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Gantz79

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58 comments

  1. shenisback123
    shenisback123
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    Could we another version of - 20 - 30 level enemies?
    1. Gantz79
      Gantz79
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      For the moment I will not share more mods, sharing a lot of content with which the same group of users interact reduces the rewards (Donation Points) offered to the authors, it would be counterproductive to invest hours in something that I will not use.
      Donation Points - How they work

      The system no longer works off of Unique Downloads (UDL) over all time but instead on interactions

      The system has a diminishing returns aspect to it. After a certain number of interactions from the same user across all your mods, the value of these interactions drops drastically. It can and does drop to 0.

      We reward authors for posting a variety of content that appeals to lots of different users. Consider diversifying the type of mods you make, or branching out into modding a different game that interests you. 
  2. neoandsmit
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    Level 200-300 bug but level 99 active. pls update.
    1. Gantz79
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      Didn't you read the important note?
      What needs to be updated?
  3. dunnetahl
    dunnetahl
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    Thank you so much for this mod. It's been great for me so far after act 3 going around doing all the stuff I missed while focusing on the main quest was getting boring with all the easy battles and making all the monsters level 99 kept the combat interesting at higher levels for a while.

    Just wondering how difficult it would be to make a few more interim variables of this mod like level 125, 150, & 175? I've gotten to the point where I'm wiping everything pretty easy (even with a 4x health, 2x speed + dmg mod as well) but nowhere near able to handle level 200 monsters yet, but I imagine 25 level increments should be enough that I could start tackling level 125 and then by the time I'm oko'ing everything @ 125 then I could at least start to tackle level 150 without getting completely mopped the floor with.
    1. Gantz79
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      For the moment I will not share more mods, sharing a lot of content with which the same group of users interact reduces the rewards (Donation Points) offered to the authors, it would be counterproductive to invest hours in something that I will not use.
      Donation Points - How they work

      The system no longer works off of Unique Downloads (UDL) over all time but instead on interactions

      The system has a diminishing returns aspect to it. After a certain number of interactions from the same user across all your mods, the value of these interactions drops drastically. It can and does drop to 0.

      We reward authors for posting a variety of content that appeals to lots of different users. Consider diversifying the type of mods you make, or branching out into modding a different game that interests you. 
    2. dunnetahl
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      Cool. Thanks for the honest reply. Also lvl 200 turned out to be less unmanageable than I had initially expected. It's actually at a pretty good level.
  4. RBxD1zzY
    RBxD1zzY
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    Not sure if it was this mod or a base game bug, but The Noir enemies are dying in one hit during Act 3. Removing the mods doesn't seem to fix
    the issue either.
    1. Gantz79
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      If you deleted the mods it means that the game is vanilla and therefore it is not something to do with mods, the data and levels of the enemies are not saved in the saved games.
  5. FuroreKatze
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    I'm at NG+1 at the moment. Idk anything about the enemy scaling. Does the enemy lvl up even more for examplem in NG+5? will this mod made it technically easier if you do even further?
    1. Gantz79
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      I am not sure but the maximum level that exists in the internal files for the basic statistics of the enemies ends at 99.
    2. UnrealTairo
      UnrealTairo
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      The scale is 60/90/110/130/150

      Keep in mind its “plus” 60. So by the time you hit the end of ng1 this mod has already been put out of being usable

      there is a separate table completely for mob stats that are adding levels given by NG+ so it doesnt stop at 99 technically 
    3. Gantz79
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      Ok, I just checked those different scaling files and in them I found that there are many different races and also one of each for each difficulty level in total 24 files, the most impressive of them is that they go up to level 300, I have tested that level but it seems that some enemies are not prepared for such a large increase and a bug is created in which the enemy's life remains black and is completely immortal.
    4. goldmemberpb
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      Yep, ran into that issue with those mine enemies. You blow up the mine but they don't attack and can't be killed. It's like the game is telling you that it's too much. 
    5. FuroreKatze
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      ahh that's too bad. i didnt expect lv 300 gonna broke the game lol. also i think in the end of act 1 the fight with the white haired man got bugged cuz gustav cant hit him. after i removed the lvl99 mods and HP mods that i used i can finally proceed. Is there a way to exclude him from the mod?
    6. Gantz79
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      The LV99 mod alone should not cause any problems, it is the only one that is confirmed to work well.
    7. apokolypse
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      I have this bug on the level 99 mod as well. Most flying enemies are immortal. Black health, can't be hit, can't die and their turn never comes. I can't complete any battle with them in it.
    8. goldmemberpb
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      I was able to kill the flying enemies no issue with the lv 99 version active. 
    9. apokolypse
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      Maybe because I'm on NG+4? Does that increase plus this mod's increase clash? This is the only mod I'm running and the issue goes away if I remove it.
    10. UnrealTairo
      UnrealTairo
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      99 + NG4 is 130 = 239. Max of level 239 where problems start with fliers but it's probably sooner. I'm guessing at NG5 +150, that no flyer actually exceeds level 200 something so there's no stats for it to grab to actually have the game 'create' a valid monster to kill.

      The mod makes levels additive in NG+ since its 2 tables it pulls from, rather than just 1 in a normal game. I have to wonder if even the +30 levels from the easier or harder NG mod will break too at NG+5.

      Seems if we want more levels in mobs all the mob stats will need to be tabled for higher levels with it (Sounds like a daunting task tbh lol)

      It may be easier for a mod to simply add stats directly to a mob equal to what a level grants, instead of an "actual" level being added, this way the issue can go away. Although, the XP will be pretty jank, this is something the mod can also add in to balance it though. If it's done this way the end user wont' be able to really tell the difference except for loot/drops still being low tier, which I suppose could also be adjusted via the mod. But may conflict with other mods out there a lot easier.
    11. Gantz79
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      The idea is great, but imagine 24 files with 300 level lines per file is 7200 lines to modify, I will beatify whoever makes a mod like that jejeje...
    12. UnrealTairo
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      Oh I agree. Either way it sounds daunting lol.
  6. Nesouk
    Nesouk
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    Thanks for the mod, LV99 on NG is a nightmare (would require at minimum 3 hours long fight before an ennemy drop a LV33 weapon, that would make the damage actually decent), so I pick the LV200 for a NG+ combine with the 999999 damage cap mod out there and it actually make for a fun challenge run, some ennemies are glitch on Expert and they either have the HP bar empty and are immortal or are put at very low max HP (mostly the flying ennemies), switching to Expedition mode resolve the issue tough.
  7. Setratiger
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    It sounds like the hardcap for mobs is 300, and any NG+ that manages to go over that breaks it and makes mobs immortal. NG+5 grants all mobs +150 levels, and NG+1 is 60 levels, so maybe thats why things are breaking, the mod sets mob level -> 99/200/300 and then NG+ or other mods add to it and break it once it reachs that number.

    Speaking of mob stats, is there a way to view every mob stat in the game, such as a boss at level 99, vs its level 200 counterpart, in the files of the game
    1. Gantz79
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      Surely you are right because what you say has its logic, the strange thing is that I'm still at the beginning of the game and the mines in the easy level already suffered from this BUG with mod 300.

      I don't know if it is possible to know how much the enemies increase individually but there are 8 files per level for each race of enemies or something like that.

      DT_EnemyArchetype_Alpha.uasset
      DT_EnemyArchetype_Boss.uasset
      DT_EnemyArchetype_Elite.uasset
      DT_EnemyArchetype_Elusive.uasset
      DT_EnemyArchetype_Petank.uasset
      DT_EnemyArchetype_Regular.uasset
      DT_EnemyArchetype_Strong.uasset
      DT_EnemyArchetype_Weak.uasset
    2. meongx
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      I also experience the immortal mobs in just NG+1 with mod 200
    3. Gantz79
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      Ok, then I will have to relegate the two mods as mods that do not have a normal use because they create BUGS.
    4. Setratiger
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      I did find this document that has everything in the game archetype wise. Seems stuff breaks at different levels based on the archetype, and based on difficulty? Noticed a trend of it breaking past 200 on average though

      https://docs.google.com/spreadsheets/d/1dFuNX9YEXzGhGa2-pGxsUj32RaDwoo-ZveMS-HQtwR0/edit?gid=666303536#gid=666303536
      Under ScalingSystem Tab. It might be possible to make a mod that specifically targets the level before it breaks, with a forewarning that it NEEDS to be on NG0, or stuff will break.
      Heres what I found that breaks what type, difficulty, and level

      Elite, Hard, 200 and above
      Elusive, Easy, Normal, 274 and above
      Elusive, Hard 236 and above
      Weak, Hard, 236 and above
      Weak, Easy, Normal 274 and above

      From what I can see these are the only ones that seemingly break, but you can also check the spreadsheet to confirm



  8. lucase5
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    some enemies have just one hp. besides that, excellent mod. im on ng+2 and have this mod Easier or Harder New game Plus (+30 levels), and im using your 200 level enemies, so the mobs have 320 levels.
  9. funk213
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    In the same battle, there are three enemies: two sword-wielders requiring about 40 parries to kill (which is correct and intended), and a
    bull-like enemy that dies after just 1 parry... Why? Aren't they in the
    same battle? Before installing the MOD, the bull-like enemy never died
    in one parry.---MOD v200
    1. Gantz79
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      Well, it will be another BUG that can be added to the list of mods 200 and 300, the game is not prepared for so much increase of attributes.
  10. deleted251974896
    deleted251974896
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    Hi, you may not remember it, but some months ago, I commented on one of your Sparking Zero mods with my main account NeoChozo regarding your choice of making engine.ini edits into a PAK file, to be more precise, it was the "Remove Bloom - Chromatic Aberration - Unlock FPS".

    Back in the days, I said that you were gatekeeping informations for the sake of creating more mods, which you choose to delete, then after I wrote another comment you decided to block me altogether, and honeslty, I can understand your decision, this message isn't about that.

    What surprised me back then is that I was already using a lot of your mods on different games, so you weren't really the kind of modder to do some unecessary and easy mods just to boost your stats.

    Then after learning a litte more about PAKs and their interactions with the configs file, I learned that sometimes it could allows to dodge some issues with the game trying to override the said settings, or that even more simply, it's way more easy for some users to add a PAK mods than to learn how to edit their configs files themselves.

    Back then I accused you without thinking about the people that don't want to deal with the struggles of editing their games on their own, and would rather prefer to add a mod and think "Yeah, it's just magic", even if it means less customization, ultimately it's their choice.

    So yeah, when I begin to mod Clair Obscur and that I saw you modding it, I remembered what I did to you back then and I wanted to present my excuses to you for that, I clearly was in the wrong.

    And since I'm blocked and that I can't comment your mod or endorse them anymore with my main account, and that apparently we can't send you private messages neither, I wanted to say thank you for all the other mods you made since then, especially for Clair Obscur, it really adds some cool new way to play the game, especially for NG + runs.

    So again, sorry for what I did, and thanks for your continuous work! I'm really looking forward your future mods.

    Have a great day, take care!
    1. Gantz79
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      First of all I want to thank you for your sincerity and integrity, very few people nowadays apologize for making mistakes and that says a lot about you.
      I'm sorry you got a ban for saying “confirming that he is just farming points with uneeded mods at this point” but I spend my days dealing with many, many users and their different “opinions” and long ago I ran out of patience to the point of blocking personal messages.
      This kind of accusations are very often, what the users don't know is that the more mods you share and the more mods you have interacting with the same users are further reduced in the rewards (Donation Points) given to the authors:
      Donation Points - How they work

      The system no longer works off of Unique Downloads (UDL) over all time but instead on interactions

      The system has a diminishing returns aspect to it. After a certain number of interactions from the same user across all your mods, the value of these interactions drops drastically. It can and does drop to 0.

      We reward authors for posting a variety of content that appeals to lots of different users. Consider diversifying the type of mods you make, or branching out into modding a different game that interests you. 
      For this very reason when someone starts writing this kind of accusations they get a BAN directly, I share my mods to make it easier for usurians to have fun using them.

      P.S: I have unblocked your old account, I recommend that you delete this new account before the moderators realize that you have two accounts, they take it very seriously that users break their rules and have two accounts to avoid bans.
    2. NeoChozo
      NeoChozo
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      Thanks for you answer, and don't worry, I perfectly understand why you blocked me, you did the right thing, and I can only imagine all the bad interactions you can receive the more mods you create.

      Back in the days, I genuinely thought I was in the good, so I stood up, thinking it would be beneficial for other users, and even there, I did it in a very bad way, I was too harsh, jumping to conclusions from a lack of knowledge without even hearing from you beforehand.

      It's only later that I realized that I was indeed in the very wrong, and that I shouldn't speak on behalf of the others to begin with.

      But sadly I wasn't able to properly apologize anymore, and with time I passed to something else, it's only when I saw you in the Clair Obscur modding community that I decided to take the opportunity to finally give you my excuses.

      And thanks for the tips about the alt account, I already deleted it.
      I only created it to be able to talk to you about this situation, this account had no other purpose.

      I'm glad you received my apologies well, and thanks for unblocking me, I can now at least continue to give you my endorsement for all your hard and appreciated work!