hey would it be possible to make a version oh health+ that goes roughly Lv1-3=60% Increase, Lv4-7=120% increase, Lv8-11=180% increase, & Lv12+ has a 240% increase. but yeah to me that seems about the perfect amount per level to not make it seem like "weak" low level enemies are super strong whilst still giving higher level bosses a more menacing aura & hp amount I've tested a bunch of the hp mods you offer & I feel this at least gives me the level of intensity I feel fits perfectly & also love your mods and regardless of if you will even put this on your to-do addon list have a wonderful day ^w^
actually nvm I think I managed to make one your code seems extremely easy to follow & modify I think I should be fine on needing you to do this although if you want to add maybe a few more health+ C variants such as what I designated mine as C3m & I used your C2 version so yems not as much of a request but if you still want to do that n share it with others noice noice :3
(also for context on my balancing I have party limit beyond so tryna balance that n this works perfectly as the main hp aspect :3)
did you make sure to have all the requirements & load order properly situated & ordered & make sure you have tactician mode since it only effects tactician mode health(just need to have the player power balance set to tactician for it to enable not all tact features necessary but idk why you'd use diff+ w/o full tactician)
One more question. Is it possible, for example, to stack the life energy of the monsters with this mod by installing different HP percentage mods several times? Or does this not work and only one HP mod works?
For example, you load the 200% HP mod, place it after the main mod and then load the 25% HP mod, add it after the 200% HP mod in the loading order and the HP of the enemies increases by 225%.
Variant A is clear If a mob has 10 HP at level 1 and the mod increases the HP by 100%, the mob then has 20 HP at level 1.
Variant B I understand it like this: Mob level 1 has 10 HP with mod variant B level*5, the mob has 50 HP at level 1. Correct?
Variant C How do I understand this in numbers using the same example? Mob level 1 has 10 HP without mod C. With Mod C: Mob level 1 10HP +15% HP = 11.5 ~ 12 HP Mob level 2 ? Mob level 3 ?
How exactly does this work? Thanks
ps And are these mod variants compatible with each other on the HP? For example Variant B level*5 + variant A HP + 50%?
That would mean that 10 HP level 1 mob unmodded becomes 10*5+50% = 75 HP?
pss I tried it again myself.
All HP mods cannot be added together, regardless of the category.
The B versions actually increase what is specified, i.e. a fixed base HP amount for all mobs in the game as specified. This means that if you choose version B with level*20 HP, all enemies in the game will ALWAYS get their actual level*20HP as their base HP. At level 5, this means that ALL NPCs in the game will ALWAYS get +100HP, i.e. level 5*20HP=100HP. HP is then added for each selected difficulty. For tacticians, this means an increase in HP + their normal HP anyway.
I tested it on the Owlbear Act 1 in the cave with his cub.
On Tactician with 200% HP increase, he had exactly 300 HP at level 3. With level*20 HP he had 178 HP (27 from Tactician and +60 from the MOD at level 3)
This means a somewhat difficult decision. Because mobs that basically have a lot of HP get massive HP values through flat HP, where mobs with less HP remain easier.
Case 1 A small goblin at level 3, for example, has about 21-28 HP with mod variant A, 200% HP more. If he has about 8 HP starting value, he gets 2x8(mod)+8(starting value)=24 HP. The same goblin with mod B level*20 has considerably more HP. He gets 60(lvl3*20)+24 HP(lvl) =84 HP.
However, this ratio changes dramatically if, for example, it is a mob that already has almost 300 HP like the guardian golem in the forge. Case 2 Let's say we meet the guardian with level 6. Then he has mod variant A and 200% more HP. 2x300(mod)+300(initial value) = at least 900 HP. With mod variant B level*20 HP at level 6. 6*20(Mod)+300(initial value) = at least 420 HP. Even with level*50 at level 6. 6*50(Mod)+300(initial value) = at least 600 HP. So still far less than with 200% Mod A. Whereas the goblin at level 6 with mod variant B level*50: 6*50(Mod)+8*6(initial value) = at least 348 HP.
This shows the dilemma. With mod variant B, all the mobs are closer together, but they are also all much harder in the overall package and it is difficult to find a good means. Because at level*20 it's almost too easy, whereas at level*50 it can get nasty, for example when you come up against a Githyanki squad.
The gith squad is then easier again with a 200-300% mod A variant, but mobs with low HP are too easy with mod variant A and mobs with a lot of HP are really fat.
With mod variant B, even a small goblin is either too easy or quickly becomes an HP machine. A large HP mob is then less noticeable and is no longer perceived as a boss.
I think variant B is quite good, but I'm missing an HP variant between level*20 and level*50. A skeleton in the crypt near Withers at level 2 with level*50 has at least over 100 HP, whether it's a caster or not. My small hero squad won't survive that if this caster hits me for 30 damage per nuke. If I choose 300% HP Mod A, then the casters are easily manageable, but the skeleton warrior suddenly has 130 HP. Ok, that's manageable. But then a witch in the forest, an owlbear or the guardian golem has 500-1200 HP, but the little goblin only has 60 HP. The ratio is somehow off.
With Mod B, the ratio doesn't shift well either. Either it's too hard, or it increases too little and I can't change the mod from level*50 Mod B to Mod A 200-300% Hp every half hour.
It would have been good to choose level*20 and then somehow before that make a general HP increase based on the HP of the mobs like Mod A does.
So the owlbear would have 420 HP at level 3, a goblin would still have 84 HP and the githyanki squad would have maybe 200-250 HP at level 5-6 and we know that the gith can be pretty brutal.
I need an option here to better manage the balance of HP. Because at the moment I'm faced with the problem of either too much or too little and accordingly too easy or murderously hard...
I haven't yet tried what exactly the C variant does. It probably won't be combinable either.
Is there any way to combine the HP mods in their variants to better regulate the HP?
You need to download the main mod here and then play the game on Tactician difficulty. The other difficulty levels are not supported.
The Main Mod must be loaded before the HP Mod.
In the loading sequence, all previous data will be overwritten if it is the same data.
Therefore you have to try out the loading order. If your Party Limits mod no longer works, try loading it at a later point. However, this can also mean that if data is in the way, one is incompatible with the other. Then they have to choose something, or the mod developer fixes it, but nothing seems to happen here.
In addition to the HP mod increase of the enemies, I have also adjusted my one HP so that the fights last longer and there is no HP ping pong. You can find the mod here: https://www.nexusmods.com/baldursgate3/mods/5487?tab=description
Please always keep in mind that mods like this one with the HPs of the enemies and yourself also have an influence on the game mechanics, because if healing spells only heal 2-8+3 HP, but your party already has 150 HP at level 5, this can only be repaired with mods that increase healing, as can be found here:https://www.nexusmods.com/baldursgate3/mods/5104 or https://www.nexusmods.com/baldursgate3/mods/5102 These healing mods come from the same developer as the difficulty mods. There are more such mods. Just click on the developer's mod name and then click on the Mods tab on the new page and browse what you need.
But even classes that are heavily resource-dependent become somewhat weak in long fights. There are also mods that mitigate this problem a little, like this mod here: https://www.nexusmods.com/baldursgate3/mods/4135?tab=posts&BH=0 or https://www.nexusmods.com/baldursgate3/mods/4764?tab=posts&BH=0
But in the end, you can build up a better combat experience and the whole game is simply polished up a little in combat.
There are also AI mods that are very well done and let the selected members of the party fight on their own, or even your own character if you enable it. Here: https://www.nexusmods.com/baldursgate3/mods/4351?tab=files
Great mod, I'm now able to define health scaling for an entire honour playthrough rather than manually replacing files as I level up though it seems it scales based on enemy level rather than your character level.
Is there a way to make the mod scale it on your party level instead?
I always like to play in the difficulty that I set myself in detail, i.e. user-defined.
What I need and what I can't adjust well.
In the standard setting of Larian, you can always choose 3 difficulties. Explorer, Balanced, Tactician.
I want the battles to be more about HP and the enemies to have more HP, but I also want to have more HP myself.
But that's not possible with the Larian default.
Either I have more HP and the enemies have less, or I have less HP and the enemies have far more.
That is unsatisfactory.
I don't like it when I always kill everyone with every hit or, conversely, when I'm almost dead again after one hit.
So the experience should last longer, but also be a bit more relaxed for me.
In other words:
Hp of the monsters/enemies up by 100%
My HP and that of my party members up by 50%.
This means that a level 1 enemy with previously 10 HP will then have 20 HP and my people, e.g. a monk with 10 HP, will then have 15 HP at level 1.
A boss spider with previously 125 HP at level 4 then has 250 HP at that level. My monk at level 4 then has 50% more HP than without the mod.
To ensure that all spells and damage values still make some sense, you have to be careful here. Otherwise the casters and healers in particular will be so bad very quickly, and all the resources will be used up far too quickly, so you'll have to rescale everything.
But with the HP values, the game remains reasonably balanced, but is more pleasant to play.
Is it possible to include these parameters in the "Custom" difficulty as an option?
Since I do not play the difficulty Tacticain, because I have no option to customize it myself, and I also do not want my characters to have so little Hp, I can unfortunately not use the options of your mod.
It would be really good if you could give yourself and the monsters more HP in the new self-customized difficulty level that Larian has patched in, just to make the fights longer and everything run smoother somehow.
283 comments
is mandatory for all add-ons to work.
Make sure it's installed.
I've been using the mod for 2 runs now, playing with :
It's been a blast but I want to raise the difficulty even more.
Would it be possible to have +12.500%/15.000% hp, and +30/35/40/45/50 flat damage options made available please?
(also for context on my balancing I have party limit beyond so tryna balance that n this works perfectly as the main hp aspect :3)
Is it possible, for example, to stack the life energy of the monsters with this mod by installing different HP percentage mods several times? Or does this not work and only one HP mod works?
For example, you load the 200% HP mod, place it after the main mod and then load the 25% HP mod, add it after the 200% HP mod in the loading order and the HP of the enemies increases by 225%.
Or does this conflict and only 25% is taken?
Thx
Variant A is clear
If a mob has 10 HP at level 1 and the mod increases the HP by 100%, the mob then has 20 HP at level 1.
Variant B
I understand it like this: Mob level 1 has 10 HP with mod variant B level*5, the mob has 50 HP at level 1.
Correct?
Variant C
How do I understand this in numbers using the same example?
Mob level 1 has 10 HP without mod C.
With Mod C:
Mob level 1 10HP +15% HP = 11.5 ~ 12 HP
Mob level 2 ?
Mob level 3 ?
How exactly does this work?
Thanks
ps
And are these mod variants compatible with each other on the HP?
For example
Variant B level*5 + variant A HP + 50%?
That would mean that 10 HP level 1 mob unmodded becomes 10*5+50% = 75 HP?
pss
I tried it again myself.
All HP mods cannot be added together, regardless of the category.
The B versions actually increase what is specified, i.e. a fixed base HP amount for all mobs in the game as specified.
This means that if you choose version B with level*20 HP, all enemies in the game will ALWAYS get their actual level*20HP as their base HP.
At level 5, this means that ALL NPCs in the game will ALWAYS get +100HP, i.e. level 5*20HP=100HP.
HP is then added for each selected difficulty. For tacticians, this means an increase in HP + their normal HP anyway.
I tested it on the Owlbear Act 1 in the cave with his cub.
On Tactician with 200% HP increase, he had exactly 300 HP at level 3.
With level*20 HP he had 178 HP (27 from Tactician and +60 from the MOD at level 3)
This means a somewhat difficult decision.
Because mobs that basically have a lot of HP get massive HP values through flat HP, where mobs with less HP remain easier.
Case 1
A small goblin at level 3, for example, has about 21-28 HP with mod variant A, 200% HP more. If he has about 8 HP starting value, he gets 2x8(mod)+8(starting value)=24 HP.
The same goblin with mod B level*20 has considerably more HP.
He gets 60(lvl3*20)+24 HP(lvl) =84 HP.
However, this ratio changes dramatically if, for example, it is a mob that already has almost 300 HP like the guardian golem in the forge.
Case 2
Let's say we meet the guardian with level 6.
Then he has mod variant A and 200% more HP.
2x300(mod)+300(initial value) = at least 900 HP.
With mod variant B level*20 HP at level 6.
6*20(Mod)+300(initial value) = at least 420 HP.
Even with level*50 at level 6.
6*50(Mod)+300(initial value) = at least 600 HP.
So still far less than with 200% Mod A.
Whereas the goblin at level 6 with mod variant B level*50:
6*50(Mod)+8*6(initial value) = at least 348 HP.
This shows the dilemma.
With mod variant B, all the mobs are closer together, but they are also all much harder in the overall package and it is difficult to find a good means.
Because at level*20 it's almost too easy, whereas at level*50 it can get nasty, for example when you come up against a Githyanki squad.
The gith squad is then easier again with a 200-300% mod A variant, but mobs with low HP are too easy with mod variant A and mobs with a lot of HP are really fat.
With mod variant B, even a small goblin is either too easy or quickly becomes an HP machine. A large HP mob is then less noticeable and is no longer perceived as a boss.
I think variant B is quite good, but I'm missing an HP variant between level*20 and level*50.
A skeleton in the crypt near Withers at level 2 with level*50 has at least over 100 HP, whether it's a caster or not. My small hero squad won't survive that if this caster hits me for 30 damage per nuke.
If I choose 300% HP Mod A, then the casters are easily manageable, but the skeleton warrior suddenly has 130 HP. Ok, that's manageable. But then a witch in the forest, an owlbear or the guardian golem has 500-1200 HP, but the little goblin only has 60 HP.
The ratio is somehow off.
With Mod B, the ratio doesn't shift well either. Either it's too hard, or it increases too little and I can't change the mod from level*50 Mod B to Mod A 200-300% Hp every half hour.
It would have been good to choose level*20 and then somehow before that make a general HP increase based on the HP of the mobs like Mod A does.
So the owlbear would have 420 HP at level 3, a goblin would still have 84 HP and the githyanki squad would have maybe 200-250 HP at level 5-6 and we know that the gith can be pretty brutal.
I need an option here to better manage the balance of HP. Because at the moment I'm faced with the problem of either too much or too little and accordingly too easy or murderously hard...
I haven't yet tried what exactly the C variant does. It probably won't be combinable either.
Is there any way to combine the HP mods in their variants to better regulate the HP?
The Main Mod must be loaded before the HP Mod.
In the loading sequence, all previous data will be overwritten if it is the same data.
Therefore you have to try out the loading order.
If your Party Limits mod no longer works, try loading it at a later point. However, this can also mean that if data is in the way, one is incompatible with the other. Then they have to choose something, or the mod developer fixes it, but nothing seems to happen here.
In addition to the HP mod increase of the enemies, I have also adjusted my one HP so that the fights last longer and there is no HP ping pong.
You can find the mod here: https://www.nexusmods.com/baldursgate3/mods/5487?tab=description
Please always keep in mind that mods like this one with the HPs of the enemies and yourself also have an influence on the game mechanics, because if healing spells only heal 2-8+3 HP, but your party already has 150 HP at level 5, this can only be repaired with mods that increase healing, as can be found here:https://www.nexusmods.com/baldursgate3/mods/5104
or
https://www.nexusmods.com/baldursgate3/mods/5102
These healing mods come from the same developer as the difficulty mods. There are more such mods. Just click on the developer's mod name and then click on the Mods tab on the new page and browse what you need.
But even classes that are heavily resource-dependent become somewhat weak in long fights.
There are also mods that mitigate this problem a little, like this mod here: https://www.nexusmods.com/baldursgate3/mods/4135?tab=posts&BH=0
or
https://www.nexusmods.com/baldursgate3/mods/4764?tab=posts&BH=0
But in the end, you can build up a better combat experience and the whole game is simply polished up a little in combat.
There are also AI mods that are very well done and let the selected members of the party fight on their own, or even your own character if you enable it.
Here: https://www.nexusmods.com/baldursgate3/mods/4351?tab=files
I hope I was able to help you a little.
Greetings
Is there a way to make the mod scale it on your party level instead?
Question:
In multiplayer, does only the host need it installed or all players?
I always like to play in the difficulty that I set myself in detail, i.e. user-defined.
What I need and what I can't adjust well.
In the standard setting of Larian, you can always choose 3 difficulties. Explorer, Balanced, Tactician.
I want the battles to be more about HP and the enemies to have more HP, but I also want to have more HP myself.
But that's not possible with the Larian default.
Either I have more HP and the enemies have less, or I have less HP and the enemies have far more.
That is unsatisfactory.
I don't like it when I always kill everyone with every hit or, conversely, when I'm almost dead again after one hit.
So the experience should last longer, but also be a bit more relaxed for me.
In other words:
Hp of the monsters/enemies up by 100%
My HP and that of my party members up by 50%.
This means that a level 1 enemy with previously 10 HP will then have 20 HP and my people, e.g. a monk with 10 HP, will then have 15 HP at level 1.
A boss spider with previously 125 HP at level 4 then has 250 HP at that level. My monk at level 4 then has 50% more HP than without the mod.
To ensure that all spells and damage values still make some sense, you have to be careful here. Otherwise the casters and healers in particular will be so bad very quickly, and all the resources will be used up far too quickly, so you'll have to rescale everything.
But with the HP values, the game remains reasonably balanced, but is more pleasant to play.
Is it possible to include these parameters in the "Custom" difficulty as an option?
Too bad.
Since I do not play the difficulty Tacticain, because I have no option to customize it myself, and I also do not want my characters to have so little Hp, I can unfortunately not use the options of your mod.
It would be really good if you could give yourself and the monsters more HP in the new self-customized difficulty level that Larian has patched in, just to make the fights longer and everything run smoother somehow.
So what do I do now... hmm...