Hey I'm loving the mod so far and loving the aggressive playstyle it encourages but I do have two small issues. The bonus fire damage from beating Quelaag doesn't seem to be procing. I tested it with the knives I started with, the saw, and my fists and the damage numbers haven't changed and so far (I've beaten up to the Golem) it seems to be the only Curse power that's not functioning properly. (I'm using PtDE) Second, and more minor, is that I have no clue what to do with the Chaos Tokens. Am I supposed to use them at a specific location or after beating a boss or do they provide a different sort of boost? (EDIT: Just finished it about an hour ago and honestly I had a fantastic time. Though I'll admit to still being curious about the finer details of the mechanics. The modded content just has a style I can't help but love! I feel like you could make a standalone game from the concept.)
Hey! I've completed the game with the mod. Very nice stuff and I admire the amount of changes, I have no idea how you did all these!
But there is one thing, which this mod lucks a lot in my opinion - challenge. It is easier than the unmodded game! I just went through everything crushing everyone with out thinking, even DLC was a joke...
"If you are using DSFix with texture overwriting enabled, then copy the texture files from BleederPTDE\dsfix textures to dsfix\tex_override" And if I'm not? Should I enable it?
I've been playing this mod the past couple days and have found it amazing. I'm at Ornstein and Smough currently and I was wondering which bosses in particular give effects/strengthen the curse. I'm guessing that it's the DLC bosses and the unskippable ones.
Yep, most of the mandatory bosses strengthen the curse, there are a few exceptions for a couple of reasons.
First, I wanted the difficulty to jump up in specific parts of the game, if every mandatory boss strengthened the curse, I'd have to lower the larger curse increases, otherwise it becomes too strong by the end of the game. Secondly it's to give some extra item drops. And the final part are the side-effects, which I wanted to be as unique as possible between bosses, without them being entirely useless or too overpowered.
Same is true of the DLC bosses, some of them strengthen the curse, some drop stuff.
Thanks for the quick reply. I was wondering two other things, first can you get the bleeder ring if you don't select it as a gift? Second how much time did it take you to make this mod?
Yep, you can get the Bleeder Ring without selecting it as a starting gift.
The mod took about 2 weeks to make, about half of it was just testing (balance, seeing if curse/items/item drops are working), the other part that took quite a while (~3 days) were the new weapon models+textures.
I want to edit some of the game files to make it harder. (Making the curse stronger, giving enemies more hp, making enemies faster etc.) How would I go about doing that? What tools would I need? Sorry for the inconvenience.
Making the curse stronger and giving enemies more HP can be done by editing the param files with a fantastic tool by Meowmaritus called ParamVessel, it's on NexusMods. Not really sure about making enemies faster though, don't know if it's possible or not.
The lifedraining part of the curse is in the SP_EFFECT_PARAM_ST, at the end of it, entries are named "BleederConstant???" Enemy health is defined in NPC_PARAM_ST.
If I wanted to make the tokens last 3 minutes I would change the effectEndurance variable to 180, right? Would it be possible to make the tokens stackable? Also thanks for teaching me how to mod.
Why did I hear so much talking about Scorched Contract (which I pesonally find unfairly difficult) and no love for this mod? Great job, man! (Unfortunately I'm a rather slow-paced and also bad player, therefore I'm not quite in the mood :/ But great concept! Loved all weapons and consumables)
Fantastic mod, adds so many cool features and is well worth a playthrough! I only encountered one bug, where a safety talisman wore off as soon as my guy was done with the animation using it, but I'm not sure if it was the mod's fault or the game's fault. Overall very very cool idea though.
22 comments
The bonus fire damage from beating Quelaag doesn't seem to be procing. I tested it with the knives I started with, the saw, and my fists and the damage numbers haven't changed and so far (I've beaten up to the Golem) it seems to be the only Curse power that's not functioning properly. (I'm using PtDE)
Second, and more minor, is that I have no clue what to do with the Chaos Tokens. Am I supposed to use them at a specific location or after beating a boss or do they provide a different sort of boost?
(EDIT: Just finished it about an hour ago and honestly I had a fantastic time. Though I'll admit to still being curious about the finer details of the mechanics. The modded content just has a style I can't help but love! I feel like you could make a standalone game from the concept.)
Great Job.
Thank you for sharing your excellent mod with the Nexus Mods Community!
We like it so much we're going to promote your mod on our Social Media.
Look out for your mod appearing on our Facebook or Twitter over the next few days!
Keep up the awesome work!
- Nexus Mods Staff
Very nice stuff and I admire the amount of changes, I have no idea how you did all these!
But there is one thing, which this mod lucks a lot in my opinion - challenge. It is easier than the unmodded game! I just went through everything crushing everyone with out thinking, even DLC was a joke...
In any case, great job. Thanks a lot!
And if I'm not? Should I enable it?
First, I wanted the difficulty to jump up in specific parts of the game, if every mandatory boss strengthened the curse, I'd have to lower the larger curse increases, otherwise it becomes too strong by the end of the game. Secondly it's to give some extra item drops. And the final part are the side-effects, which I wanted to be as unique as possible between bosses, without them being entirely useless or too overpowered.
Same is true of the DLC bosses, some of them strengthen the curse, some drop stuff.
The mod took about 2 weeks to make, about half of it was just testing (balance, seeing if curse/items/item drops are working), the other part that took quite a while (~3 days) were the new weapon models+textures.
The lifedraining part of the curse is in the SP_EFFECT_PARAM_ST, at the end of it, entries are named "BleederConstant???"
Enemy health is defined in NPC_PARAM_ST.
Great job, man!
(Unfortunately I'm a rather slow-paced and also bad player, therefore I'm not quite in the mood :/ But great concept! Loved all weapons and consumables)