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Artful Hobbes

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80 comments

  1. Teliyn
    Teliyn
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    Is there a way for me to check what version of this mod works on what version of the game?
    My friends and I purposefully keep our game downgraded to 15.21.00, but I wanted to see if I could update to another version of your mod.
  2. NappyGrimm
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    With the release of wilds are you still going to keep updating this mod?
    1. ArtfulHobbes
      ArtfulHobbes
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      I had some ideas and plans for an update, unfortunately with the release of Wilds its probably gonna update World again and that will essentially destroy all the plugin files I had. 
      In all honesty, I probably won't update this mod beyond what it currently is. Wilds is on the horizon and if I pursue any modding projects in the future, its going to be with that game.
  3. tukasiru04
    tukasiru04
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    こんにちわ!
    先日から友人たちと一緒にあなたのMODを遊ばせてもらってます!とても楽しいです!ただ

    、質問があります。
    現在、上位の装備である「ブリケイド装備」を制作しましたが、シリーズスキルである 「new world」が発動していませんでした。TT

    確認してもらえませんか?
  4. zsirvown
    zsirvown
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    It appears the new update broke something in the SwitchAxe.dll, just a heads up for that! Not sure what it does exactly but confirmed removing it fixed my game :P
    1. godneosgx123
      godneosgx123
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      It solved my loading into the title screen but once I enter a mission, It crashes T-T
    2. zsirvown
      zsirvown
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      Ah you are right, ContinuousPoisonBuildup is the other one that is causing this
    3. TheDocCroc
      TheDocCroc
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      Thanks for figuring this out, I would have beat my head against a wall for days trying to do so!
  5. KumaTheUrsine
    KumaTheUrsine
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    Greetings!

    Love your mod so far, have been playing it together with a couple of friends and it has been a blast, thank you for making such a light, easy to install yet very impactful and refreshing mod!

    I have a question however :

    In the Description-Section of the mod, one of the nodes says the following - "Custom Quests for hard to get decos starting at HR50."
    However I struggle to find these quests. I just reached 50+ / killed Tempered Kirin earlier today however. Are there certain conditions to unlock them? I have browsed through the optional and event quests but couldnt find anything that striked me as the custom quests you were refering to.

    Would really appreciate a heads up as farming Greatest Jagras for (mostly) mediocre deco's is a quite underwhelming experience lol

    Thank you for your effort and have a nice day <3
    1. ArtfulHobbes
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      Hi there! So the quests should be unlocked at HR50 by itself, but you may need to hunt a tier one tempered monster like Barroth, Tobi, or something like that. Also just to be sure, double check you have the quest loader.dll file.

      Let me know if it ends up working for you!
    2. KumaTheUrsine
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      Hey, thanks for the reply!

      I have discovered the decoration quests a couple of days ago, however they weren't there reaching HR 50+ for whatever. I am not too certain about the unlock conditions either, but since I have barely touched any tempered Monsters, you are probably right and I just needed to hunt T1, 2 and 3 tempered's once each. So that problem is thankfully solved :>

      However, there's another thing I would like to know if it doesn't inconvenience you.
      My friends and I decided to get rid of the entire "em" folder of the mod after fighting the tempered Elder Dragons. We really appreciated the challenge but the damage they deal has reached a point where entirely defensive dedicated builds (Def Boost 7, HP Boost 3, Divine Blessing 3, Elem. Resistance 3, Def L food, Armorskin etc) on top of fully upgraded armor (without limit break cause the amount of armor sphere's for just 5 gear pieces to max is much too damn high with 200 points per level) doesn't really do the trick anymore. There are a fair share of moves that will still one shot you, even those that aren't meant to be heavy hitting signature moves like Nergi Divebomb, Teo Nova or Vaal Beam. And at this point, we've gone back to square one, where committing for more than just perhaps one defensive skills doesn't make much sense, but not because the game is too forgiving like it is in vanilla, but the opposite in which you're one-shot from a good amount of moves one way or another. And that's not even considering Arch Tempered Elder's. I love the increased challenge and really enjoyed it so far, however the demand of semi-perfect gameplay becomes a tad too high at this point for my liking. Perhaps you could adjust the monster base attack values individually in a future update, instead of doubling all of them?

      Anyway, I am sorry for going so in-depth on this, I just figured to elaborate my point properly because I am very aware that the mod is supposed to make you sweat a bit. Didn't just want to say "Too hard, pls change" without backing it up properly.

      Which brings me to my actual question : Since I removed the em folder, the damage is back to normal, however this also seems to reset the hitzones, status vulnearbillities and clagger back to default. Is there a way for me to explicitly remove the damage (and if necessary the 10% health boost) instead of all the monster changes? Perhaps by removing one of the specific files within the monster-dedicated em folders?

      Thanks a lot for reading through this and the work you've put into this mod. I know I've mentioned it already, but it has been a blast so far, can't wait to actually get into Master Rank and see the gear changes you have cooked up. Have a nice day <3
    3. ArtfulHobbes
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      Yeah honestly, I agree with you. Doubling the damage along with changing the flinch values and everything I think is a bit much. A damage increase of 1.5x/1.6x instead of full on double is probably much better. Might reduce the flinch rate as well a little bit.

      Sorry for the later response, I haven't worked on the mod in a while. But I'll probably go and adjust the values if people are still interested and enjoy playing the mod. I'm also planning some changes to the weapon tree as well. Especially in Master Rank.
    4. JST87
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      People are very much still interested, please continue improving the mod as long as you feel like it!
    5. KumaTheUrsine
      KumaTheUrsine
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      Thank you for taking my words into consideration!
      And don't worry about the late reply, real life obviously takes priority

      I am still very interested in the mod and would love to see you continue working on it!
      As of the moment of writing this comment, I have played pretty much daily since I started a new
      character with this mod a couple weeks ago. I am currently on 274 hours with said character so I had
      a fair share of time to gather a lot of impressions on your work. I really like and appreciate a majority of what
      you have done, same goes for my friends who joined me on the playthrough, thumbs up on that!

      If you happen to continue working on the mod, I wouldn't mind giving you some feedback and potential
      adjustments for you to make, depending on your own judgement and vision of course :

      WEAPONS -

      I have played a majority of weapons for at least a couple of hours. Most of them were spent on Glaive and the Bowguns.
      The weapons which I have barely played, if not touched at all so far : Great Sword, Long Sword, Gunlance & Charge Blade.

      Outside of these 4, as already mentioned, I played at least one or two dozen hunts with each. However there are only 3
      weapons that I have in mind, which I would appreciate to see some changes for ;

      Insect Glaive -

      The IG feels more consistent in general, mounting is still triggered in a fair degree despite the nerfs. I appreciate the equalized
      damage which relies a bit less on spamming ground-based combo's for high dps or specifically hitting the last hit of your air combo.
      The insect itself also deals a fair amount of damage, all things considered. Good changes across the board.

      There's just one specific nitpick I have for the IG. The Blunt damage applied by insects. I was always a bit of a status guy, so I liked
      the idea of grabbing a blunt insect (despite their slower speed on average) to potentially trigger one or two knockouts during a hunt.
      However their knockout damage still appears to be a tad too low. Even with a Glaive that has Blunt Boost and Slugger equipped, the insect
      does not seem capable to trigger and knockouts, even on longer hunts. Despite my efforts to keep them up as long as possible, which is
      a bit of a shame. Would love to see that buffed, cause as of right now, there's not really much to it besides a very small extra chip of exhaust
      damage which is useless against Elder's in particular anyway.

      Light Bowgun -

      LBG in particular has pretty much been in the worst state it's even been across all somewhat more modern MH games, especially in comparasion
      to it's heavy counterpart. No Lvl 3 Rapid Fire, Wolrd/IB having no inherent skill to reduce recoil or increase reload speed, elemental ammo inherently being pierce, making it a lot weaker against smaller targets...But the worst of all is the combination of the combination of the average high recoil and slow reload speed that is the default for most guns without mods being applied. HBG's, in comparasion, while being less mobile, don't just have more damage, inherently better special ammo, access to Wyvern Fire, the capabillity of utilizing more powerful ammo (Lvl 3) much easier due to bigger magazine sizes, but also much lower recoil and better reload WITHOUT mods on top of having an additional mod slot by default, giving you access to mods like Long and Power Barrel that LBG can't utilize due to it's desperate need of stacking recoil mods. Thankfully you have already buffed the evasive reload mod on LBG's, making reload speed less of an issue. And I understand that overhauling each individual LBG's ammo table is a very big task. What I would really like to see however, would be to give LBG the fifth mod slot that HBG's have. There are many interesting Bowgun mods but the way LBG's usual, default ammo table is set, most of my bowguns have 2 to 3 recoil mods at minimum just to shoot with a decent firerate and not leaving myself too open (ironically despite LBG's mobility). So...5th Mod Slot for LBG pretty please? lol

      Also, if possible, take a look at some of the heavy hitter, anti crit bowguns. Since Non-Elemental boost only works on Bowguns that can NOT shoot ANY elemental ammo (including Dragon!), some bowguns that feel like they should have access to NEB (e.g Barroth), don't cause they can fire one round of dragon. You have buffed dragon ammo but frankly, I do not remember which Bowgun shoots which ammo by default in the base game, so I am not too certain if you have actually modified these.

      Bow -

      Nerf Power Coating. That's pretty much it. I personally always despised Power Coating because it adds so much damage during a hunt, that the utility which more status oriented bows have, pales in comparasion (outside of perhaps 4 man hunts in case of Paralysis). Especially considering Status coatings and their ingredients limit you to 30 shots in total (which can be varied in terms of status affliction per shot, but I can't Dragon Pierce with every shot just to min-max coatings lol).

      Power Coatings, the way they are now, pretty much make or break Bow's unless their inherent offensive stats are much superior. So I would love to see you either buffing Bows that do not shoot Power Coating OR nerf Power Coating.

      Another Interesting Idea I had for that context, although I am not too certain if it's possible, is to change the Poison/Para/Sleep/Blast Functionality Decorations so the coatings they add are enhanced (e.g how Uragaan Bow has enhanced Sleep Coating). Could also make it a 2nd level if you consider that too much. Bow in particular has so many interesting lvl 2 decorations (Bow Charge Plus, Constitution, Marathon Runner, Stamina Surge, Slugger etc) that despite your buff to shrink the Funct. Deco's down to size 2, they still struggle to compete with the others. If you make it so the added coating is enhanced, there actually may be enough justification to put them on size 3 again.

      That's pretty much everything I had to say about weapons. A vast majority of what you have done in terms of weapon changes so far, is great!

      GEAR -

      Don't worry, I will not list every single gear piece I have any sort of personal issues with or whatsoever, this is already a pretty long read and I don't want to drag it out even longer than it already is. I apologise for the potential inconvenience. There's just one particular thing I would like to say :

      Please, if you can be bothered, revisit the slots for Gear Pieces that have a majority (or exclusively) very conditional skills.
      A example for this is the MR Odogaron Gear. Saving a size 2 Deco Slot with Protective Polish as 2-Piece Set Bonus is neat,
      but the Vambraces and Greaves, that yield Bleeding Resistance and Quick Sheath (I know Quick Sheath is a skill quite specifically for LS, but even with LS it's practical usage is very underwhelming), only having a single Size 4 Slots on their Beta version, which is still the same amount (or less) than the other Beta Gearpieces of the Odo Set, making the whole attempt of saving a size 2 slot with the Set Bonus kind of redundant. I understand that slots are difficult to balance as you don't just have to compare it to pieces of the very same gear/monster but with other contestants for the same slot and skill as well, it goes a longer way than many people anticipate at first and I understand that.

      As such I would love to see Gear Pieces that have very specific, niche skills get another glance at. People don't tend to go out of their way to wear e.g Bleeding Resistance or Windproof outside of particularily difficult fights, so giving those gear pieces more slots appears to be a fair way to go.

      SKILLS -

      Just like the vast majority of changes you made, I like what you did with most Skills and Deco's a lot. Nerfing Crit Boost and having Earplugs Max on 4 are some of my personal favorites. There's not much I am going to throw in here. You probably already considered most of this at some point.

      Poison/Paralysis/Sleep/Blastblight Resistence, Iron Skin, Blight/Effluvia and Bleed Resistance :

      3 levels are a tad too much, especially in an environment where defensive skills are much more important. Defensive Boost, Health Boost, Elemental Resistances, Divine Blessing, Speed Eating, Recovery Speed, Recovery Up, Free Meal, Speed Sharpening...All of these are size 1 deco's, just like the Status/Blight resistance skills and Iron Skin, making it even harder for them to compete for slots in builds than it already was in the base game. The worst offender is Blastblight, considering you only have to roll a couple of times to get rid of it. Blight Resistance (the skill) is never ever interesting any way simply cause eating a single Nulberry will get rid of said blight instantly anyway. Same goes for Effluvia Resistance, although this is exclusively a skill for vs Vaal Hazak. I would suggest narrowing them down to 2 levels instead or make the skills more attractive in general with additional effects.

      Windproof :

      You already recognized that the demand for windproof is too high, shrinking it down from 5 levels to 4, which is a great idea!
      I personally just feel like adjusting it to the same scaling as Tremor Resistance would make it a more interesting skill, especially when paired with Windproof parts that may have buffed slots (e.g Pink Rathian). As already mentioned, the increase damage monsters deal makes Size 1 slots much more valuable than they already were, as people don't just use it for Crit. Eye, Attack Boost, Elemental and Status atk up now but also for a variety of defensive skills. Sure, you could argue that Windproof is one of them, but on the other hand I feel like people would rather have +4 skill points distributed on other things rather than Windproof outside of fighting Kushala.

      And that's pretty much it! I know that this is...A LOT to read through and consider. It's just my personal perspective and suggestions for you to potentially evaluate once you continue working on the mod. I loved it a lot so far (otherwise I wouldn't have committed almost 300 hours over 3 weeks lmao) so I am certainly invested enough to take some of my time and make some suggestions and give some feedback.

      Thanks A LOT for the mod and your time and effort reading and considering this, have a nice day <3
    6. thousandeyes
      thousandeyes
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      Very keen to see how you develop this mod!!
  6. DigitalPopcorn
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    Is there a list of the changes to the skills each armor has? The sheet has changes made to each skill but not changes made to each armor piece.
    1. ArtfulHobbes
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      Its a surprise! Thats why I recommend playing the game with a fresh save file and going through without any additional info.
      I'm also planning on doing different changes to the weapon tree stats.
  7. TheBakingCake
    TheBakingCake
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    Using Heavy Bowgun makes the game crash. 
  8. T0muro
    T0muro
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    as of the current title update, this mod is making the game crash
    1. ArtfulHobbes
      ArtfulHobbes
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      Shoot. I'll have to go through the files and see which ones are causing this. Thank you for the heads up!
    2. MoominF
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      The cause is switchaxe.dll.
      I hope this will help. 
  9. RyumaXBrX
    RyumaXBrX
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    I just want the HP and DMG upgrade for monsters, what files do i need to put on my game folder?
    1. ArtfulHobbes
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      All the folders in “em” are files for the Monster data. You would want to transfer those over.
  10. balkangamer
    balkangamer
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    Hi Artiful, is there a new update coming/planed?