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273 comments

  1. QuackersLol
    QuackersLol
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    Hey. Thank you very much for your mod. Made the game a lot more enjoyable.

    I have been rocking the x2.5% & extra damage. Now, its perfect for almost everything but it can be a bit too much for certain late game monsters (HR Zho Shia, for example). Do you have a list of what monster ids correspond to which? Im trying to tweak it for specific ones.
  2. PabloSE000
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    Hi! I love the mod and the several options TYVM!

    I was wondering.. back in MH RISE I used this mods to make the hunt considerably harder

    https://www.nexusmods.com/monsterhunterrise/mods/1770
    this mod made monsters immune to traps and flashes

    https://www.nexusmods.com/monsterhunterrise/mods/2195
    https://www.nexusmods.com/monsterhunterrise/mods/2197
    this mods made afflicted monsters immune to cores breaks knocking them out of afflicted mode so they kept angry and aggresive for the entire hunt

    And there was a guy trying to make monster totally immune to all statues but he could do it perfectly (one of the cat skills desactivates the whole mod idk why lol), cant find the mod anymore tho..

    I was wondering of its possible to do those mods here in wilds?

    1- monsters immune to flashes and traps, in several of my fights in multiplayer people keep spammig them
    2- is possible to monster be somewhat immune to wounds stagger? I think they get knocked out a lot because of wounds, I want them to keep aggresive for the entire hunt
    Is possible to make guardians keep their energy so they can keep attacking for the entire hunt?
    3. is possible to make monster immune to status? as I said the guy that created that mode was really really close to complete it but he couldnt made it because that cat skill kept desactivating the mod for some reason, is possible here?

    What I liked that these mods in RISE only needed the host to mod the monster so the other players that joined my SOS had to fight these strongers monsters too

    Please takes this questions from a guy that can barely switch ON and OFF his PC, I know nothing of modding or if this is difficult or impossible

    Thx for ur time and again thank you for the mod! it can make the fight way enjoyable with the extra HP and dmge :D
    1. Babyg145
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      Or you could just, you know. not use traps or flashes 
    2. PabloSE000
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      1- monsters immune to flashes and traps, in several of my fights in multiplayer people keep spammig them
      I like to play multiplayer since I think the game is way easier in solo, I never use traps/flashes but I cant control what other players do, that mod that made monster immune to traps and flashes (mine or other player's traps and flashes) solved that problem, since a lot of casual players like to spam flashes or traps for whatever reason..
    3. Furiante
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      So I'm trying to answer the questions to the best of my knowledge (which probably isn't enough, but still).

      1. Should be possible in theory, I'd just have to search a bit to tell you which file would need to be edited. However, it's not clear what applies for other players and what doesn't, so this would need to be tested first. But I have to say you shouldn't use a mod that completely disables things like traps for other players, who don't know what's going on and why the game's machanics aren't working for them suddenly.

      2. I don't know if you can do that. You could definitely just give wounds a very high HP threshold so they rarely or never trigger, but I can't say whether disabling staggers altogether is doable.

      3. Status is actually in the same file that's edited for this mod. Again, it would be possible to just set the thresholds to a very high value to disable stuns altogether

      So again, most things are probably possible, but it's nothing I would do in the near future, mostly because of the work it involves. As I mentioned, I also don't think you should do stuff like disabling entire mechanics like traps or status for other players without them knowing. Doesn't seem like a good thing to do for me.
    4. PabloSE000
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      Dont worry dude as I said before I can barely switch ON and OFF my PC and I am really glad of this mod :D

      I can of get it why dont u want to make a mod that may hinder players gameplay, but in my eyes this mod alone is used for players that want to make the game harder and more challenging, the mods I mentioned in RISE weren't used to harass low level players that may need flashes and traps, those mods (no flashes, no traps, monster immune to staggers, monsters more aggressive, resistant to statuses) were used to end game players that wanted way harder fights, I always created the games using this mods when I was way over Master Rank 500 and used in endgames fights (Investigations lvl 280-300 and special investigations that are for lvl 300) also in endgame monsters like elder dragons or Apex Monsters or Scorned Magnamalo, you will never see me using it for starter monsters like Izuchi or Volvidon

      Without those mods I had to deal with players that they first attack was a flash even in if the monster wasnt a flying monster, several times was followed by some ranged player spamming para - sleep - shock trap - pitfall trap then again flash and they restarted again
      I even have a video of a seregios that got caught in this para - sleep - traps twice in a row, the monster almost didnt attack and after this seregios already lost around 75% of its health, sorry but I didnt buy the game so the monsters dont get the chance to attack once

      As i said before I like playing multiplayer but I had to deal with there players a looooot, if u ask them to not use flashes or traps it looks like they take it as a challenge to annoy you and they start to spamming like there is no tomorrow and when they ran out they come back to camp to bring more

      This is kind of happening too in here in wilds, the worst case I see is ranged players using Heavy Bowgun (elemental and pierce ammo) and bow players shooting for as far away as they can and they spam flashes, when the monster is flashed then it start trashing around making melee fight way harder but making ranged way way easier, so they just ruin melee experience so they can shoot more comfortably -_-

      Lately if I see a ranged player use as flash as they first action against any monster Ijust kick them because if u ask them to not use them they taunt u or just dont listen and yes they spam them always

      The flash-trap immunity made fights way more enjoyable and I could play without worrying about some players spamming them for no reason, I always fight the harder monsters anyway, you could always warn them as an autoshoot when they join in your game

      Anyway as I said before this mod alone made me enjoy way more normal hunts since I got the feeling that they were way too short Thx again :D and I hope u can check again about my point in the usage of those mods
  3. medisons
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    When I use the editing tool healthmult.ahk, it works fine up to PartsVital, but I can't get it to work properly from ScarNormalAndTear onward. After editing PartsVital, it jumps to RewardRank
    1. Furiante
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      This is weird, could you tell me what OS you are on? My best guess is that this is because that, to go through the cells with "subtables" as I'll call them (from Poison to SkillRyuki), you only need one Tab input, and not two as I need them.

      Maybe test what happens when you manually press Tab to switch through the cells. You could also count for yourself how many Tabs you need to go from PartsVital to ScarNormalAndTear and edit the script accordingly. This would be in line 49, just switch out the 21 from the function call to the number you recorded.
  4. mrb5zx
    mrb5zx
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    Thank you so much for the mod and the fast updates. I wouldn't enjoy the game as much as I'm doing if it wasn't for this mod.
    1. Furiante
      Furiante
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      Thanks, I'm glad I could be of help!
  5. Derik555
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    Hello does this change wound frequency and hp alongside the monster hp values?
    1. Furiante
      Furiante
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      Yes, wound HP is being affected by the same modifiers as regular HP. This should mean that wounds appear at roughly the same HP thresholds as before, just more spaced out.
    2. Derik555
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      Thats awesome, thanks alot for this ^^
  6. YunaAfz
    YunaAfz
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    Nice constant updated.

    Waiting for 2.5x ATK to be updated for TU1.

    Thank you.
    1. Furiante
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      I finished updating every version now, including yours. Have fun!
  7. minh1998
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    can u make 3x HP for TU1
    1. Furiante
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      Finished updating every version now, including this one.
  8. sevrilkestra
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    PSA. Uninstalling the mod requires you to delete the files from the native folder rather than just turning it off in modmanager. I think I had it at 1.4 HP & 1.2 attack and I couldn't kill HR Zoh Shia lol. Went from timing out and failing to beating it in under 20 minutes.
  9. jonsit223
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    Thanks for updating it. Cant play the game without this fantastic mod. 
    Looking forward to the 2x HP - 1.8x ATK update.!
    Highly appreciate!
    1. Furiante
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      Updated it for you real quick, have fun! ;)
  10. bulbousaurr
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    hey. first of all i wanted to thank you for this amazing mod ! it fixed one of the two biggest problem i had with mhwilds (now i just need to find a mod that like reduce material drop from monsters). i wanted to ask you how will the mod work for tomorrow's update ? will there be a uptdate or is it better if i uninstall it and wait a few days ? 
    1. Elyrium42
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      The mod needs to be updated, new monsters like Mizutsune won't work as their files haven't been edited
    2. Pyr0blad3
      Pyr0blad3
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      i am not quite sure about that tbh
    3. Elyrium42
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      The way i understood is, that HP scaling works in this game per monster, so every monster needs its individual multiplier applied to it
    4. Furiante
      Furiante
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      It‘s not really per monster, some of them share certain modifiers. There are sets of different values for Reward Rank 1 to 8 (+ a few extra ones). This then just gets assigned to a certain set of monsters (or rather, the quest these monsters are in, at least in past games). I haven‘t yet found where specifically this is done though, so I might not be entirely right.

      As to the mod, it broke because they added six new lines to the difficulty file. On startup, the game tries to read these line, but since they aren’t there, it‘s just stuck in an infinite loading screen. That‘s my guess at least. It means updating every single file is necessary unfortunately.