Instructions: drop the chosen .sli file into your data local and play.
Instructions for using with an existing mod: Open the float_defaults.sli that is ALREADY in your datalocal and manually go to line 298 and alter the line to the value you want (5, 10, 50, whatever), save and quit.
*If you view the readme/docs inside the Nexus pane please choose "view as plain text" to see the entire readme.*
10 is far too much to set the xp gain much less anything higher than that. Even 5 is too much, better somewhere between 2 and 4.You stop gaining points after level 45. So any higher levels, only adds the coin you get on quest rewards.
This is a very old and likely wildly out of date mod. I would have hidden it but I'm sure that would annoy people (many annoyed people told me off previously about my mods for other games being hidden or removed), so it's left up as an example I suppose you could say. I recommend not using this and simply finding your up to date files and editing them yourself with whatever values you choose. The example of 5/10/50 is just a random example of numbers lol. Although you could set it to 200, do one fight and then level many times, I'd imagine, which would be useful if you're super lazy and cheaty and I don't care how much or little people want to cheat. Most of my requests have been for more cheaty versions of item stat mods in other games like KCD and TW2. Your recommendation for 2 is probably correct for people who want it to be just slightly cheaty but people should probably not use it. It was created on an early game version. Good luck, hope this didn't break your game. Other users: If this user replies with useful info on the status of this file you should listen to them as they will know better than I, I haven't played in like 4+ years, the sequel is in EA and I will not return here again, so listen to whoever is up to date. See you soon with more cheaty mods on the full release of Greedfall 2 lol.
Hey, anyone playing the game anymore? :P I tried all the suggested solutions but just can't get the mod to work (with or without the weight mod). Is there anything else I could try? I think the game's progression is so darn slow.
i just recently got greedfall for myself and have been trying out some of the awesome mods, upon reading the instructions for this mod and about its incompatability with the extra carry weight mod i realized something, (the following is in caps for visability) IF YOU ARE USING THE EXTRA CARRY WEIGHT MOD AND TRYING TO USE THIS ONE AT THE SAME TIME THERE IS NO NEED FOR BOTH MODS, JUST READ THROUGH THE INSTRUSTIONS AND EDIT THE LINE "<float type="TALENT_EXP_BONUS" default="0.f" />" TO "<float type="TALENT_EXP_BONUS" default="5.f" />" IN THE EXTRA CARRY WEIGHT MOD AND IT HAS THE EXACT SAME EFFECT AS THIS MOD BUT YOU ALSO HAVE YOUR CARRY WEIGHT edit: and if you want the OP xp then just put 50.f instead of 5.f
I tried this. Still not working. I edited both the SLI in my weight mod and the one that is in the game file. Nothing working. Still says 1000 exp when I talk to Vasco after saving cabin boy.
does this mod glitch out the De Vespe Conspiracy? And if so can/how do I "turn it off" for the mod? I've already gone through and deleted files like that before and now I need to replay the damn game.
Anyone still playing this game? Im having issues with this mod working. I have swapped to XML 1.1 and still nothing. Is there any thing else I could try? Thank you
After a little bit of research, the game have level cap of 90 (or 99?). But you'll stop gaining Skill, Attributes & Talents points on level 46. That mean you'll get 45 Skill, 16 Attributes & 12 Talents points. (Skill obtain from adventuring not included) Yes it's weird, but it's not a bug. Developer have confirmed it. From level 46 to 90 will not add anything to your stat as stats bound to Skill, Attributes & Talents. You can reset the skill if you obtain Memory Crystal, google how to find it. In short, you can get up to 5 Memory Crystal, in case you're changing your mind.
In case you're planning to use trainer for it, I recommend to use Greedfall Fearless Cheat Engine version, so you can edit the points. Else, you're stuck with negative value that result silly notification.
Many thanks to you for that info wherever you are now, mister banned person.
And here I was making plans for using XP-increasing mod to learn everything...
Sigh... yet another development team that doesn't give a rat's ass about versatility.
I'd get it if their skill tree was full of universal passives that buff ALL the builds, but that's not the case. Most of it is mutually exclusive things. Like, for example, you can't use both a mace and a sword at the same time. You're either hitting enemies with one or the other, so a person that mastered both and switches isn't much better than a person that only mastered one. Likewise, all your spells compete for MANA and it's not like they are instants with cool-downs either. So using all your mana on ONE mastered spell isn't all that much worse than using it on several. And yet we're STILL severely limited in skill points.
Versatility still pays to SOME extent but generally you just pick one "outlet" per "resource" (namely time and mana) and spend the rest on overlap-free skills. (for example traps don't overlap with anything EVER, afaik)
This over-rewards specialisation, WHICH IS BORING AF in any game where you don't have full party control.
Sight... Why aren't there more games like the witcher 1 on the market?
Thanks for this, I finally got it working :) I didn't realise I had another mod using the same file which is why it wasn't working... Does anyone know a good setting to use to reach max level of 45 before the end of the game..?
If someone is interested in this enough to test things on their playthrough, please try x1.3 and report how it goes.
AFAIK normal endgame level should be 40. And XP to level requirement follows a linear progression. If it was linear from zero it'd be ~x1.27 (it's (44/39)^2 ), but it's linear from a relatively small base value, so total multiplier would need to be slightly lower. BUT, this mod doesn't affect quest XP and I've NO CLUE how much exp in that default LVL 40 is quest XP. Not to mention that "before the end of the game" is a very imprecise definition and will vary from person to person based no how thorough they are, how much they go out of their way to look for fights or to avoid fights and whether they want it to be "right before" or "some time before".
Also note that we're looking for endgame results specifically. Early level quest XP to fight XP ratio is often greatly distorted in games, and also, the smaller the levels the bigger is the effect of that small base value on XP total progression deviation.
53 comments
Instructions for using with an existing mod: Open the float_defaults.sli that is ALREADY in your datalocal and manually go to line 298 and alter the line to the value you want (5, 10, 50, whatever), save and quit.
*If you view the readme/docs inside the Nexus pane please choose "view as plain text" to see the entire readme.*
This still work ?
IF YOU ARE USING THE EXTRA CARRY WEIGHT MOD AND TRYING TO USE THIS ONE AT THE SAME TIME THERE IS NO NEED FOR BOTH MODS, JUST READ THROUGH THE INSTRUSTIONS AND EDIT THE LINE "<float type="TALENT_EXP_BONUS" default="0.f" />" TO "<float type="TALENT_EXP_BONUS" default="5.f" />" IN THE EXTRA CARRY WEIGHT MOD AND IT HAS THE EXACT SAME EFFECT AS THIS MOD BUT YOU ALSO HAVE YOUR CARRY WEIGHT
edit: and if you want the OP xp then just put 50.f instead of 5.f
fresh install of GF and mod has zero effect
an error on my part in np++mod and/or changing the line in .sli works exactly as advertized
my bad - endorsed
But you'll stop gaining Skill, Attributes & Talents points on level 46.
That mean you'll get 45 Skill, 16 Attributes & 12 Talents points. (Skill obtain from adventuring not included)
Yes it's weird, but it's not a bug. Developer have confirmed it.
From level 46 to 90 will not add anything to your stat as stats bound to Skill, Attributes & Talents.
You can reset the skill if you obtain Memory Crystal, google how to find it.
In short, you can get up to 5 Memory Crystal, in case you're changing your mind.
In case you're planning to use trainer for it, I recommend to use Greedfall Fearless Cheat Engine version, so you can edit the points. Else, you're stuck with negative value that result silly notification.
And here I was making plans for using XP-increasing mod to learn everything...
Sigh... yet another development team that doesn't give a rat's ass about versatility.
I'd get it if their skill tree was full of universal passives that buff ALL the builds, but that's not the case.
Most of it is mutually exclusive things.
Like, for example, you can't use both a mace and a sword at the same time.
You're either hitting enemies with one or the other, so a person that mastered both and switches isn't much better than a person that only mastered one.
Likewise, all your spells compete for MANA and it's not like they are instants with cool-downs either. So using all your mana on ONE mastered spell isn't all that much worse than using it on several.
And yet we're STILL severely limited in skill points.
Versatility still pays to SOME extent but generally you just pick one "outlet" per "resource" (namely time and mana) and spend the rest on overlap-free skills. (for example traps don't overlap with anything EVER, afaik)
This over-rewards specialisation, WHICH IS BORING AF in any game where you don't have full party control.
Sight... Why aren't there more games like the witcher 1 on the market?
/rant mode off
Thanks again for the mod :)
AFAIK normal endgame level should be 40. And XP to level requirement follows a linear progression.
If it was linear from zero it'd be ~x1.27 (it's (44/39)^2 ), but it's linear from a relatively small base value, so total multiplier would need to be slightly lower.
BUT, this mod doesn't affect quest XP and I've NO CLUE how much exp in that default LVL 40 is quest XP.
Not to mention that "before the end of the game" is a very imprecise definition and will vary from person to person based no how thorough they are, how much they go out of their way to look for fights or to avoid fights and whether they want it to be "right before" or "some time before".
Also note that we're looking for endgame results specifically. Early level quest XP to fight XP ratio is often greatly distorted in games, and also, the smaller the levels the bigger is the effect of that small base value on XP total progression deviation.