Opposite use case, instead of having enemies rebuffed by HP threshold, would it be possible to have it apply to the party? This would also have the added benefit of making healing actually matter (as keeping the party topped off makes them more effective)?
You do not edit the settings, unless you want to "create a settings mod" for that. One Setting is currenlty available as a example, more are to come, but for that i would like to know what the mod-users would like to have. Tell me what setting you want, i can create some settings for you.
For the group I have to find an entry point to attach the passives to them, next weekend maybe.
What I had in mind would be to start making them weak from 60% health with -1 in status minus AC (I think the debuff in base AC is very strong since there is already the debuff in dexterity), and every 10% loses 1, with 80% almost dead he would have -3 on everything which is very strong, if it is possible when they reach 80% they "gain" the slow effect, this effect would be very interesting as it would simulate someone very hurt and with little energy to fight, if you are going to make a version for the group, I think these ideas are good too, thank you for your time
File name: "40-1AC_30-2AC_20-3AllAndSlow" I tested it, the AC debuff works. Give it a try ;)
Not important Info: The borders are technically correct, but i had an enemy with exactly 30% health. The bebuff between 40% and 30% was applied (more than 30%, less or euqal 40%). Nothing i can fix.
Just a question, does this mod work with other difficulty mods like "Enemies Enhanced" or mod enemies like "Additional Enemies Extended"?
I have no idea about specific mods.
Technically: "Should work." - It overwrites the "Health bonus" and the "bonus hc" enemies get from the higher difficulty, similar to to "Tactician Plus". - Every enemy added from other mod, having the flag implemented will be affected. (And in theory those mods should have this flag added for the difficulty setting to effect the enemies)
- Every mod loaded AFTER this mod and overwriting the "HEALTHBOOST_HARDCORE" flag like the "Tactician Mod" will cause this mod to be ignored. - Every mod loaded BEFORE this mod and overwriting the "HEALTHBOOST_HARDCORE" flag like the "Tactician Mod" will cause the other mod to be (partly) ignored.
10 comments
One Setting is currenlty available as a example, more are to come, but for that i would like to know what the mod-users would like to have.
Tell me what setting you want, i can create some settings for you.
For the group I have to find an entry point to attach the passives to them, next weekend maybe.
What I had in mind would be to start making them weak from 60% health with -1 in status minus AC (I think the debuff in base AC is very strong since there is already the debuff in dexterity), and every 10% loses 1, with 80% almost dead he would have -3 on everything which is very strong, if it is possible when they reach 80% they "gain" the slow effect, this effect would be very interesting as it would simulate someone very hurt and with little energy to fight, if you are going to make a version for the group, I think these ideas are good too, thank you for your time
I tested it, the AC debuff works.
Give it a try ;)
Not important Info:
The borders are technically correct, but i had an enemy with exactly 30% health.
The bebuff between 40% and 30% was applied (more than 30%, less or euqal 40%).
Nothing i can fix.
thank you I will test
Just a question, does this mod work with other difficulty mods like "Enemies Enhanced" or mod enemies like "Additional Enemies Extended"?
I have no idea about specific mods.
Technically:
"Should work."
- It overwrites the "Health bonus" and the "bonus hc" enemies get from the higher difficulty, similar to to "Tactician Plus".
- Every enemy added from other mod, having the flag implemented will be affected. (And in theory those mods should have this flag added for the difficulty setting to effect the enemies)
- Every mod loaded AFTER this mod and overwriting the "HEALTHBOOST_HARDCORE" flag like the "Tactician Mod" will cause this mod to be ignored.
- Every mod loaded BEFORE this mod and overwriting the "HEALTHBOOST_HARDCORE" flag like the "Tactician Mod" will cause the other mod to be (partly) ignored.
That's what the compatibility mod is for.