For example, when you start a new game, after kill monsters helped by Vessemir, you can attack 3 bandits near this zone, one of them with an a big ax, the level of them with the mod its 4-5, without it its 1-2.
I won't be updating this mod. I have implemented a much more complex version of this into the mod we're working on with the School of the Roach modding team. Beta for this mod starts this weekend.
@thibaudv Hey, are you supposed to comment out this line if ( HasAbility(theGame.params.ENEMY_BONUS_DEADLY) ) RemoveAbility(theGame.params.ENEMY_BONUS_DEADLY); else to remove the bonus to deadly enemies? Also, is there a way to edit the bonus value instead of removing it all together?
I don't know if this mod would do that and if you find out that it cant, there are a couple of other mods on this site that can. The quest level number itself wont change but once you get into a fight with the enemies and bosses within the quest, their levels will be the same as yours "or higher". The loot the enemies drop will also be near or above your level. Just do a search for "Enemy level scaling". If you do decide to use it, make sure you install the the 2 other files that go with it. One is a boxing fix called "Fix for fistfights and Ciri fights" and if you are playing NG+ install "Better scaling for NG plus". All 3 are on the same page and all are meant to work with each other. As a rule for myself, I do not start quests that are a lot higher than I am so that I can get stronger loot drops and better fights. I mainly try and do quest that are my level or ones I've out leveled. Good luck with which ever you decide to use.
This mod actually modifies the same values as the enemy level scaling mods. The difference is that with that mod, enemy levels are based on your level while with this mod, enemy levels are set and don't change. This means all enemies (even the quest mobs) have increased levels and stats, depending on the area you are in. The "recommended level" for quests however, won't change, but if you ignore that recommended level and install the "fix xp for quest" mod, you should have the result you wanted.
If you get an error, it's because you have another mod that modifies the same file (npc.ws). Deactivate the other mod, or merge it with this one for it to work.
27 comments
Some way to fix it?
This mod and slowlevels (customize combat xp and quest xp gain) were muy favourite to make the game challenging till the end.
For example, when you start a new game, after kill monsters helped by Vessemir, you can attack 3 bandits near this zone, one of them with an a big ax, the level of them with the mod its 4-5, without it its 1-2.
Beta for this mod starts this weekend.
Good news ty!!
In the npc script i see this:
//set immortality mode
if(!spawnData.restored && !immortalityInitialized )
{
SetCanPlayHitAnim( true );
if(isInvulnerable)
{
SetImmortalityMode(AIM_Invulnerable, AIC_Default);
}
else if(isImmortal)
{
SetImmortalityMode(AIM_Immortal, AIC_Default);
}
else if( willBeUnconscious )
{
SetImmortalityMode(AIM_Unconscious, AIC_Default);
SignalGameplayEventParamFloat('ChangeUnconsciousDuration',minUnconsciousTime);
}
else if ( npcGroupType == ENGT_Commoner || npcGroupType == ENGT_Guard || npcGroupType == ENGT_Quest )
{
SetImmortalityMode(AIM_Unconscious, AIC_Default);
}
It is about go inconsciosus?
It is posible go unconsciosus always (not only with guards) ?
How i can put more health and level to the Bosses for more epic battles?!
ty and sorry foro my bad english.
One question not about mod but something else.
You mentioned that it is possible to deactivate thr high level monter buff damage/health.
What file must i modify to achieve this ?
Cheers
Sew
P.S.
Nice mod by the way
There you'll be able to see what's being changed under what circumstances; you can change them however you like.
Hey, are you supposed to comment out this line
if ( HasAbility(theGame.params.ENEMY_BONUS_DEADLY) ) RemoveAbility(theGame.params.ENEMY_BONUS_DEADLY); else
to remove the bonus to deadly enemies?
Also, is there a way to edit the bonus value instead of removing it all together?
To edit the bonus you need to edit one of the xml files you can get through unpacking the game with quickbms.
This means all enemies (even the quest mobs) have increased levels and stats, depending on the area you are in.
The "recommended level" for quests however, won't change, but if you ignore that recommended level and install the "fix xp for quest" mod, you should have the result you wanted.