PATCH 8 INFO Expect the mod to break on patch 8 release, SE is compatible with patch 8 but i'm not in the tester list so i'll need your bug reports to fix everything Also I'll be back on 19th April, so that's the soonest I can update my mods
Hey jmthfirst thank you for such a good mod! Is there still a slight incompatibility between this mod and combat extender where the clones get triple buffed? I may just have to adjust combat extender so the buffs are just minimal if that still happens cause I dont want to face godly clones lol.
yep, just do what Absolute Wrath team did, they basically add a hidden status, namely "MOD_SKIP_PROCESSING", at the time their custom statuses get added to the original enemies. if their script process the new clones and they have this status, the process is ignored. On my side at the moment of clone creation they are given that status, so on your side you just need to set up a detection if a newly added NPC has that status, then ignore them
So, for this MOD and TCB, could you also create an XML file regarding MCM configuration options? I plan to translate all of your MODs because I really like them. I forgot to mention that TCB also works well with Patch 8.
you can always read the MCM_blueprint.json in Mods\[mod name] it contains all the handles in the MCM, then look at localisation file, both are where the handle ids are stored
I've looked through the posts but probably missed something -
in running a completely messed up 7 person 1-20 party, combat extender, this mod, absolute and a bunch of others, I would like the clones to have less HP than the original. attempted to do so on the second tab in the mod but
1) it appears the 0.60 to 0.65 max settings added hp to the clones 2) with this enabled, the first fight was right at the start of act 3 and a fully developed, all feats, level 16 Gale clone showed up as part of the mob at the gate. When downed, he even had the downed icon.
Unsure if the now - dead "GALE" clone will blow the town up after a time, I've made a back up save and am waiting to see =) nevertheless, how would one go about setting clones to have less HP than the original (buffed by combat extender) enemies? Also.. when the checkbox of keep in race for randomized clones, is this expected that it might copy a companion?
I would like the clones to have less HP than the original. attempted to do so on the second tab in the mod but
this is not in the scope of the mod unfortunately, the clones don't have their own characteristics to manipulate, so while i can override their HP/max HP to whatever value i want, the changes would reset once they receive any effect that alters their max hp Also which setting are you referring to ? the 'health multiplier threshold' aren't changing the clones HPs, they just act as qualifier for the mod to select which randomised NPC to spawn
with this enabled, the first fight was right at the start of act 3 and a fully developed, all feats, level 16 Gale clone showed up as part of the mob at the gate. When downed, he even had the downed icon.
yeah i'll remove Gale from being cloned, for now you can dispose of his corpse to avoid being blown up, something like Trashcan mod
This is a rather funny situation: after I knocked Minthara unconscious, any Drow-type enemies I encounter now clone the unconscious Minthara lying on the ground... and they also clone the petrified Drows from the Underdark, which makes my battles quite humorous. Is there a way to prevent enemies in these special states from being cloned?
Another one: the invincible Prince Orpheus. It shows that he has a passive called "Hell Shackles": when Orpheus is bound by the chains of hell, he is immune to all damage. I had no choice but to reload my most recent save and add him to the blacklist.
So, Ive noticed that some bosses, Clone, even when boss cloning is disabled. They Gortash and Cazador both clone even when boss clones are set to off. So yeah.
that's because the game consider bosses differently from us, and somehow Gortash isn't considered a boss, i was hella confused when people noticed it when i worked on REL_SE, but Cazador is a new one, i'll add them as exception next update
Thank you for your update! I appreciate your hard work! However, I find the updated XP slider a bit too difficult to adjust. I can never set it to the exact number I want. I aim to set it to 5.000, but I can only slide it between 3.465 and 6.948. Because the maximum number is set to 1000, it's challenging to achieve precise control for smaller numbers. I was wondering if there is a JSON file or something similar where I can precisely edit these values?
I am using this MOD together with your REL_SE, and I've noticed that sometimes the cloned enemies come with the REL_SE's loot distributed tag. This means that when I finish the battle and loot their corpses, the REL_SE features won't be involved. I want to ask if it's possible to make cloned enemies not have this tag? I create so many enemies and corpses just to have more chances to get equipment from REL_SE. I really enjoy this process! So, could there be an option to set this feature?
It's not a transaction, I think it's because they were cloned before? I had looted their corpses in previous battles. For example: I previously fought with gnolls, and the cloned gnolls I looted in that battle now have the looted tag. Later on, when I fight another group of gnolls, the newly cloned gnolls also come with the already-looted tag. Additionally, I might not have made this clear earlier: only the cloned enemies carry this tag, the original enemies do not. My MCM settings are set to randomly clone enemies but based on the race of the original enemies.So, I think the cloned enemies are repeating, and the REL_SE tags are not being removed when they are regenerated. This results in a large number of cloned enemies of the same type in my game carrying the tag. I hope there can be a way to prevent REL_SE from applying tags to these cloned corpses. I have a vast amount of equipment, and I really want this MOD to provide more corpses for me to loot. Haha!
ah, i see what happened. The mod has entries of all original enemies stored, and you chose random cloning, which means sometimes it chose a dead enemy to clone, which copies over all of its stats, including the REL_SE 'looted' status I'll bundle it up with the next update to remove the specific status from REL_SE
Additionally, I would like to know how the XP slider works. Does setting it to 1.000 mean it's equivalent to the original experience? If I want each clone to only provide 20XP or 40XP, how should I set it up?
yep, there's no hard XP slider, only the relative XP one, i suppose i can set one up next update, it's simple enough, but then it'll be applied to all clones
I'm looking forward to your update! I really need this setting! I think the ideal setup would be to increase the XP for clones based on the player's level. For example, I set the base at 10XP for each clone, but after reaching level 5 it becomes 40XP, and at level 10 it's 100XP...
I noticed that there are already a few pre-set names in the blacklist, but they are all in English. As a Chinese player, do I need to change them to localized Chinese names? If I want to continue adding items to the blacklist, should I add them using their English names or Chinese names?
yes, blacklist is designed to work on all NPCs without the user needing to know their UUIDs, drawback is you need to write the name of those NPCs in your localised language, in this case Chinese, with an exact match. So the default names in the blacklist doesn't do anything since they only work with English localisation
322 comments
Expect the mod to break on patch 8 release, SE is compatible with patch 8 but i'm not in the tester list so i'll need your bug reports to fix everything
Also I'll be back on 19th April, so that's the soonest I can update my mods
On my side at the moment of clone creation they are given that status, so on your side you just need to set up a detection if a newly added NPC has that status, then ignore them
it contains all the handles in the MCM, then look at localisation file, both are where the handle ids are stored
I've looked through the posts but probably missed something -
in running a completely messed up 7 person 1-20 party, combat extender, this mod, absolute and a bunch of others, I would like the clones to have less HP than the original. attempted to do so on the second tab in the mod but
1) it appears the 0.60 to 0.65 max settings added hp to the clones
2) with this enabled, the first fight was right at the start of act 3 and a fully developed, all feats, level 16 Gale clone showed up as part of the mob at the gate. When downed, he even had the downed icon.
Unsure if the now - dead "GALE" clone will blow the town up after a time, I've made a back up save and am waiting to see =) nevertheless, how would one go about setting clones to have less HP than the original (buffed by combat extender) enemies? Also.. when the checkbox of keep in race for randomized clones, is this expected that it might copy a companion?
Fantastic mod btw!
Also which setting are you referring to ? the 'health multiplier threshold' aren't changing the clones HPs, they just act as qualifier for the mod to select which randomised NPC to spawn
I'll bundle it up with the next update to remove the specific status from REL_SE