I have a few mods that make the game too easy but I wanted certain weapons and gear right off the bat. The difficulty fits well now with this . Thanks!
Doesn't the increased enemy damage mod make the game easier since it increases the damage TAKEN by enemies though? Or is it meant to be damage DEALT by enemies?
EDIT: For some reason, the faster enemy attacks mod suddenly stopped working. I have the latest FMM too.
Perfect mod for those of us that like to use increased skill point mods. Once you max out your skills even basic nightmare isnt enough so this with the highest (DMG Sponge) change it's juuuuuuuust right.
Well the update came out and the game wont launch with the mod anymore. Ugh I probably should have just pirated the game so i don't have to worry about stuff like this because now I cant even play with this mod. I really hate to even ask as a fellow modder but is there any chance you can update?
I tried to play without it, killed everything so fast, so boring. I cant finish the game =(
Ok I see how it works now, Im not so familiar wiht FrostyModManager Ive only used it a handful of times. Im much more pronounced at modding and writing mods for other games. Thank you so much, that worked. I really appreciate it, I hate to ask other modders to do anything but I cant do this myself.
I'm just using FLING's trainer for the game and where the damage multiplier option, I set it to 0.3 instead of going higher than 1, it works well but I'm gonna try the faster attacks, that one is interesting for a perfect defense build.
The damage multiplier works only on yourself and not your companions, and if you have your companions abilities upgraded then they can deal a massive amount of damage on enemies without you dealing any. I'm speaking from experience bc i tried cheat engines like that before and didn't like the fact that I'm constricting myself to make the game harder, i wanted to be able to run any build i want without the game losing it's challenge. This is precisely why i think beefing up enemy health/barrier/armor is the way (for me personally) than toning down my strength/dmg.
yeah im realzing now you are 200% right about the trainer. It kidna seems like it works on custom difficulty, I tried it on underdog and custom, seemed like it worked on custom/custom nightmare because I cant change my game back to nightmare.
Seems like it works on custom difficulty. Im using the dmg sponge and faster attacks which you can definitely notice. Doing straight underdog difficulty turns on that snap to aim and aimbot I cant stand.
Might be FasterEnemyAttacks, try removing that, anything else should not crash/cause errors since the other files just alter enemy health and nothing else at all.
im only using the more Hp/Armor/Barrier File though and i tried using it with a fresh character and Tried other version (Defualt/lower/Lowest) one at a time the only way for me to get around it is to disable the mod go in skip the cutscence and then close the game re enable the mod and get back into game.
Tried Editing the values myself using the editor but i get this when i try to extract as mod :
Could not find the type gameplay/characters/creature/creature_level_setvariabletypeinfoasset at FrostySdk.Ebx.TypeRef.GetReferencedType() in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\Ebx\TypeRef.cs:line 60 at FrostySdk.IO.EbxWriterRiff.WriteTypeRef(TypeRef typeRef, Boolean addSignature, NativeWriter writer) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 1144 at FrostySdk.IO.EbxWriterRiff.WriteField(Object obj, EbxFieldType ebxType, EbxFieldMetaAttribute fieldMeta, NativeWriter writer, Boolean isReference) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 1044 at FrostySdk.IO.EbxWriterRiff.WriteClass(Object obj, Type objType, Int64 startOffset, NativeWriter writer, Boolean writeClassBytes) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 971 at FrostySdk.IO.EbxWriterRiff.ProcessData() in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 771 at FrostySdk.IO.EbxWriterRiff.WriteEbx(Guid fileGuid) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 118 at FrostySdk.IO.EbxWriterRiff.WriteAsset(EbxAsset asset) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 76 at Frosty.Core.IO.FrostyModWriter.EbxResource..ctor(EbxAssetEntry entry, Manifest manifest) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\IO\FrostyModWriter.cs:line 134 at Frosty.Core.IO.FrostyModWriter.WriteProject(FrostyProject project) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\IO\FrostyModWriter.cs:line 364 at Frosty.Core.FrostyProject.WriteToMod(String filename, ModSettings overrideSettings) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\FrostyProject.cs:line 473 at FrostyEditor.Commands.ExportModMenuItemCommand.<>c__DisplayClass4_0.<Execute>b__0(FrostyTaskWindow task) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyEditor\Commands\ExportModMenuItemCommand.cs:line 34 at System.Threading.Tasks.Task.Execute() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__19.MoveNext() in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\Windows\FrostyTaskWindow.xaml.cs:line 117 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
28 comments
EDIT: For some reason, the faster enemy attacks mod suddenly stopped working. I have the latest FMM too.
I tried to play without it, killed everything so fast, so boring. I cant finish the game =(
My game couldn't launch after updating the SDK but deleting the moddata folder and rebuilding fixed it. Mod works fine on my end.
This is precisely why i think beefing up enemy health/barrier/armor is the way (for me personally) than toning down my strength/dmg.
is there a way to fix this??
Tried Editing the values myself using the editor but i get this when i try to extract as mod :
Could not find the type gameplay/characters/creature/creature_level_setvariabletypeinfoasset
at FrostySdk.Ebx.TypeRef.GetReferencedType() in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\Ebx\TypeRef.cs:line 60
at FrostySdk.IO.EbxWriterRiff.WriteTypeRef(TypeRef typeRef, Boolean addSignature, NativeWriter writer) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 1144
at FrostySdk.IO.EbxWriterRiff.WriteField(Object obj, EbxFieldType ebxType, EbxFieldMetaAttribute fieldMeta, NativeWriter writer, Boolean isReference) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 1044
at FrostySdk.IO.EbxWriterRiff.WriteClass(Object obj, Type objType, Int64 startOffset, NativeWriter writer, Boolean writeClassBytes) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 971
at FrostySdk.IO.EbxWriterRiff.ProcessData() in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 771
at FrostySdk.IO.EbxWriterRiff.WriteEbx(Guid fileGuid) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 118
at FrostySdk.IO.EbxWriterRiff.WriteAsset(EbxAsset asset) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostySdk\IO\EbxWriterRiff.cs:line 76
at Frosty.Core.IO.FrostyModWriter.EbxResource..ctor(EbxAssetEntry entry, Manifest manifest) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\IO\FrostyModWriter.cs:line 134
at Frosty.Core.IO.FrostyModWriter.WriteProject(FrostyProject project) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\IO\FrostyModWriter.cs:line 364
at Frosty.Core.FrostyProject.WriteToMod(String filename, ModSettings overrideSettings) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\FrostyProject.cs:line 473
at FrostyEditor.Commands.ExportModMenuItemCommand.<>c__DisplayClass4_0.<Execute>b__0(FrostyTaskWindow task) in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyEditor\Commands\ExportModMenuItemCommand.cs:line 34
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__19.MoveNext() in E:\Documents\GitHub\FrostyToolsuiteCosmic\FrostyPlugin\Windows\FrostyTaskWindow.xaml.cs:line 117
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Also, apparently crashing at the Bellara scene is not caused by the mod, or any mod in this case probably, Frosty itself is what's causing the crash.
Wavebend (one of the devs for Frosty) is working on solving this issue for the DA:V Frosty.