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zilbest

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About zilbest

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  1. Thanks for the answer. I already checked the nexus for the updated mod but it seems many of them haven't got updated after the release date of 4.0. just wondering if it's not updated or it doesn't need to be. Because i also upload my mod there and haven't got the time to update
  2. Hey guys, I took a break from playing Deadfire since the first DLC (the Winter one) and before I was updating many mods to keep it playable. Do I need to update the mods again this time for 4.0? If so, what kind of mods need to be updated? All of them or just some? I remember I have to update subclasses and abilities mod from pre-2.0 and pos-2.0. I want to play again now that every premium DLC is out but I also want to play with some of the mods I previously used. Thank you for any kind of response...
  3. Apologies if I don't write it clearly, I mean per level... Not just for all enemy which defeat the purpose if all enemies gain it regardless of their level. I already knew about the HealthMultiplier etc. under each Difficulty since I've made a difficulty mod. What I'm asking is more variations of these entries: "LevelScalingArmorLevelIncrement": 3, "LevelScalingArmorModifier": 1, "LevelScalingPenetrationLevelIncrement": 2, "LevelScalingPenetrationModifier": 1, Because, this related to the enemy level / scaling, not just any enemy. So would you have a scaling table for any
  4. Apologies if I don't write it clearly, I mean per level... Not just for all enemy which defeat the purpose if all enemies gain it regardless of their level. I already knew about the HealthMultiplier etc. under each Difficulty since I've made a difficulty mod. What I'm asking is more variations of these entries: "LevelScalingArmorLevelIncrement": 3, "LevelScalingArmorModifier": 1, "LevelScalingPenetrationLevelIncrement": 2, "LevelScalingPenetrationModifier": 1, Because, this related to the enemy level / scaling, not just any enemy.
  5. Till right now, I'm still tinkering to create or finding difficulty tweak that can give harder challenge as we gain levels. Maybe I'm just too stupid but I find it too difficult if I just only have 2 scaling options (Armor and Penetration). Is is possible to have other enemy scaling options such as Health Multiplier, Damage Multiplier, or even AttackSpeed / Recovery multiplier per Level in the Global.gamedatabundle? There is also an interesting mod in the Nexus which I think has the same goal as me but using a pet / equipment (Baldur's pig or something). However, it ties the s
  6. Is it possible to list all of GUID separated by its type (Items, ItemMod, StatusEffect, Abilities, etc)? I just think it could make modding definitely easier.
  7. I agree this more like 1.5 rather than 2.0. although, I don't think there will be more additional changes besides the paid contents... So sad... I was hoping there will be so much more.
  8. I agree with this balancing. So the questions are: 1. Will Obsidian take another look at game balancing? Especially making it harder for high level? Currently, the only challenge I feel is only in the first island. After that, it's smooth sailing... Maybe except some Fampyr encounters. 2. Still related to balancing, actually, I prefer more editable entries related to game balancing in the override folder (modding access). Currently, we can only edit Armor and Penetration gain (scaling) per x level. Can we have more variables to edit in the GlobalGameSetting, such as damage multiplier per
  9. I agree with you. Although armor and weapon are easier, for me at least. Clothing is the one category that's really messed up and harder to search. I really don't understand why they have different sorting by Enchantment value and Price (which usually is pretty similar) while there is no type based sort.
  10. I wonder if it's the weapon-swapping that's doing it. Idle speculation: The way the extra projectiles seem to be implemented is that when you shoot with Eccea's, a temporary buff gets placed on your character that increases the number of hits for all your attacks. This would explain why the extra projectiles apply to other weapons, and persist even when unequipping Eccea's, but appear to go away if you unequip one of the other weapons and then examine it, unequipped, in your inventory. The buff is supposed to only last long enough to give you extra projectiles with that shot. My gue
  11. It has 16 armor but I'm not sure about the health. However, I use different method with DD about the health scaling. DD edits manually for every enemy and I use the multiplier found in the global setting. I also think it's too high although, at level 20 (I don't lower exp gain, so you could easily reach level 20 so much earlier), we should have many skills to lower enemy armor. However, if you want, you could easily lower the settings for my mods. Or how much armor do you think it's appropriate for the high level enemies? On the other side, you could also take a look on its damage to my
  12. I know how you feel. Although, because of what you said too, I think it's crucial to make them attack faster since we have ways to make our chars faster. But, I guess maybe it needs better tweak. I've tried different number actually but 20% faster is not really noticeable. That's why I boosted it to 40%. Let's see how the others, if any, feel about this. I (or you, if you want) could change the number easily since it's only in one line.
  13. It has 16 armor but I'm not sure about the health. However, I use different method with DD about the health scaling. DD edits manually for every enemy and I use the multiplier found in the global setting. I also think it's too high although, at level 20 (I don't lower exp gain, so you could easily reach level 20 so much earlier), we should have many skills to lower enemy armor. However, if you want, you could easily lower the settings for my mods. Or how much armor do you think it's appropriate for the high level enemies? On the other side, you could also take a look on its damage to m
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