Same thing happened, 11,250 xp regardless of wether the mod was on or off. Gonna try some more mobs. Note: Im using the Steam workshop version of your mod, not the nexus - just saw it - is there any difference?
Ok, its the next ones too, next fight, the Magister Axeman and the Magister Ranger, they both give 11,225xp with the mod on (I guess its the vanilla value). Which brings me to: are they all vanilla values and need adjustment...? Debugging means they were ok, got messed up, and now need adjustment / debugging? Coz I believe all xp I got from lvl 11 to 13 were vanilla values..
If its too much to do... I can actually help in editing. ..If it can be done on notepad... Love the game but lose interest if its not challenging. Im using this mod on Tactician without assisting mods and should be balanced for me. Won't continue without some kind of nerf..
I can't tell you if the next monsters you'll encounter will be OK or not. The way I change them through the editor is with their templates.
For example, some casters use the template _strong_casters. Which ones? No idea. The editor doesn't give me a list of the corresponding monsters.
In order to know such list, I'd have to spend a few hundred hours looking at each and every mob of the game, identify their template, search for their template in the stats menu, check if this template isn't linked to an other one, check if this other one is linked to other monsters, check if I modified the XP of the first template and not the second one, ...
It's really much faster to have players give me feedback, when they encounter a monster, giving them vanilla XP.
If I just blindly lower the XP of all templates, I have no idea what will be the results (but I think it wouldn't work the way this mod is supposed to).
Edit : you'd need the editor to modify the templates, as it's impossible to know which template is linked to which monster without it.
Ok cool, no worries. Let me just ask: Was the (e.g.) Venom-Winged Voidwoken at vanilla value since mod came out, or was it at 1/2 xp initially and later got messed up due to maybe Larian updates? I mean, should I expect "some" mobs xp to be at vanilla values, or they will probably be all of them...?
More down the Blackpits path: -Magister Inquisitor -Silent Watcher -Magister Executioner -Magister Brute The gave 14,975xp each, which is most likely vanilla value. Everything in Blackpits is vanilla value so far.
Oh, I don't know wether melee_strong etc affects these mobs. I'll have to restart for the update to take effect and kill them again
Yup, thanks -Magister Inquisitor - OK (7,500xp) -Magister Executioner - OK -Magister Brute - OK -Silent Watcher Elf OK - But Silent Watcher Lizard still gave 14,975..
Now I don't get it.. Immediate next fight, Blackpits: -Magister Inquisitor: 11,225 (vanilla?) -Magister Assassin: 3,750 (and he was of the toughest in the lot) -Magister Patroller: 11.225 -Magister Ranger: 11,225 Don't actually know what the vanilla values should have been - and its a biiiiig fight, won't un-mod and fight again to test...
Only Free Pet Pal. And this mode comes first (if the order shown in the "mods" window in game is the order of priority - didn't use order priority program)
I restarted the area un-moded and picked-teleported mobs one by one for gang kills to check the xp:
Inquisitor, Patroller and Ranger all give 11,225 xp in vanilla. So they need adjustment in mod template. Magister Assassin though gave 7,500 in vanilla, so mod is ok there.
I can't explain these results. Maybe the old XP values are stored?
Could you please try the following, after installing the latest version of this mod? 1- save your game 2- disable this mod, in the main menu 3- load your game (might take some time) 4- save 5- reactivate this mod 6- load your game (might take some time)
Yup, just did it, no improvement though. In both versions I picked-teleported a Magister Marksman for gang kill - 11.225 xp in both cases.
Does it maybe have to do with being at the area and seeing the mobs (having them in my vicinity) before I save/load/mod/unmod..? I'm going in a totally different area to kill something and test..
Yup, mod on, went all the way to Cloisterwood and killed a Black Wolf. Then I un-moded, went to Cloisterwood again and in both cases the wolf gave 3,750xp (its a minion of the werewolf thing in the area) in all cases, mobs were level 13.
When I disable the mod, and load a game I saved while moded, I get the warning "this save is with additional mod, blah blah, cool to continue?" And then loading the save takes 3-5 minutes. When I re-enable the mod, and load a save I made while un-moded, I get NO warning. Loading still takes 3-5 minutes though. Is that normal?
Thanks man, IMPORTANT NOTE: On average, between levels 13 and 17, 2/3 of any battle mobs are modded properly. The rest 1/3 are either not modded, or double modded, on a 50-50 basis. Thus, at the end of each level we get 1/2 vanilla kill values. If the double modded mobs are hard to identify and fix, just leave them all as they are now, the end result is almost PERFECT.
You say the 3/4 mod should be used with both your other mods, however the Monster Madness mod only applies to A1 so far right? So right now would it be best to use 3/4 for A1 and switch to 1/2 for A2+ to keep a fairly regular character growth rate?
Haha, nothing to be sorry about, you've done amazing work on the mods and using the entire set together with a couple of other mods makes it a very very interesting experience. The reason I asked was to make sure I had my thoughts right in order to even out the leveling the way I imagined it to work.
As a side note and small request, is it possible to make a small mod that adds the henchman recruitment feature to act 1 similarly to the respec mirror at the beach? I know that's not your mod, but I'm just asking in general since you are in fact a modder, and my guess is that it's either as simple as putting the NPC there, or complicated because of having to set triggers that makes her believe you passed Act 1 already. I know you can just use origin companions even if you don't care much about their stories for that playthrough and switch them out later, but you can't have them join from the start with a modded class as a preset. And creating multiple characters from multiple clients at game start isn't something everyone knows about (and I personally get picky with who the cat goes to once in a while, easiest to manage by starting solo).
Interesting idea. Still, I really lack time to create new mods, being already working on multiple ones. Maybe you should try posting your request on Larian's forums?
I might, I'm horrible at remembering threads I've started or participated in though, so I tend to avoid forums etc. since it often ends up with me just disappearing from the topic :p
For now I just asked to hear if it was possible or not, and honestly if it is, it probably won't be long until it's out there, with or without me asking for it. Min/max players that can't handle 4 clients (or even 2 for lone wolves) for LAN character creation will want a way to create their ideal party from scratch eventually.
Very nice, will use (as all your mods ) but you left the desciption of your the "Combat Exp Rebalanced) Mod: "an enemy gives 100 xp on death; this amount is reduced to 25 xp with this mod activated." it should be 50 now if this mod reduce the exp by half
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Btw, thanks for your work, you've got some really nice mods in your stash.
Mod doesn't work for me.. I'm only having Free pet pal mod also on. Running DOS2 Steam version, on Tactician.
I started with your mod at level 11. At level 13 (today) it felt like I was advancing as fast as in my previous walk through so I tested it.
First battle when entering Black Pits, killing a Venom-Wing Voidwoken gave 7500xp with and without the mod on.
Any suggestions..?
Cheers
I updated the XP value of this mob.
If you encounter any other monster giving vanilla XP, post their (exact) names and I'll debug them.
Thanks.
I actually thought they were all of them...
After I tested with the Venon wing Voiwoken I got back a save and went to kill Hannag, at Choisterwood, although we are at good terms. Same thing happened, 11,250 xp regardless of wether the mod was on or off. Gonna try some more mobs.
Note: Im using the Steam workshop version of your mod, not the nexus - just saw it - is there any difference?
Hannag (and all the other mobs using the strong caster template) have been updated.
Thanks a lot,
Cheers
Same fight at Blackpits entrance, Void-touched Boar, gives 7500xp with and without the mod on.
Cheers.
Void-touched Boars updated.
Which brings me to: are they all vanilla values and need adjustment...?
Debugging means they were ok, got messed up, and now need adjustment / debugging?
Coz I believe all xp I got from lvl 11 to 13 were vanilla values..
Love the game but lose interest if its not challenging. Im using this mod on Tactician without assisting mods and should be balanced for me. Won't continue without some kind of nerf..
I can't tell you if the next monsters you'll encounter will be OK or not.
The way I change them through the editor is with their templates.
For example, some casters use the template _strong_casters.
Which ones? No idea.
The editor doesn't give me a list of the corresponding monsters.
In order to know such list, I'd have to spend a few hundred hours looking at each and every mob of the game, identify their template, search for their template in the stats menu, check if this template isn't linked to an other one, check if this other one is linked to other monsters, check if I modified the XP of the first template and not the second one, ...
It's really much faster to have players give me feedback, when they encounter a monster, giving them vanilla XP.
If I just blindly lower the XP of all templates, I have no idea what will be the results (but I think it wouldn't work the way this mod is supposed to).
Edit : you'd need the editor to modify the templates, as it's impossible to know which template is linked to which monster without it.
Let me just ask: Was the (e.g.) Venom-Winged Voidwoken at vanilla value since mod came out, or was it at 1/2 xp initially and later got messed up due to maybe Larian updates?
I mean, should I expect "some" mobs xp to be at vanilla values, or they will probably be all of them...?
I have no idea which monsters still give vanilla XP.
Player's feedback really helps me.
This impact multiple monsters in the whole game.
-Magister Inquisitor
-Silent Watcher
-Magister Executioner
-Magister Brute
The gave 14,975xp each, which is most likely vanilla value.
Everything in Blackpits is vanilla value so far.
Oh, I don't know wether melee_strong etc affects these mobs. I'll have to restart for the update to take effect and kill them again
Cheers
No need to restart, I'm checking them now.
Edit : updated templates _Caster, GEN_SilentWatcher_Dwarf, GEN_SilentWatcher_Elf, _Melee, GEN_SilentWatcher_Human and GEN_SilentWatcher_Lizard.
-Magister Inquisitor - OK (7,500xp)
-Magister Executioner - OK
-Magister Brute - OK
-Silent Watcher Elf OK - But Silent Watcher Lizard still gave 14,975..
Could you please check the spelling?
Also, in which act do you find this enemy?
The Elf one gave 7,500 while the Lizard gave 14,975.
Edit: Act 2 (I guess). Blacpits.
Lowered them again, hope it did the trick.
Immediate next fight, Blackpits:
-Magister Inquisitor: 11,225 (vanilla?)
-Magister Assassin: 3,750 (and he was of the toughest in the lot)
-Magister Patroller: 11.225
-Magister Ranger: 11,225
Don't actually know what the vanilla values should have been - and its a biiiiig fight, won't un-mod and fight again to test...
Do you have other mods installed?
If yes, what's your load order?
I restarted the area un-moded and picked-teleported mobs one by one for gang kills to check the xp:
Inquisitor, Patroller and Ranger all give 11,225 xp in vanilla. So they need adjustment in mod template.
Magister Assassin though gave 7,500 in vanilla, so mod is ok there.
Maybe the old XP values are stored?
Could you please try the following, after installing the latest version of this mod?
1- save your game
2- disable this mod, in the main menu
3- load your game (might take some time)
4- save
5- reactivate this mod
6- load your game (might take some time)
In both versions I picked-teleported a Magister Marksman for gang kill - 11.225 xp in both cases.
Does it maybe have to do with being at the area and seeing the mobs (having them in my vicinity) before I save/load/mod/unmod..?
I'm going in a totally different area to kill something and test..
Mystery to me :/
in all cases, mobs were level 13.
When I re-enable the mod, and load a save I made while un-moded, I get NO warning. Loading still takes 3-5 minutes though.
Is that normal?
Yes loading time is normal and happens once.
Here are some more mobs I found had vanilla – or not correct values:
Level 13 mods:
Magister Ranger (as before) gives 11.225 - vanilla should be 15,000ish
Level 14 mobs:
Assassin Looter (at paradise downs): 20,775 – vanilla
Assassin Chief: 5,200 ! This must be moded twice.. Vanilla is 20,775
Lamenting Abomination (cloisterwood): 36,750 – vanilla
Shadow (Roost Anlon office): 20,775 – vanilla
Bodyguard (Roost Anlon office): 20,775 – vanilla
Slumberjack (Roost Anlon camp): 20,775 – vanilla
Elixir Mixer (Roost Anlon camp): 5,200 – modded twice?
Honeyhook (Roost Anlon camp): 5,200 – modded twice?
Level 15 mobs:
Zerachial the accursed (bloodmoon): 7,225 - twice modded? Vanilla 28000ish
Lrin the accursed (bloodmoon): 7,225 - twice modded? Vanilla 28000ish
Basatan the Wishmaster (bloodmoon isle): 28,900 – vanilla
The majority of lvl 13 to 15 mobs however are properly modded. Thanks man.
Cheers.
Will look into it around tuesday, can't before.
IMPORTANT NOTE: On average, between levels 13 and 17, 2/3 of any battle mobs are modded properly. The rest 1/3 are either not modded, or double modded, on a 50-50 basis. Thus, at the end of each level we get 1/2 vanilla kill values.
If the double modded mobs are hard to identify and fix, just leave them all as they are now, the end result is almost PERFECT.
I noted your post on my todo list.
I'm about to start with your other mod, the 75% Nerf. Is it going to require adjustments / updates like this one?
Cheers
This mod exists to balance my other mods, which adds a lot of additional monsters.
Sorry about that, I'm almost at Act 2 and will begin adding monsters in the incoming days.
24H isn't enough in one day.
As a side note and small request, is it possible to make a small mod that adds the henchman recruitment feature to act 1 similarly to the respec mirror at the beach? I know that's not your mod, but I'm just asking in general since you are in fact a modder, and my guess is that it's either as simple as putting the NPC there, or complicated because of having to set triggers that makes her believe you passed Act 1 already.
I know you can just use origin companions even if you don't care much about their stories for that playthrough and switch them out later, but you can't have them join from the start with a modded class as a preset. And creating multiple characters from multiple clients at game start isn't something everyone knows about (and I personally get picky with who the cat goes to once in a while, easiest to manage by starting solo).
Still, I really lack time to create new mods, being already working on multiple ones.
Maybe you should try posting your request on Larian's forums?
For now I just asked to hear if it was possible or not, and honestly if it is, it probably won't be long until it's out there, with or without me asking for it. Min/max players that can't handle 4 clients (or even 2 for lone wolves) for LAN character creation will want a way to create their ideal party from scratch eventually.
"an enemy gives 100 xp on death; this amount is reduced to 25 xp with this mod activated." it should be 50 now if this mod reduce the exp by half
Anyway nice work keep it up