I think Zaleskar at the bridge is bugged. Cast blood storm then nothing else. Not sure if its due to another mod or even your mod. Just thought id post it.
Actually believe it could be another mod but encountered this bug first with zaleskar where enemies arent ending turn or taking quiet a bit of time to end it. Might be due to an item or class bug.
Yeah Sorry I thought I uploaded another comment. I ended up having to load an earlier save and there was no more bug. It def was not from this mod but very weird bc if i had ifan in any combat mode, all the npc would be bugged.
Sooo weird. But gone with earlier save :)
I am wondering is the the 3rd file without player ap point changes compatible with DE version? Great mod btw, I think it makes the game much harder for some of the mods that potentially made it easier.
Is there an easy way to change some of the player skills from the mod? I've tried updating classic mods to DE version but no success even reading all the post showing how to do it.
But I know how to make the .pak go to xml or editable text file file then just creating the .pak again but doesnt show up in mods list.
okey... so first of all thanks for making this mod, but i had it removed... played this mod with triple tacticion difficulty mod with a friend...
so my friend was playing mage, i was playing 2h warrior... he was op at start and end of game... i was op only at endgame and even then there are things like block chance and dodge... so my question is why were you nerfing melle gameplay and not magic? not to mention some creatures had physical resistance, which i think they didnt have in original game... to much nerf on warrior and no nerf on mage, just great... and both classes are op at endgame basicly (in original game)
second thing is... the loot sucks... i had 2 pieces of gear from fort joy at level 12, boots were level 3 and i had them just because they gave me +1 something... could not buy new ones because vendors sell only s#*! and bosses drop random gear.
i wanted increased difficulty but not nerf 1 side and wearing totally under leveled crap gear.
and you said this -> Adjusted the base AI so now it more likely to focus fire and attack low hp targets. Some bosses will have custom AI profiles that make this aspects even more pronounced.
that Adjusted AI doesnt work for s#*!, they do not focus fire on low hp targets for s#*!, they have EXACTLY the same behavior as in original game... ai is just not smart enouf to finish a target, examples are: 1 party member runs away, enemys stop chase and focus on other party member that is closer... another example is: if 1 party member has resist death and on 1HP and other member is a good distance away, why dont enemy start attacking player with no resist death spell on?... another example is summoning, enemys dong give a fooock they attack summon insted of player and thats the most retarted thing they can do...
anyway this are just few things i noticed incase you try to change the mod one day
THANK YOU for one without changes to players' skills! (not that I'm knocking it, I think it's a great idea - I just prefer both myself and the enemy to feel powerful).I'm going to test it out now.
Edit: Standalone version still keeps the Warfare's damage bonus nerfs from 5% to 2%, and the Lone Wolf's hp/armor bonus nerfs from 30% to 5%. I don't mind facing enemies with 5% warfare + uptuned damage, in case it is too much work to re-do the damage for all affected enemies. Is it possible to have a version which reverts warfare, lone wolf nerfs and ashen idols?
Get the PAK extractor from https://docs.larian.game/Pak_Extractor_Guide Note: if it doesn't work with the latest version try an older one like https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-v1.8.6.zip
Extract to a folder and navigate to \Public\CombatRebalanced_7cd6ce70-6e39-4406-b87d-c1599d076abf\Stats\Generated\Data
Poke around in there, find the entries you want to revert and delete them entirely. Lone Wolf and Warfare nerfs are under Data.txt. Just delete this file.
Resurrection Idol is under ItemCombos.txt in \Public\CombatRebalanced_7cd6ce70-6e39-4406-b87d-c1599d076abf\Stats\Generated. Don't delete the file, just remove the offending entry. You'll also need to go to \Mods\CombatRebalanced_7cd6ce70-6e39-4406-b87d-c1599d076abf\Story\RawFiles\Goals and delete GLO_IdolRemoval_TACTICS.txt.
Looks pretty interesting. I haven't played it, but looking through the changes, I have one critique: Removing early access to play-making skills just makes the early game more boring, when you already don't have many options. Making that worse doesn't sound fun.
39 comments
Sooo weird. But gone with earlier save :)
I am wondering is the the 3rd file without player ap point changes compatible with DE version? Great mod btw, I think it makes the game much harder for some of the mods that potentially made it easier.
3rd file is not compatible.
But I know how to make the .pak go to xml or editable text file file then just creating the .pak again but doesnt show up in mods list.
so my friend was playing mage, i was playing 2h warrior... he was op at start and end of game... i was op only at endgame and even then there are things like block chance and dodge... so my question is why were you nerfing melle gameplay and not magic? not to mention some creatures had physical resistance, which i think they didnt have in original game... to much nerf on warrior and no nerf on mage, just great... and both classes are op at endgame basicly (in original game)
second thing is... the loot sucks... i had 2 pieces of gear from fort joy at level 12, boots were level 3 and i had them just because they gave me +1 something... could not buy new ones because vendors sell only s#*! and bosses drop random gear.
i wanted increased difficulty but not nerf 1 side and wearing totally under leveled crap gear.
and you said this -> Adjusted the base AI so now it more likely to focus fire and attack low hp targets. Some bosses will have custom AI profiles that make this aspects even more pronounced.
that Adjusted AI doesnt work for s#*!, they do not focus fire on low hp targets for s#*!, they have EXACTLY the same behavior as in original game... ai is just not smart enouf to finish a target, examples are: 1 party member runs away, enemys stop chase and focus on other party member that is closer... another example is: if 1 party member has resist death and on 1HP and other member is a good distance away, why dont enemy start attacking player with no resist death spell on?... another example is summoning, enemys dong give a fooock they attack summon insted of player and thats the most retarted thing they can do...
anyway this are just few things i noticed incase you try to change the mod one day
Edit: Standalone version still keeps the Warfare's damage bonus nerfs from 5% to 2%, and the Lone Wolf's hp/armor bonus nerfs from 30% to 5%.
I don't mind facing enemies with 5% warfare + uptuned damage, in case it is too much work to re-do the damage for all affected enemies. Is it possible to have a version which reverts warfare, lone wolf nerfs and ashen idols?
Thank you!
Edit: NVM, I figured out how to do it by myself
Note: if it doesn't work with the latest version try an older one like https://s3.eu-central-1.amazonaws.com/nb-stor/dos/ExportTool/ExportTool-v1.8.6.zip
Extract to a folder and navigate to \Public\CombatRebalanced_7cd6ce70-6e39-4406-b87d-c1599d076abf\Stats\Generated\Data
Poke around in there, find the entries you want to revert and delete them entirely. Lone Wolf and Warfare nerfs are under Data.txt. Just delete this file.
Resurrection Idol is under ItemCombos.txt in \Public\CombatRebalanced_7cd6ce70-6e39-4406-b87d-c1599d076abf\Stats\Generated. Don't delete the file, just remove the offending entry. You'll also need to go to \Mods\CombatRebalanced_7cd6ce70-6e39-4406-b87d-c1599d076abf\Story\RawFiles\Goals and delete GLO_IdolRemoval_TACTICS.txt.