I assume it should be safe to run this, even after this announcement, but what's your take? It seems to be targeting obviously illegal quests, and quests that grant more rewards than intended, but unsure how they'd feel about the game being harder.
Reading their EULA, it seems that it specifically talks about affecting other users' games. Theoretically so long as you remain in singleplayer or do it with consenting teammates it should be fine. I suspect a line is crossed when it's doing things like doing event quests before they come out, like the AT Rey Dao modified event quest.
The game does not have any proper anti-cheat. Using Reframework already circumvents the sanity checks the game does have to make any mods work. Because of this Capcom doesn't have an actual way of identifying and banning you for using these mods, unless they detect something in your save data that is out of the ordinary or another player reports your account for hosting modded content. And of course, they can detect cheated arena times.
As long as you play single player or with friends, you should be fine. Playing in public multiplayer might risk you getting reported if one of the players figures out that the quest is modded, so I would advise against that.
Not that I know of currently unfortunately. I suggest you simply rename the natives folder to anything else or move it out of the MH Wilds folder in order to disable the mod when you want to run for arena times, and then put it back in once you're done
Really great job with this really love the tug of war battles that are hunts now a good balance of challenging and engaging hunts and can not express the gratitude for reverting some of the buffs to mitzune because yeah that monster may hit a little too hard for its level.
Hey, I just wanted to say that I was tweaking the mod for personal use (copying over health values from the 2x option of Hard(er) Mode to the EmCommonDifficulty file) and I noticed that there's a different amount of lines in both files (your mod stops at index 1404, while their mod stops at 1476)
Also I have checked using the new Obsolete Mod Detector (Blackscreen Fixer) by Synthlight and it says your mod (latest patch) is outdated, being obsoleted by the file in the title update PAK, with the reason cited being lenght.
Does the Difficulty Plus - TU1 - LITE version currently lack this change "Reduced health of Zoh Shia by 15% (still 15% more than base!)" from the latest regular version of the mod that got updated on April 6th?
By the way, I forgot to ask this before but do you know if the changes to wounds affect other people in multiplayer who don't have the mod? Just asking because all my friends are on PS5 and therefore can't use mods. But they were interested in the idea of this mod when I told them about it.
According to what I know, yes it should. If you host a quest with the LITE mod, even console players will experience the same wound, HP, and damage as you.
Ah, ok. That's very good to know. I'm glad that both me and my friends will be able to experience the LITE version in full together when I'm hosting :)
Thank you for making this mod. I don't think I'm exaggerating when I say that it saved me from dropping Wilds. I'm using the Lite version and absolutely loving it. The combat is way more engaging and it feels like I'm actually fighting the monsters instead of it being a one-sided stomp. Endorsed!
Is there any way of potentially editing this mod so it doesn't apply to any of the arena quests (or does it already not do that?) so I can leave the mod on but still ocassionally do an Arena quest here and there without the mod changes?
Hey, I was just wondering (and this isn't directed exclusively to the mod author), but do you guys think that there really is a good chance of being banned if you use this mod in the arena, even if you're playing in a solo session? Are there extra safety measures we can take, like choosing not to share our records or something like that (I haven't played the arena yet)? I really wanna use this mod but I'm afraid that I might forget about it and start an arena quest before turning it off, so I just wanted to know how things are going regarding mods and those quests.
Likely not because Capcom is banning based off of improbably fast times. Your times with this mod are gonna be a lot slower than vanlla times so it wont be picked up by their manual banning process.
Hello, it's been a long time since I came here. I've learned a lot thanks to you and now I'm using Retool to revise more parts myself.
What was interesting was that it could make part destruction impossible for each part. Arkveld's blade was threatening because it wasn't destroyed.
And, I was able to get arcveld to be immune to flashes, but unfortunately this was only immune to me in multiplayer.
Back to the main story, do you happen to know how to control the amount of damage needed to unlock monsters' special conditions?
For example, I want to make Arkveld's double chains mode or anjanath's super electronic mode very difficult to sustain or disable semi-permanently, but it's very difficult to find a related file.
What I suspect is the file 'unique', but I don't know what it is. Do you know anything about this?
And other than what I wrote down, do you have any ideas to make monster difficulties more difficult?
Those part breaks are generally in Monster MultiPart break properties which are included in the Param_Parts file (not in my mod since I dont change it). You might need to extract it yourself. MultiPartBreak controls parts that are able to be broken multiple times to change the monsters behaviour.
Sorry to keep asking. I can extract game files using Retool by myself, can you tell me where I can get the latest version of the mhws_stm.list file? What I have is an early version, so it doesn't include files from the TU1 update (especially em082)
++ oh maybe i find it. https://github.com/dtlnor/MonsterHunterWildsModding/tree/main/files thanks guys
192 comments
As long as you play single player or with friends, you should be fine. Playing in public multiplayer might risk you getting reported if one of the players figures out that the quest is modded, so I would advise against that.
Both mods are at their most recent versions.
Why is that? Should I be concerned?
Hard(er) Mode has more entries than this mod somehow, even though both are updated to the same version.
Just letting you know.
Like seriously what is happening anymore.
At this rate you might want to talk it out with Furiante, because none of this makes any sense.
Anywas since I heard other people say it works anyways I decided to install and just change all the health values manually myself.
By the way, I forgot to ask this before but do you know if the changes to wounds affect other people in multiplayer who don't have the mod? Just asking because all my friends are on PS5 and therefore can't use mods. But they were interested in the idea of this mod when I told them about it.
What was interesting was that it could make part destruction impossible for each part. Arkveld's blade was threatening because it wasn't destroyed.
And, I was able to get arcveld to be immune to flashes, but unfortunately this was only immune to me in multiplayer.
Back to the main story, do you happen to know how to control the amount of damage needed to unlock monsters' special conditions?
For example, I want to make Arkveld's double chains mode or anjanath's super electronic mode very difficult to sustain or disable semi-permanently, but it's very difficult to find a related file.
What I suspect is the file 'unique', but I don't know what it is. Do you know anything about this?
And other than what I wrote down, do you have any ideas to make monster difficulties more difficult?
And then Arkveld started not falling into temporary disablement. Maybe it's simply because I can't hit blades. Haha.
With this, I also experimented with the special condition of fulgur anjanath and Gore. It really helped me a lot. Thank you.
++ oh maybe i find it. https://github.com/dtlnor/MonsterHunterWildsModding/tree/main/files
thanks guys