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Reveurr

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49 comments

  1. anservino2
    anservino2
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    Hi! Any chance we get this mod for the Definitive Edition?
  2. TheDoppelgamer
    TheDoppelgamer
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    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.
  3. BAPWAS
    BAPWAS
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    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.
  4. HickyBurr
    HickyBurr
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    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
    1. Reveurr
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      Hi,

      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.
    2. HickyBurr
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      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?
    3. Reveurr
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      There shouldn't be any difference between Nexus and Steam.

      Hannag (and all the other mobs using the strong caster template) have been updated.
    4. HickyBurr
      HickyBurr
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      Oh dude I wish Steam had such a fast response rate as yours
      Thanks a lot,
      Cheers
    5. HickyBurr
      HickyBurr
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      Another one:
      Same fight at Blackpits entrance, Void-touched Boar, gives 7500xp with and without the mod on.
      Cheers.
    6. Reveurr
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      Thanks for the reports.
      Void-touched Boars updated.
    7. HickyBurr
      HickyBurr
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      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..
    8. HickyBurr
      HickyBurr
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      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..
    9. Reveurr
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      Looking into it ASAP.

      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.
    10. HickyBurr
      HickyBurr
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      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...?
    11. Reveurr
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      They have been at vanilla value, since the mod was released.
      I have no idea which monsters still give vanilla XP.

      Player's feedback really helps me.
    12. HickyBurr
      HickyBurr
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      Cool, thanks mate
    13. Reveurr
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      Updated the templates : _Melee_Strong, _Melee_Defender and _Ranger.
      This impact multiple monsters in the whole game.
    14. HickyBurr
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      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

      Cheers
    15. Reveurr
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      Thanks.
      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.
    16. HickyBurr
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      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..
    17. Reveurr
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      I can't find a mob named "Silent Watcher Lizard".
      Could you please check the spelling?
      Also, in which act do you find this enemy?
    18. HickyBurr
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      They were both called just "Silent Watcher". One was an elf the other was a lizard.
      The Elf one gave 7,500 while the Lizard gave 14,975.

      Edit: Act 2 (I guess). Blacpits.
    19. Reveurr
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      Strange, I already lowered the templates used by them.
      Lowered them again, hope it did the trick.
    20. HickyBurr
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      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...
    21. Reveurr
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      Strange.
      Do you have other mods installed?
      If yes, what's your load order?
    22. HickyBurr
      HickyBurr
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      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.
    23. Reveurr
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      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)
    24. HickyBurr
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      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..
    25. Reveurr
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      It shouldn't make a difference.
      Mystery to me :/
    26. HickyBurr
      HickyBurr
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      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.
    27. HickyBurr
      HickyBurr
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      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?
    28. Reveurr
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      Thanks for the report, Black wolf updated.
      Yes loading time is normal and happens once.
    29. HickyBurr
      HickyBurr
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      Hey dude,
      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.
    30. Reveurr
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      Thanks for the feedback.
      Will look into it around tuesday, can't before.
    31. HickyBurr
      HickyBurr
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      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.
    32. Reveurr
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      Will not be able to look into it right now.
      I noted your post on my todo list.
    33. HickyBurr
      HickyBurr
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      Thanks dude, I think there's nothing more required to adjust in the mod; final ratio is 1/2 of kill XP.

      I'm about to start with your other mod, the 75% Nerf. Is it going to require adjustments / updates like this one?
      Cheers
  5. shadow85
    shadow85
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    Ok, thanks.
  6. shadow85
    shadow85
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    so in vanilla tactician/honour mode, can your party become over leveled and over powered easily, is that why this mod exists?
    1. Reveurr
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      I don't think so.
      This mod exists to balance my other mods, which adds a lot of additional monsters.
  7. Maladroyt
    Maladroyt
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    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?
    1. Reveurr
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      Indeed.
      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.
    2. Maladroyt
      Maladroyt
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      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).
    3. Reveurr
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      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?
    4. Maladroyt
      Maladroyt
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      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.
  8. kalenics
    kalenics
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    This mod fits perfectly for Classic and nerfed Tactician (no hp bloat) modes if you want some increased challenge. ENDORSED.
    1. Reveurr
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      Thanks
  9. Zambooo
    Zambooo
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    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

    Anyway nice work keep it up
    1. Reveurr
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      Thanks, description edited.