Jump to content

CarrO

Members
  • Content Count

    34
  • Joined

  • Last visited

Everything posted by CarrO

  1. I like the keyword changes, but I would only fix the very bad obvious inconsistencies (like priest spell blessing). I wouldn't add elemental keywords everywhere, it might unbalance the game. I much rather have this mod be a "fix the vanilla game" rather than a "balance overhaul".
  2. Hello, months ago I reported this bug, where the priest spell "Blessing" (tier 1 perception inspiration) is somehow categorized as "protection spell" instead of "inspiration spell". This causes it to not receive buffs from Xoti's latern for example, and in general is just inconsistent with the design of all the other priest spells. All the other priest spells that provide perception inspirations are under the "inspiration" category (duh), while the "protection" category is used for spells that actually provide shields and/or damage mitigation. Please fix this already! Love you guys and love the game, Max
  3. PoE2: Deadfire is better in every single way except dungeon quality / amount. And I strongly dislike the unlimited rests mechanic. What's the point of wounds if you can just rest infinitely many times between fights. Apart from that, I enjoyed Deadfire more overall. And the full voice-acting is the best investment ever. So so so so so ****ing good I can't go back to reading simulators now.
  4. I've finally found some spare time and decided to update the mod and make it compatible with all the DLC and the latest patches. I have also slightly tweaked the ship-to-ship combat difficulty, let me know what you think! Nexus link: https://www.nexusmods.com/pillarsofeternity2/mods/43 Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1527475791 ------------------------------------------------ CHANGELOG: v4.0 - DLC support added. Tweaks to ship combat! Totally rewritten with cleaner mod files and more compatibility. v3.0 - All new scaling system that better works on high levels. Changed XP reduction to -20%. Removed health modifications (now included in the base game) v2.2 - Tuned down some of the level scalings. With the new patch, it was getting too difficult. v2.1 - Beta patch initial support. Balance still in progress. v2.0 - Rebalanced Health modifier of the normal version. Instead of a flat +30%, it's now a value between +20% and +30% different on each creature. v1.9 - Cleaned up the modified files. v1.8 - Adjusted XP reduction to -28%. I finally found the perfect value. v1.7 - Increased XP reduction from -20% to -30%. v1.6 - Fixed duplicate files in the download directory. v1.5 - Fixed Player Character Health getting buffed by the mod. v1.0 - Release This mod is for all those that want to be challenged more by the combat encounters in this game. *** THIS MOD IS MADE FOR POTD / VETERAN DIFFICULTY WITH LEVEL SCALING (UPWARDS ONLY) *** WHAT DOES IT DO: 1. Level Scaling - In vanilla enemies only scale upwards a maximum of 4 levels. If you are level 15 and find a level 5 enemy, he would be scaled up to level 9 but not any further. - This mod increases the scaling limit to 9. That enemy would now scale up to 15. (not quite this simple with location levels etc but you get the idea) 2. Named Enemies - Important Named Enemies will now scale an additional 2 levels higher than a normal enemy. Bosses will now be more difficult and challenging. 3. Reduced XP - Experience from quests and combat has been reduced by 25%. This is not really noticeable at the start but it will help with the over-levelling issue in the lategame. 4. Ship Combat - Slightly increased enemy ship hull, slightly increased enemy ship damage, very slightly increased enemy ship accuracy, increased Close To Board damage taken. - HARDCORE VERSION: I recommend starting with the normal mod, which already makes the game quite challenging. Then, if you feel like the game is still too unforgiving, or if you feel like the difficulty drops off during the latter part of the game, you can switch to the hardcore version. This hardcore version is very punishing, especially in the early game when you are lacking accuracy. Therefore I don't recommend it for a new game. WHAT DOES THE HARDCORE VERSION DO: - Further increases the scaling bonus levels and scaling range, for both normal enemies and even more for bosses. - Further reduces the experience gains up to a total of 35%. - HP increase, further +25% to all enemies in the game. - Increases bonuses to enemy ships during ship-to-ship combat. You can switch between the different versions without any problems. But keep in mind that enemies are generated when entering a new zone, so if you upgrade to the hardcore version, only areas you haven't visited yet will get the increased stats. COMPATIBILITY WITH OTHER MODS: The main mod changes these files: progressiontable.gamedatabundle 'ExpectedCharacterLevelAdjustment' arrays expanded and 'AdjustedLevelAmount' values changed; global.gamedatabundle 'QuestXPMultiplier' and 'CombatXPMultiplier' values changed. global.gamedatabundle changes made to "EnemyDifficultyAdjustments" global.gamedatabundle changes to "Game.GameData.ShipDuelSettings" ^^^ DOWNLOAD LINKS AT THE TOP OF THE POST ^^^
  5. If you want it right now, on my Deadly Deadfire mod page on the nexus there's an optional file in the files section that only slows down experience gain without touching anything else. https://www.nexusmods.com/pillarsofeternity2/mods/43?tab=description Also available on the steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1528042878
  6. I have a mod that increases the level scaling cap and also makes the level scaling more aggressive. The aim of the mod is to increase the level scaling range and make it more aggressive by giving 1 additional level to enemies. It works successfully for same level and for lower level characters, but the way the game files are set up I have issues giving enemies which already are higher level than the player an additional level. This is the game's default level scaling system for normal enemies: https://imgur.com/KRG4ptD This is how my mod currently looks: https://imgur.com/bkuIRdY Notice how I removed the "downscaling" of enemies (I'm not interested in it, i want to make the game more challenging, not less), increased the range from 4 levels of difference to 8, and also increased the bonus levels by 1 for each line. This part of the mod is tested and it works fine. However, you can see how this does not change higher level enemies than the player character at all. Now I had an idea, but it's difficult to test whether it works or not because you can't change the scaling up only / everything setting during a game in progress, and getting to higher level enemies is difficult at the beginning. Maybe someone here knows how the files work and can give me an answer. What if I keep one of the "downscaling" lines, extend it's range, and instead of giving negative levels it gives one bonus level? This is what I'm talking about: (look at the top line) https://imgur.com/idL4ZCP Here my two questions: 1. Would this work in further increasing the level of already higher level enemies 2. Would I need to play with "all scaling" activated to have the game read the negative level arrays of the mod? Even if they actually increase enemy levels instead of decreasing it?
  7. Hello guys, I'm working on a mod to tweak weapon stats. I was able to find all the basic weapons and some of the uniquely named weapons in the attacks.gamedatabundle file and I was able to tweak the penetration values the way I wanted. But when cross-referencing with this page, which should list all the unique weapons in the game, there are many I can't find inside that file... https://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_II:_Deadfire_unique_weapons For example, I can't find and modify the stats of: Vion-Ceth Eager Blade Pukestabber Aldris Blade of Captain Crow Grave Calling and many others... Do some weapons have no unique entry and just take the base weapon and apply some effects to it, or how does it work? Thanks in advance.
  8. https://www.nexusmods.com/pillarsofeternity2/mods/43/ Hello guys, I released the first version of my mod, aiming to increase the challenge on POTD. I would love it if you could give me feedback on whether things work the way they are supposed to. --------------------------------------------------------------------------------- DEADLY DEADFIRE v1.8 New optional weapon balance tweaks! New HARDCORE version of the mod has been added! New modular mods have been added for maximum customization! Changelog: NORMAL VERSION: v1.8 - Adjusted XP reduction to -28%. I finally found the perfect value. v1.7 - Increased XP reduction from -20% to -30%. v1.6 - Fixed duplicate files in download directory. v1.5 - Fixed Player Character Health getting buffed by the mod. v1.0 - Release HARCORE VERSION: v1.0 - Release WEAPON TWEAKS: v1.2 - Fixed uniquely named weapons not being afffected. v1.1 - Fixed spears and sabers not being affected. v1.0 - Release This mod is for all those that want to be challenged more by the combat encounters in this game. The devs have already said that the game is not difficult enough when played on Veteran or Path of the Damned, and this mod wants to fix those issues without breaking the feel of the game. *** THIS MOD IS MADE FOR POTD / VETERAN DIFFICULTY WITH LEVEL SCALING (UPWARDS ONLY) *** WHAT DOES IT DO: 1. Level Scaling - In vanilla enemies only scale upwards a maximum of 4 levels. If you are level 15 and find a level 5 enemy, he would be scaled up to level 9 but not any further. - This mod increases the scaling limit to 9. That enemy would now scale up to 14. (not quite this simple with location levels etc but you get the idea) 2. Named Enemies - Important Named Enemies will now scale an additional 2 levels higher than a normal enemy. If you find a level 8 named boss at level 10, he will now scale up to level 12, in an effort to keep even previously-missed lower level boss fights challenging. (again location levels matter too but this is the idea) 3. Increased HP - Enemy health has been increased by around 30% across the board. This is an attempt to stop a single empowered spell from halving the opponents right at the start of combat. 4. Reduced XP - Experience from quests and combat has been reduced by around 25% and 20% respectively. This is not really noticeable at the start but it will help with the over-levelling issue in the lategame. HARDCORE VERSION: I recommend starting with the normal mod, which already makes the game quite challenging. Then, if you feel like the game is still too unforgiving, or if you feel like the difficulty drops off during the latter part of the game, you can switch to the hardcore version. This hardcore version is very punishing, especially in the early game when you are lacking accuracy. Therefore I don't recommend it for a new game. WHAT DOES THE HARDCORE VERSION DO: - Further increases the scaling bonus levels and scaling range, for both normal enemies and even more for bosses. - Further reduces the experience gains up to a total of 35% and 30%. You can switch from normal version to hardcore version without problems. But keep in mind that enemies are generated when entering a new zone, so if you upgrade to the hardcore version, only areas you haven't visited yet will get the increased stats. WEAPON TWEAKS (OPTIONAL MOD) I have added a new optional mod called "Weapons Tweaks". - It reduces the penetration of all one-handed weapons by 1. Many have asked for this and I agree it makes sense. Now two-handed weapons have a purpose. In addition to dealing more damage, they now have more penetration compared to 1H weapons. HOW TO INSTALL: 1. Go to the Pillars of Eternity 2 folder (Pillars of Eternity II\PillarsOfEternityII_Data\) 2. Look for or create an "override" folder in Pillars of Eternity II\PillarsOfEternityII_Data\ 3. Unzip the mod inside the "override" folder. 4. The path to the mod files should look like this: /PillarsOfEternity2_Data/override/DeadlyDeadfireModX.X/gamedata/ 5. Launch the game. 6. The mod should work on existing savefiles, but only for areas not yet visited. 7. A new game is recommended. COMPATIBILITY WITH OTHER MODS: This mod changes these files: characters.gamedatabundle 'MaxLevelAdjustment' property changed; characters.gamedatabundle 'MaxHealth' and 'HealthPerLevel' values changed; progressiontable.gamedatabundle 'ExpectedCharacterLevelAdjustment' arrays expanded and 'AdjustedLevelAmount' values changed; global.gamedatabundle 'QuestXPMultiplier' and 'CombatXPMultiplier' values changed.
  9. Have any of you guys found a way to edit enemy HP values? At least the base values since hp should scale with level even for enemies...
  10. As the title says, I'm looking for a way to increase the health of enemies. I know that it's level based, but there's gotta be somewhere a table with base values for every creature type... If you happen upon it please let me know!
  11. Or just keep the current system but restrict rest to safe zones (inns, ship) and fully cleared dungeon levels. BG's "You cannot rest here...monsters are about" was one of the few rest mechanics/restrictions that encouraged me to soldier on with an injured/depleted party. The only way to really prevent rest spamming in an area is to fully disable it on a conditional basis, imo. Or this yea I agree.
  12. Yes incredibly so. Don't use them or you ruin the game for yourself by making fights even easier than they already are.
  13. Also, here's how to fix the resting system: Separate resting into two different types: "FULL REST" and "QUICK REST". If you are anywhere but on your ship or inside of a city inn, you can only quick rest. You have 2 quick rests available, which get fully replenished every time you do a FULL REST. A "quick rest" removes one wound from every character, gives you one point of empowerment on every character, and replenishes one use of "per rest" abilities. You only have 2 quick rests so there's some strategy involved in when to use them. If you run out of QUICK RESTS you have to do a FULL REST either in an inn or on your ship. It resets everything. All your wounds, your empowerment and all your per rest abilities.
  14. As it stands, for dungeon crawling fans and tactical combat fans, the first game is much better. This game on the other hand is better in everything else: a nicer open world, story, writing and dialogue.
  15. Ranger is even terrible as multi class. I had a ranger/cipher and he was just an auto-attack machine that charmed one enemy at the beginning of combat.
  16. PALADIN -Change Flames of Devotion from "full attack" to "primary attack" Paladin should be a defensive / supportive class. But people multiclass it for maximum DPS because of Flames of Devotion. I have never seen a dual wielding paladin in any fantasy setting ever. It's always weapon and shield or two-handed weapon. This fixes classes like rogue, cipher, barbarian, etc... taking paladin multiclass just for the 1 resource point insane high DPS ability.
  17. Yes, deflection/accuracy gains will be more important, especially if you want to try and take on stuff that over levels you. I'd actually like to see someone power way through a play through on +1 gains vs +3. I think it would be significantly more difficult, and maintain difficulty much longer. That's amazing. I want to try this change out on my game but only going down to +2 per level. I don't want a ridiculous change in difficulty, just slightly harder fights. What file do I need to edit, and what are the values I need to change? I'm usually good at modding by editing game files, just point me in the right direction please. EDIT: oh but wait. Sure this makes the game harder against under-leveled enemies, but doesn't this make the game easier against enemies oh higher level? The difference between stats would be smaller than what it currently is, therefore, giving the player an advantage am I right? It shouldn't make it easier against higher level enemies. The relative gain in accuracy/deflection stays the same, except the AI has a 15 level handicap, versus a 6 level handicap. The difficulty against higher level enemies, SHOULD stay about the same, because say you're level 15, and you're fighting something level 15, you will have +14 accuracy/defenses vs the AI having +29, a 15 point gap. Right now, all that would change is, you'd have +42 and the AI would have +57, still a 15 point gap. The relative difference actually gets bigger. 14:29 vs 42:57. You're just shrinking the power gap between you and lower level enemies, while preserving basically the same power gap between you and equal level and higher level enemies. If you want to test it out, it's the global.gamedatabundle in Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\design\gamedata Open it up with notepad++ and edit "AccuracyPerLevel":3,"DefensePerLevel":3, just change the numbers to the value you'd like. At 1, low level enemies will be competitive with your bonuses right up to level 15, at 2, you will start to out strip the POTD bonus at level 8. Depending on how long it takes for a balance patch to POTD, Tanreds scaling modification could juice things up even more. What I meant was against enemies that have a higher level compared to yours. If now you are level 10 and fight a level 13 enemy, you have +27 (9*3) acc/def and they have +51 (12*3)+15), for a gap of 24 points. If I were to change the scaling from +3 per level to just +1 per level, a level 10 character versus a level 13 enemy would have +9 (9*1) acc/def against +27 (12*1)+15), for a gap of 18 points. Thus making the fight easier.
  18. Yes, deflection/accuracy gains will be more important, especially if you want to try and take on stuff that over levels you. I'd actually like to see someone power way through a play through on +1 gains vs +3. I think it would be significantly more difficult, and maintain difficulty much longer. That's amazing. I want to try this change out on my game but only going down to +2 per level. I don't want a ridiculous change in difficulty, just slightly harder fights. What file do I need to edit, and what are the values I need to change? I'm usually good at modding by editing game files, just point me in the right direction please. EDIT: oh but wait. Sure this makes the game harder against under-leveled enemies, but doesn't this make the game easier against enemies oh higher level? The difference between stats would be smaller than what it currently is, therefore, giving the player an advantage am I right?
  19. Also I like the change that you guys have been suggesting, but how about dropping "AccuracyPerLevel" and "DefensePerLevel" from 3 to 2 instead of 1? I think that would bring a modest increase in difficulty without being as extreme as dropping it to 1. Also do I understand this right, with this change accuracy bonuses from weapons and armor become much more important because +4 (fine weapon) to a smaller number is proportionally a larger increase than if the base number was bigger correct? This would also make gear more important which is a change I support.
  20. Well it changes the value both for you and the enemies so it shouldn't have an effect on difficulty I think.
×
×
  • Create New...