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Gabett

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Gabett

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38 comments

  1. Mrnino752
    Mrnino752
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    the 100% variant is just double Exp correct?
    1. Gabett
      Gabett
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      Exactly!
    2. jamaull
      jamaull
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      not working
  2. Finn7283
    Finn7283
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    It seems that it no longer works with patch 5 as well as with the skills mod.
    1. Gabett
      Gabett
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      Both mods still work. The warning in the mod manager can be safely ignored.
  3. gyllenborg
    gyllenborg
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    Soooo... Does this mod increase the XP gained from defeated enemies, or does it only affect Quest Completions?
    Because either I misunderstood when I thought combat encounters would also level me faster, or the mod isn't working for me...? 😧
    1. Gabett
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      It does apply to enemy XP. I just tested it again on enemies in Arlathan, Treviso and the Necropolis to make sure, and they all gave increased XP. Which version of the mod are you using and where are you not getting increased XP?
    2. gyllenborg
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      The "Faster Leveling - Earn More XP - 100%" one.
      Right now I'm in the middle of the "Lucanis recruitment quest", where you go to the prison to break him out. The leveling felt vey slow despite the mod, so I checked how much I got, and it was like 60 XP for an enemy encounter/battle, I think? 

      EDIT:
      These are the mods I use, but as far as I can see, the active ones shouldn't try and change the same files...?

    3. Gabett
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      That sounds about right, to be honest. A lot of combat encounters only give you 20-30 XP, especially at the start.
    4. gyllenborg
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      Wait, really? Huh... Guess I should try deactivating it fully and see if anything changes in an encounter. I honestly assumed 60 was standard, because it felt so little, so I only tried deactivating other mods that used the same files/paths. 😅
    5. gyllenborg
      gyllenborg
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      Yup. You were right. I got 30 XP instead of 60 XP without the mod, even.
      Soooo, that's my bad. The mod works as it should. I was just confused by how low the standard XP is.
    6. Gabett
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      I'm glad it's working and yeah, I can see why you were confused, those numbers felt low for me too when I was making the mod. Even codex entries give you 100XP!

      Most of your XP in this game seems to come from quest completion and bosses. For other stuff, there are even instances where you all you get is a measly 10XP.
    7. gyllenborg
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      Man, that's annoying, and very unsatisfying...
      Well, I don't know where the current stage in Veilguard modding is, but maybe one day there'll be a mod that balances those numbers out between the two aspects. Or even give you more for combat than completions, in average.
      Right now it just feels like such a strange way to "reward" the player for defeating the enemy.

      So with that said; Thank you so much for this mod! Makes it a lot more enjoyable to play new characters/builds. Is there any chance to make a version of the "+100% XP Gain Mod" that also increases the XP from combat encounters with another 50-100%? 🤔
    8. Gabett
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      Added a new optional file! It can be used in combination with any of the main mod versions. Make sure to place it under the main mod in your load order.
    9. gyllenborg
      gyllenborg
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      Omg! Thank you so much! 😁
  4. Gabett
    Gabett
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    This is merely a warning that the mod was created for an older patch of the game. Unless you find that the mod does not work when you test it in the game, this warning can be safely ignored.

    You can still apply the mod to your load order and use it in your game.
  5. AlzackDale
    AlzackDale
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    Installing the level 50 on demand version and fast travelling/loading into the lighthouse cause the game to crash.
    1. Gabett
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      Yes, this is a known issue with the modding tools, you can read more about it on the mod page. This is why I wrote that you should install it, level up, and uninstall it. If you don't go to the Lighthouse while it's installed, it shouldn't cause any issues.
  6. Feinryel
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    Does this solve the problem of having to deal with overpowered enemies who expect the player to wear +10 equipment by the time they reach level 50? If not, then the next missions after that point will be very frustrating to get through until you can upgrade your workshop.
    1. axhawk5
      axhawk5
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      No, but slap this on and probably one to make the upgrades themselves cheaper, and that'll fix it:

      https://www.nexusmods.com/dragonagetheveilguard/mods/629
    2. Feinryel
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      Right, but you still have to meet the spirit guy to upgrade the workshop, and that’s after two mandatory missions in Arlathan forest. You’d be forced to fight level 45 enemies with level 1 equipment.
    3. Gabett
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      Hm, I can try to delay the advancement to level 50 for after those missions if I can figure out how much xp they award. I'll look into it.
    4. Feinryel
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      I’d recommend tying the level 50 xp boost to the first guardian kill, right before unlocking the way to Dock Town and Treviso. I’m not sure if xp rewards from combat are awarded based on specific enemy kills or not though, so maybe that idea wouldn’t work.
    5. Gabett
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      I have yet to figure out where exactly the game stores xp rewards for enemy kills, but I uploaded a new version. This will get you to level 50 by the time you would reach level 7 normally. You finish the pre-Workshop missions at level 6 and some change if you explore and pick up absolutely everything, so the few hundred extra xp should be enough of a buffer.
    6. Feinryel
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      I’ll try that out, once I’m able to in a few days.

      another idea if you wanted to keep the level 50 after getting to the lighthouse for the first time would be to start the game with all the starting equipment at +10. Picking up any new equipment for the first couple missions would be useless until they’re upgraded, but at least you’d be doing the damage that you should be doing.

      but again, I’m not sure if that is possible to implement. 
    7. Gabett
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      I don't know if you saw this, but I added another version as a sort of trial run that awards you 50 levels worth of experience upon picking up a codex entry. That one you shouold be able to install at any point in the game, so you can jump to 50 whenever you are ready.

      I did think about the equipment idea, but there are already mods that do something similar, and honestly, it looks like a pia, even before having to figure out how to make sure that the equipment would be +10.
    8. Feinryel
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      Fair enough. I really appreciate your responses to my queries, and your work here and on your other mods are very helpful. Good luck on any future projects!
  7. Anders00n
    Anders00n
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    Thank you for this mod.
    Makes the replay way more fun. Works well and thanks for the warning when the Mod can still be installed without causing issues.
    I tested around a bit, is it normal when i like remove the mod, that the lvl doesnt show 50, but 3 yet i keep all the skillpoints in the right place?  (i just tried around with a test save to check how each mods affects and just noticed that when i played while have the instant lvl 50 removed)

    Else everything is fine and it makes ma experience way more fun <3
    1. Gabett
      Gabett
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      I wouldn't recommend removing this type of mod during an ongoing playthrough, but yes, from what I understand about the game mechanics, what happened during your testing sounds about right.
    2. Anders00n
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      ok thanks.
      Thats why i did it on a test save.
      I currently use the 25% more exp, like it even more than instant lvl50. Thanks for the other options btw.
  8. huynhpay
    huynhpay
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    Hey, thanks so much for this mod! The mod worked great on a fresh playthrough, but I went back to another save with my character being level 33, and now they are level 50. Is there anyway to fix this? I don't wont to be locked out of skill points on this 30+ hour playthrough! Any help would be appreciated!
    1. Gabett
      Gabett
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      This cannot be fixed due to the nature of how I created the mod. You will have to go back to a save file before applying the mod to the ongoing page. And make sure to carefully read through the mod page before installing any mods in the future.
  9. DarkViper680
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    You are on a roll with all of these mods you're releasing! Thank you so much for each and every single one of them!

    Was it not possible to modify the exp gained tho instead of the exp required for each level? If that were possible, you wouldn't retroactively adjust your level and possibly miss out of Skill Points.
    1. Gabett
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      Thank you <3

      Your idea could probably work, but from what I can tell, it would involve manually combing through the game files for the many different files that specify xp rewards for different activities. So I'm not saying no, but it's a bigger hassle than I am willing to go through right now. 
    2. DarkViper680
      DarkViper680
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      Oh I didn't think you'd have to adjust every single file that gives exp. I figured it would just be like a single modifier somewhere, but I'm clueless when it comes to creating mods lol. Your implementation sounds muuuuch easier!
    3. DarkViper680
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      Since you made a mod for More Skill Points from Fen'Harel statues, do you have plans for a mod for more health from the Evanuris statues? Maybe like +50% health from them?
  10. Timmy1548
    Timmy1548
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    Object reference not set to an instance of an object. that is the error im getting when adding it to the mod manager, any ideas?
    I already have 2 other mods working on it but this one wont work with Frosty