((Deprecated)) Sorry I uninstalled the game just before the update came out. Problably won't download it again anytime soon since I played through newgame++ around 6 times already. Most important params are : Npcparam(hp) (Only this one if all you want is the HP changes), Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at least these are the ones I remember. You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so.
sorry I'm just seeing this. I used witchy to unpack both regulations then you can replace the files you need from each mod into a vanilla one or any reg you use probly answered already though
I seriously want to thank you for showing us this mod. It's very similar to what I learned to edit in Elden Ring, and I guess it would make sense that another FromSoft game would be as easy to mess around with.
well it's basically the exact same thing except it's another game and it needs another tools wich are not available just yet, but wichybnd does the trick.. I even found some params labeled as "faith, str, dex, mind", that left me thinking. .. but yea it's a very simple mod, still makes the game change a lot, specially if you do this before starting a brand new game, totally a different approach for every single sortie
Sorry I uninstalled the game just before the update came out. Problably won't download it again anytime soon since I played through newgame++ around 6 times already. Most important params are : Npcparam, Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at leasst these are the ones I remember. You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so. Really sorry about that, and thank you for playing the mod x)
Sorry I uninstalled the game just before the update came out. Problably won't download it again anytime soon since I played through newgame++ around 6 times already. Most important params are : Npcparam, Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at leasst these are the ones I remember. You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so. Really sorry about that, and thank you for playing the mod x)
Sorry I uninstalled the game just before the update came out. Problably won't download it again anytime soon since I played through newgame++ around 6 times already. Most important params are : Npcparam, Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at leasst these are the ones I remember. You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so. Really sorry about that, and thank you for playing the mod x)
Testing out the Mean Mobs merge right now. Been playing a lot with the Faster Combat - Mean Mobs V3 version, and I'm still speeding through the game on my NG+. Would love the challenge this gives me if it's not too much. Will update with my thoughts.
EDIT: Actually lots of fun. Made my NG+ great, and is making my NG++ even better with the "Personal Adds" version :D Just enough amount of difficulty without being ragequittingly hard, makes earlier bosses satisfying to fight with late-game gear, and makes simple 'Destroy Enemy MT' missions so much more entertaining and replayable. Would not recommend using for the Defend Xylem wave mission in chapter 5, as it's genuinely too hard. Also way too hard for the second wave mission, with snipers. Guess that can't be helped though, haha. Thanks for uploading the mod and alternate versions!
not sure what you mean with "stronger" bosses, but I've done a version with bosses buffed aswell, only HP though, you could use the npcparam from that version and add it into whatever regulation.bin you're using. If you mean changin actual stuff from bosses I'm not sure on how to do so, you can try using witchybnd to edit the behavior/bullet/atk/etc params and see if you can find anything relevant in there.
Yes this will make all the "defend" missions pretty hard, but I guess it's not impossible with the right loadout xD. honestly that's all I wanted, having fun while killing MTs but as I already finished the game I spent a lot of time trying to modify stuff and ended up being a whole new thing, that being said I uploaded a test version, if you enjoy the personal adds one you should give this one a go too x)
Thanks for the new reply, and for letting me know!! Loved the last overhaul. I'll check out the test now. I just reinstalled AC6 on my new SSD, so I needed to get a new regulation.bin anyways ^^ haha.
Played with the overhaul test for the rest of my NG+ playthrough, and it was incredibly satisfying to beat the game. I wasn't breezing through levels (even using overpowered builds), and there were no real gripes from my end besides the closer camera, which has been there for a while anyways. That can be changed manually, though. Thanks for releasing the mod!
Thank you ! Even though it's a half done thing I think the difference it's quite something, makes you really change the way you approach the game and the "normal" missions wich is what I wanted.. May update the changes on HP moving forward but for the time being I'm quite enjoying the way it is now so I won't give much time to it. Glad you enjoyed it ! x)
considering this is a simple stat change mod, there's still no way of replacing some MTs with tougher enemies like the Tetrapods, LCs or ACs for example.
My guess is that it's not impossible, but yeah, probably nobody has a clue on that one yet. I seen somebody on discord change the arena opponents but the arena params are different from the sorties
How did you find the ID to edit for bosses and enemies? Just gibberish for me, using ArmoredYapped. I can see HP values but not sure which are relevant.
I used witchybnd, on npcparam, there's a HP value for literally every enemy on the game. Not sure on how armoredyapped works though, haven't used it yet
lol xD, I haven't added much HP to bosses though, for the AC ones I nearly doubled them, and for the actual bosses I added around 10% wich is a lot, in comparision that's like 2-4 heavy MTs depending on the boss EDIT: may aswell do an update for the Juggernaut boss, I added several thousands to that boss but I still managed to obliterate it with the build I'm running, and I don't even have the OST upgrades maxed out. I feel like that boss should be tanky af
You're on to something good. I had to seriously rethink my strategies and weapons of choice, Balteus was specially challenging and didn't fall for the pulse gun strategy. Keep it up man!
Hey thanks! I just uploaded an "overhaul" I'm trying to make, it has the fat bosses version so you should give it a go, I recommend you do so on a new game as I'm doing, it's something else entirely, makes you really think on your approach since bosses are not the only enemies that will kill you
Thank you so much! I have completed the game (NG++) and have been replaying missions for fun, I was thinking how much better it would be if the large cannons/artillery didn't die to one high powered rifle shot or a few missiles.
I was thinking of trying to figure out how to do this very same thing, so the type of weapons can be more thought out and ammo conservation can be more of a consideration, like the old games.
Which params did you edit to change enemy health? I don't want the extra ammo, and I use some other params at the moment and would need to combine everything.
For the HP its NpcParam., keep in mind though, I believe it has a line for each enemy of every sortie.
I've been doing chapter 3 and , let me tell you, it's pretty fun having to deal with all these MTs, and you'll need the extra ammo, unless you're planning on rushing objectives. I'll probably update it when I get around doing so; cannons and such still die very easily, I really wanted these to be hard to kill, specially the armored ones, but you can still oneshot these if you have the OST upgrades, and the opposite with a few minor enemies that should be -oneshoteable-.
Thanks, I've done a few early missions so far and having a blast fighting all of these MTs and defenses. The cannons on the Artillery Installations missions were taking more than 1 shot from the big shoulder grenade cannon, which is a big improvement. So far the only thing that has felt too strong are the little helicopters; they can take several missiles each + mg fire.
If I can help out with this mod, please let me know. I think this has the biggest potential to increase replayability after NG++.
That's what I wanted, replayabilty, I'm gonna take a look into it tonight see if I can come up with an update. There's a sortie where you have to kill several choppers before they escape and I had to try that one a couple of times, because they can whitstand much more damage now, and I really enjoyed that one being difficult since last time I did it I was just standing still waiting for more choppers to spawn. I did almost all chapter 3 & 4 (NG++) as it is now and it's quite the difference having to deal with all of them, it even makes you think that rushing the objective is way better of an option. Thank you, if I try something new I'll let you know for testing, so far I've only changed the enemy HP and added the bullet velocity to it, so it's not really a big deal
36 comments
Sorry I uninstalled the game just before the update came out. Problably won't download it again anytime soon since I played through newgame++ around 6 times already.
Most important params are : Npcparam(hp) (Only this one if all you want is the HP changes), Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at least these are the ones I remember.
You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so.
I used witchy to unpack both regulations then you can replace the files you need from each mod into a vanilla one or any reg you use
probly answered already though
Thanks again!
I even found some params labeled as "faith, str, dex, mind", that left me thinking.
.. but yea it's a very simple mod, still makes the game change a lot, specially if you do this before starting a brand new game, totally a different approach for every single sortie
Most important params are : Npcparam, Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at leasst these are the ones I remember.
You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so.
Really sorry about that, and thank you for playing the mod x)
Most important params are : Npcparam, Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at leasst these are the ones I remember.
You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so.
Really sorry about that, and thank you for playing the mod x)
Most important params are : Npcparam, Npcthinkparam (for the detection range), Bullet param, Equipparamweapon, equipparambooster, at leasst these are the ones I remember.
You can use witchybnd to unpack these and compare them with the current ones using notepad+ or something similar and importing the values into these, will take you around 15 min doing so.
Really sorry about that, and thank you for playing the mod x)
EDIT: Actually lots of fun. Made my NG+ great, and is making my NG++ even better with the "Personal Adds" version :D Just enough amount of difficulty without being ragequittingly hard, makes earlier bosses satisfying to fight with late-game gear, and makes simple 'Destroy Enemy MT' missions so much more entertaining and replayable. Would not recommend using for the Defend Xylem wave mission in chapter 5, as it's genuinely too hard. Also way too hard for the second wave mission, with snipers. Guess that can't be helped though, haha.
Thanks for uploading the mod and alternate versions!
If you mean changin actual stuff from bosses I'm not sure on how to do so, you can try using witchybnd to edit the behavior/bullet/atk/etc params and see if you can find anything relevant in there.
honestly that's all I wanted, having fun while killing MTs but as I already finished the game I spent a lot of time trying to modify stuff and ended up being a whole new thing, that being said I uploaded a test version, if you enjoy the personal adds one you should give this one a go too x)
Thanks for releasing the mod!
gotchu bro, check optional files
You're a hero! Thanks!
EDIT: may aswell do an update for the Juggernaut boss, I added several thousands to that boss but I still managed to obliterate it with the build I'm running, and I don't even have the OST upgrades maxed out. I feel like that boss should be tanky af
I was thinking of trying to figure out how to do this very same thing, so the type of weapons can be more thought out and ammo conservation can be more of a consideration, like the old games.
Which params did you edit to change enemy health? I don't want the extra ammo, and I use some other params at the moment and would need to combine everything.
I've been doing chapter 3 and , let me tell you, it's pretty fun having to deal with all these MTs, and you'll need the extra ammo, unless you're planning on rushing objectives.
I'll probably update it when I get around doing so; cannons and such still die very easily, I really wanted these to be hard to kill, specially the armored ones, but you can still oneshot these if you have the OST upgrades, and the opposite with a few minor enemies that should be -oneshoteable-.
If I can help out with this mod, please let me know. I think this has the biggest potential to increase replayability after NG++.
There's a sortie where you have to kill several choppers before they escape and I had to try that one a couple of times, because they can whitstand much more damage now, and I really enjoyed that one being difficult since last time I did it I was just standing still waiting for more choppers to spawn.
I did almost all chapter 3 & 4 (NG++) as it is now and it's quite the difference having to deal with all of them, it even makes you think that rushing the objective is way better of an option.
Thank you, if I try something new I'll let you know for testing, so far I've only changed the enemy HP and added the bullet velocity to it, so it's not really a big deal