NoxNoctum Posted April 26, 2015 Share Posted April 26, 2015 Seems like it would be relatively simple to do, anyone know if someone's done it yet? I was only a few hours into the game when I decided to stop because I don't want to get over leveled and have an easy end game. Link to comment Share on other sites More sharing options...
Atheosis Posted April 26, 2015 Share Posted April 26, 2015 There is a way to do it yourself: http://forums.obsidian.net/topic/76717-how-to-change-experience-per-level-requirement/?hl=%2Bexperience+%2Bgain&do=findComment&comment=1649230 Link to comment Share on other sites More sharing options...
View619 Posted April 26, 2015 Share Posted April 26, 2015 (edited) Download the IE mod, there's an option to lower xp gain by 50%. http://www.nexusmods.com/pillarsofeternity/mods/1/?#content Edited April 26, 2015 by View619 Link to comment Share on other sites More sharing options...
ruzen Posted April 26, 2015 Share Posted April 26, 2015 I could do it but it will cost you $4,99 ×Ď 2 Kana - "Sorry. It seems I'm not very good at raising spirits." Kana winces. "That was unintentional." Link to comment Share on other sites More sharing options...
dododad Posted April 26, 2015 Share Posted April 26, 2015 IE mod ain't perfect. Best way would be to significantly lower all side quest xp gain. Link to comment Share on other sites More sharing options...
Jojobobo Posted April 26, 2015 Share Posted April 26, 2015 XP nerfing is a bit of a minefield, if you plan to play solo I wouldn't bother (the game seems very hard on PotD before hitting level 4 from my experience, which is tricky to do). If you're always doing party play, then by all means nerf XP like crazy. Link to comment Share on other sites More sharing options...
View619 Posted April 26, 2015 Share Posted April 26, 2015 (edited) IE mod ain't perfect. Best way would be to significantly lower all side quest xp gain. No, it's not perfect. But it's either that, modify the xp requirements through a hex editor or nothing right now. There's no guarantee that Obsidian will ever tweak the xp values. Edited April 26, 2015 by View619 Link to comment Share on other sites More sharing options...
Jojobobo Posted April 26, 2015 Share Posted April 26, 2015 (edited) In general, I think they should lower XP generally but buff it for party members missing from your team (maybe significantly so if you're running solo). Such an XP system would encourage people playing parties of less than 6 to level a smaller party higher, which currently isn't really something people care for. Edited April 26, 2015 by Jojobobo Link to comment Share on other sites More sharing options...
NoxNoctum Posted April 27, 2015 Author Share Posted April 27, 2015 I'm not sure I want everything that's in the IE mod, and it seems parts of it are mandatory. Could I get some tips on how much I should reduce it via hex editor? I haven't gotten more than 10% into the game so I really have no clue where to start. I'm not playing solo, full party, and plan on completing most if not all quests. Link to comment Share on other sites More sharing options...
Luckmann Posted April 27, 2015 Share Posted April 27, 2015 (edited) Nerfing XP across the board isn't enough, imo. What's needed is to drop the murderhobo experience and the lockpicking/trap experience, and then increase the necessary experience for levels exponentially, so that higher-level requirements gets bigger than the lower-level requirements. My proposal was +3% per experience level. Currently it looks like this: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000My suggestion would result in: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,030 3,180 6,540 11,200 17,250 24,780 33,880 44,640 57,150 71,500 87,780And:No bestiary experience. No experience for lockpicking instead of using keys. No experience from disarming traps instead of evading/tripping. No crazy 10-50% bonus for small parties. Reduce the experience awarded for bounties by ~40%. The result would be that instead of just shy of level 11 by the end of Act 2, you should be firmly in level 9, maybe just below, assuming you did ~7 levels of Endless Paths of Odd Nua. You would likely not reach level 12 until the very end of the game at best, which is as it should be. For reference, currently, assuming that you do ~7 levels of Endless Paths, you end up with almost exactly 50 000 experience by the end of Act 2. Or, in other terms, halfway between level 10 and 11. My suggested changes should bump this down to approx. ~40 000 instead - so in the vicinity of "firmly level 8/just about level 9". Which should actually result in a much better pacing overall. Edited April 27, 2015 by Luckmann Link to comment Share on other sites More sharing options...
Cronstintein Posted April 29, 2015 Share Posted April 29, 2015 I'm pretty sure all the individual things can be turned on/off for IE mod, what exactly are you wanting to avoid? Link to comment Share on other sites More sharing options...
cavemandiary Posted April 29, 2015 Share Posted April 29, 2015 No bestiary experience. No experience for lockpicking instead of using keys. No experience from disarming traps instead of evading/tripping. No crazy 10-50% bonus for small parties. Reduce the experience awarded for bounties by ~40%. Which should actually result in a much better pacing overall. Maybe, but if this happens (Im not worried, it won´t) you´re effectively punishing players who mostly play these kind of games for the min/max combat tactical experience such as myself. For my first playthrough, I immerse myself in the world. But for any subsequent playthrough, I do as few quests as possible, and play the game for the combat itself and continous progression through the main quest line. Not getting any EXP from the beastiary (which is already too low IMO, and too much from quests) would feel really bad. Link to comment Share on other sites More sharing options...
Luckmann Posted April 30, 2015 Share Posted April 30, 2015 (edited) No bestiary experience. No experience for lockpicking instead of using keys. No experience from disarming traps instead of evading/tripping. No crazy 10-50% bonus for small parties. Reduce the experience awarded for bounties by ~40%. Which should actually result in a much better pacing overall. Maybe, but if this happens (Im not worried, it won´t) you´re effectively punishing players who mostly play these kind of games for the min/max combat tactical experience such as myself. For my first playthrough, I immerse myself in the world. But for any subsequent playthrough, I do as few quests as possible, and play the game for the combat itself and continous progression through the main quest line. Not getting any EXP from the beastiary (which is already too low IMO, and too much from quests) would feel really bad. It's a roleplaying game, not a combat sim. If you're playing PoE for the combat, my only question would be why. Edited April 30, 2015 by Luckmann Link to comment Share on other sites More sharing options...
AndreaColombo Posted April 30, 2015 Share Posted April 30, 2015 Luckmann - you forgot "no exploration XP". It's mostly inconsequential in amount but so overly stupid in concept. "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus Link to comment Share on other sites More sharing options...
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