How did you tune the max hp loss from death ? I can't for the life of me find a way to make it remove -10% hp each time and possibly cap at 50% max hp...
If i click on lucky scavenger in script Generated UI, i get a message in red saying "in window 'REFramework [v1.5.9.1+69-28ecc53d]': Missing Endgroup () i don't think the mod on my end is working but i do not know why as i followed the installation instructions
I'm not very knowledgeable about REframework, but I had this same error before reinstalling the game to try Dogamma, on my two game files (with different saves and mods). So might be REF. or mod conflicts (IMO). But like I said I'm kinda new to modding this game.
Btw, I have this error too and for now the Modpack seems to work for me. Except for some endgame upgrading materials in herbs and trash piles, and the +weight ring in the borderwatch outpost (but this last part is probably intended ?)
Any chance to make an option to only have higher level gear as not available at shops? It doesn't make sense to have even basic gear like chain mail not available. Elves should know how to make their own gear as well. I think low to mid level gear should still be available for purchases.
Thank you for this Modpack, I was searching for an excuse to play more of this game hehe.
In the 1.41 that I just installed I got a Wailing Crystal from gathering herbs, I'm just wondering if it's intended ? Maybe I got really lucky ? I'm asking cause I saw 1.41 solved the chest's loots. (Btw little note I installed everything 1 hour before the 1.41 dropped and I got a post game helmet in the second chest I opened, full glad I was to see the patch notes for 1.41, I was feeling weird about this helmet before Melve lol).
I have one more question if you don't mind. Is it normal that I get some of the vanilla loot in quest rewards and even in some chests? For chests sometimes I get the vanilla loot + extra loot from the mod.
For example I got "Ranger's Tights" in the usual chest in Trevo mine, with other random loot.
Edit : btw I made sure to load your mod last in fluffy to have your settings get prioritized over the rest.
edit 2 : the minotaur from just before nameless village gave me the usual hat, the usual bow and bandit greaves. Intended ? (I mean I only got the mod's message for rolling the greaves so the usual hat+bow must a/ be intended b/ be a bug c/ can't be remove so kind of intended?)
edit 3 : often when my chest get updated loot I get this (example from the chest in the manor on top of nameless village) :
so here onyx + jasper = vanilla loot and favored flower = enhanced loot, but where the boltscale went I don't know (not in my bags either).
Yes currently vanilla loot and bonus loot are cumulated. I’ll add a system to have a configurable chance of getting loot for your class or main pawn class. When it’s done, ill an option to remove vanilla gear from all chests
For the bolt scale that’s weird, I’ll look into it, thanks for testing it. You sure a pawn didn’t loot it instead ?
Instead of making shops have no gear at all, I made them only have low tier stuff available at 1.85x the price so the game isn't a goblin grindfest to overlevel enemies. I left the Vermund shops with it's lowest gear tier and moved the next tier over to Celeste's Smithy at the Checkpoint Rest Town, I did the same with the Sacred Arbor and Battahl, moving the next tier Battahli gear to the Volcanic Island Camp. I left the Nameless Village mostly unchanged since it's stuff is a decent inbetween from Vermund to the Checkpoint Rest Town, I only removed the stronger Thief Set and Daggers.
I found the game much less tedious this way since this give a measure of control over gear progression, but not enough that it disincentivizes exploration since the gear is much more expensive and you'll still find higher level stuff out in the wild. It wasn't frustrating to receiving a Trickster weapon before getting to Melve since I knew I could sell the weapon and buy something more appropriate to my vocation instead.
Meh, make money, take oscarts to battalh, boom, no need to hunt bosses or look for chests.
I’ll add a chance to get gear for your character class, main pawn class or random. This way you’ll be able to only get loot you are interested in if you want to.
1. Are drops from monsters tied to XP? I want to reduce XP rewards to 1 in CDT to avoid getting overleveled, but I can't tell if it messes with Lucky Scavenger.
2. I'm on NG+, and so far difficulty (in the first area) seems fine, but is the difficulty scaled to level, or can I freely change damage to arisen/pawn in CDT if it doesnt hold up with boss fights?
I've tried in the small shop in Harve village, and still has weapon and armors. This was a save that i was playing before installing the mod. So i've made a fresh start and in the Borderwatch outpost they still has the gear.
Loose files loaded was around 1000, and in the Custom Difficulty Tweaks menù i can see in Dogamma as preset
I came to drop the same concern! I was so confused when I picket up the Marcher set armour in the capital, the helmet piece came with all the three improvements and my 80k gold puff disappeared down to 0!! Like daaamn I sure like that every armour piece gets to late game stats when upgraded but I wasn't expecting it to drain my coin for armour found on chests. I will try dissabling it... other than that this mod pack is fking awesome :-)
quick question. Ive installed the mod and added Custom Difficulty and all its requirements do I have to start from the beginning to have the effects of the mod? I read that it uses a new balancing mod but I can't see the new spells and I've found merchant in Batthal selling weapons/armor.
Getting a message a startup about problems with custom difficulty/logger not found. First message sol: runtime error module 'customdifficulty/logger' not found
ending message
no file \customdiffculty/logger.dll stack traceback: :in? :In function base, require :dragondogma 2 \reframe\autorun\lucky scavenger.lua:2 in the main chunk.
This is with the current update. The previous update worked fine w\o any script runner error message. i disabled all of the mods, and it seems this is the culprit
Yes of one the script uses a Custom Difficulty Tweaks function to log stuff. CTD should always be on as it is a core part of Dogamma to balance everything. I might remove the requirement in a later patch
98 comments
the CDT part doesn’t work
Thanks again though for the quick response !
i don't think the mod on my end is working but i do not know why as i followed the installation instructions
Btw, I have this error too and for now the Modpack seems to work for me. Except for some endgame upgrading materials in herbs and trash piles, and the +weight ring in the borderwatch outpost (but this last part is probably intended ?)
I downgraded REFramework to the latest stable release https://github.com/praydog/REFramework/releases
I wonder though, is it gonna affect Dragon's Dogamma Modpack in any way ?
Edit : just replace the dinput8.dll if you want to downgrade
In the 1.41 that I just installed I got a Wailing Crystal from gathering herbs, I'm just wondering if it's intended ? Maybe I got really lucky ? I'm asking cause I saw 1.41 solved the chest's loots. (Btw little note I installed everything 1 hour before the 1.41 dropped and I got a post game helmet in the second chest I opened, full glad I was to see the patch notes for 1.41, I was feeling weird about this helmet before Melve lol).
For example I got "Ranger's Tights" in the usual chest in Trevo mine, with other random loot.
Edit : btw I made sure to load your mod last in fluffy to have your settings get prioritized over the rest.
edit 2 : the minotaur from just before nameless village gave me the usual hat, the usual bow and bandit greaves. Intended ? (I mean I only got the mod's message for rolling the greaves so the usual hat+bow must a/ be intended b/ be a bug c/ can't be remove so kind of intended?)
edit 3 : often when my chest get updated loot I get this (example from the chest in the manor on top of nameless village) :
so here onyx + jasper = vanilla loot and favored flower = enhanced loot, but where the boltscale went I don't know (not in my bags either).
For the bolt scale that’s weird, I’ll look into it, thanks for testing it. You sure a pawn didn’t loot it instead ?
I would be really interested in the option to remove vanilla gear from all chest, thanks :) might even restart a run for that.
I found the game much less tedious this way since this give a measure of control over gear progression, but not enough that it disincentivizes exploration since the gear is much more expensive and you'll still find higher level stuff out in the wild. It wasn't frustrating to receiving a Trickster weapon before getting to Melve since I knew I could sell the weapon and buy something more appropriate to my vocation instead.
I’ll add a chance to get gear for your character class, main pawn class or random. This way you’ll be able to only get loot you are interested in if you want to.
I just had two questions:
1. Are drops from monsters tied to XP? I want to reduce XP rewards to 1 in CDT to avoid getting overleveled, but I can't tell if it messes with Lucky Scavenger.
2. I'm on NG+, and so far difficulty (in the first area) seems fine, but is the difficulty scaled to level, or can I freely change damage to arisen/pawn in CDT if it doesnt hold up with boss fights?
thanks in advance, really good work!
2. For NG+, likely increase the global multipliers for CTD with damage to 150% or 200%
This was a save that i was playing before installing the mod.
So i've made a fresh start and in the Borderwatch outpost they still has the gear.
Loose files loaded was around 1000, and in the Custom Difficulty Tweaks menù i can see in Dogamma as preset
Dos someone have a clue what it could be ?
ending message
no file \customdiffculty/logger.dll
stack traceback:
:in?
:In function base, require
:dragondogma 2 \reframe\autorun\lucky scavenger.lua:2 in the main chunk.
This is with the current update. The previous update worked fine w\o any script runner error message. i disabled all of the mods, and it seems this is the culprit