This mod doesn't seem to be working, I've never been able to get it working and it seems that several other people are having the same problem. I would highly recommend getting Kroma138's "XP Scaling" mod instead, which I have personally tested and can confirm is working!
EDIT: My conclusion is that "Combat XP Rebalanced" is not working. Out of the dozen fights that I tested (including 3 different boss fights on tactician mode) this mod decreased my exp by 75% in only one fight which was Magister Siwan on the starting ship, an npc which you wouldn't even typically fight. ...Sooo its working, except it really isn't.
Reveurr if you see this, I would greatly appreciate your help in figuring this out. Is this mod unfinished? Did you miss Andras, Lementing Abomination, and others? Does this mod not work with current save files, do we have to start a new game? What is going on here and why is your mod apparently not working at all?
Original Post: Trying to use this mod in combination with Sinistral's MonsterScaling mod since the game is way too easy and scaling the enemies up increases exp. But it seems like the -75% exp isn't working.
I'm level 14 playing on tactician mode and I'm testing this on the 4 magisters outside the main drawbridge gate of Driftwood.
Test 1: With no mods they are level 9 and give 16k exp.
Test 2: Having the enemies scaled two levels above mine (lvl 16) they give 162k exp.
Test 3: Scaled two levels above mine (lvl 16) with your -75% exp mod they give 162k exp.
I tested it multiple times, always checked my main characters exp, and I'm playing singleplayer in case that matters.
Tested this mod again on Andras the undead dog in Stone Gardens in act 2, no decrease to exp gained.
Additional information: I'm using version 3.0.146.969 of the game, I didn't update to 3.0.150 yet due to hearing that mods weren't working with that version. Also I did try it without the MonsterScaling mod and it still wasn't working.
I updated my game to v3.0.150.954 and decided to give this mod another test. The screenshots for this mod show him demonstrating it on Magister Siwan (on the starting ship of the game) and getting 25xp instead of the full 100xp, so I figured I'd do the same test.
For the first time the mod actually worked and it reduced my exp by 75% for killing Magister Siwan, but that's where it stops. I then did several more tests on other battles in the game including the boss fight Lamenting Abomination in act 2 and the mod isn't working.
It seems to me that the creator of this mod missed a lot of the enemies in the game, and therefor it is incomplete and you'll still gain a lot of exp.
I had the same issue like you guys, and i tried this mod but it is not working as i would expect to play with monster scaling mode. So i made my own mod ( thanks to your mod Reveurr and the info you gave on how to make your own ): http://steamcommunity.com/sharedfiles/filedetails/?id=1200806522
It should reduce XP gain by 50 to 80% on all mobs including bosses, expect on a few trash mobs, because XP gain on thoses is the minimum XP gained for this mob level which you cant reduce, seems to be hard coded in the game file.
If someone can give me feedback after testing it, you dont need to make a new game for it to work as far as i have tested myself.
I have tested this with level monster scaling +2 and it gives XP amount pretty close to a normal playthrough when you start from scratch. Still i need more feedback if i should reduce even more the XP on some boss fight or not ( and for bug fixes obvsiously ). All trash mob give minimal XP gain, only boss fight and veteran mob ( miniboss if you like ) give a bit more to keep the balance beetwen boss and trash mob XP reward.
I will try to upload it on nexus mod in a few if you guys dont use the steam version of the game. Feel free to PM me so i get more motivation to do so :p
Thanks so much Kroma138, I just finished testing your mod on several different boss fights and other miscellaneous fights such as magisters and your mod worked in every battle.
I had an idea for a mod (since this mod seems to be either broken or missing most of the enemies in the game), instead of reducing the amount of exp each and every single individual enemy gives, why not just simply increase the amount of exp needed to level up? I would like to see a double, triple, and quadruple variation to this.
Thats actually a genius idea, though i think that some xp rewards like quests and discovering new locations are tied to a percentage. Still i'd love to see someone follow through with this.
Hi there, i've been using this mod with your 'Monster Madness' and 'More Monsters' mods. Sadly it doesn't work with the new spawns encountered so far. I've tested several times in different encounters, i get same xp with or without this mod. I've tested the other less xp mod of yours, that doesn't work either. Btw, thanks for your work, you've got some really nice mods in your stash.
Im working on a add on and when i create my encounters i want the enemies to give out a specific amount of xp, like 200 per kill, how would I achieve this? I cant find a way to edit xp anywhere in the editor =/
Gain, in the stats editor, under project/shared/stats/character is what im looking for im guessing? So im also guessing I cant make a amulet that increases XP by say 10% since items dont have the gain category?
Well i never got a answer so i figured it out. I have the enemy working but i guess items cant increase or decrease xp, if anyone needs a good explanation of how exactly to create a enemy's xp send me a message. its pretty simple, but due to the editor being new and lack of knowledge its a pain to figure out if you didn't fool around in the originals games editor.
Hello friend, enjoying yours mods so far. Would it however be possible to release a 50% xp value for people who don't (yet) use both the monster madness and double spawns?
Currently just using the double spawns, eventually I'm sure I'll try monster madness too. But I'd like to build up to it.
Yes, only 2 players but both have it installed. The mod should reduce all xp gained from every creature right? From what i could tell we get the same XP as before so we had to turn the extra monster mod off
We had a go at some Fluorescent Voidling without the mod and with it, no change in XP. I dont have a solo save to try on right now ill ask my friend. This time around we had no other mods running, before we had the extra monster spawn mod you made and that one worked, lots more to kill.
Opened Divinity Engine 2, Created New Project, Chose "Add On", Load Data From Story, Target Story, Do I need to load a level if i'm just changing stats? close browser window and open stat editor, opened (MyProject) > Stats > Clicked '+' Character
Then opened Projects > Shared > Stats > Character. Select all _Base row and copied in (MyProject). on _Base row changed the "Gain" stat from 3 to 6. Saved and Exported Closed editor.
guessing its not that easy, what did I mess up on?
You don't require to load a level. The Gain stat is better changed in " Divinity Original sin 2", instead of "Shared". Many enemies use _base as a template, but then update their Gain stat, so you'll have to change it for each template you want to update.
Thanks man really appreciate the quick response. I never thought you had to change the value for each enemy type. Did you change them manually or can you use a calculation / formulae?
Does your mod nerf XP outside of combat, like questing and exploring?
It looks like some enemies still give normal XP wth this mod enabled, noticed this with the undead skeleton, first enemy encountered around hollow marshes. Works for Magisters though.
Decomposing Shawshbuckler, Decomposing Assassin, Decomposing, Decomposing Terramancer...seems to be the decomposing type enemies at level 4 give 200XP with or without the MOD enabled. This also applies to the silent monks. Maybe its just happening on my game?
edit Decomposing Terramancer give 400xp with or without the mod
50 comments
https://www.nexusmods.com/divinityoriginalsin2/mods/247/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fdivinityoriginalsin2%2Fajax%2Fmodfiles%2F%3Fid%3D247&pUp=1
Edit: updated the name to XP Scaling
Reveurr if you see this, I would greatly appreciate your help in figuring this out. Is this mod unfinished? Did you miss Andras, Lementing Abomination, and others? Does this mod not work with current save files, do we have to start a new game? What is going on here and why is your mod apparently not working at all?
Original Post:
Trying to use this mod in combination with Sinistral's MonsterScaling mod since the game is way too easy and scaling the enemies up increases exp. But it seems like the -75% exp isn't working.
I'm level 14 playing on tactician mode and I'm testing this on the 4 magisters outside the main drawbridge gate of Driftwood.
Test 1: With no mods they are level 9 and give 16k exp.
Test 2: Having the enemies scaled two levels above mine (lvl 16) they give 162k exp.
Test 3: Scaled two levels above mine (lvl 16) with your -75% exp mod they give 162k exp.
I tested it multiple times, always checked my main characters exp, and I'm playing singleplayer in case that matters.
Additional information: I'm using version 3.0.146.969 of the game, I didn't update to 3.0.150 yet due to hearing that mods weren't working with that version. Also I did try it without the MonsterScaling mod and it still wasn't working.
For the first time the mod actually worked and it reduced my exp by 75% for killing Magister Siwan, but that's where it stops. I then did several more tests on other battles in the game including the boss fight Lamenting Abomination in act 2 and the mod isn't working.
It seems to me that the creator of this mod missed a lot of the enemies in the game, and therefor it is incomplete and you'll still gain a lot of exp.
So i made my own mod ( thanks to your mod Reveurr and the info you gave on how to make your own ):
http://steamcommunity.com/sharedfiles/filedetails/?id=1200806522
It should reduce XP gain by 50 to 80% on all mobs including bosses, expect on a few trash mobs, because XP gain on thoses is the minimum XP gained for this mob level which you cant reduce, seems to be hard coded in the game file.
If someone can give me feedback after testing it, you dont need to make a new game for it to work as far as i have tested myself.
I have tested this with level monster scaling +2 and it gives XP amount pretty close to a normal playthrough when you start from scratch. Still i need more feedback if i should reduce even more the XP on some boss fight or not ( and for bug fixes obvsiously ). All trash mob give minimal XP gain, only boss fight and veteran mob ( miniboss if you like ) give a bit more to keep the balance beetwen boss and trash mob XP reward.
I will try to upload it on nexus mod in a few if you guys dont use the steam version of the game. Feel free to PM me so i get more motivation to do so :p
Nexus version of the mod
Maybe i should have named it differently lol, too close of this name mod xD
Still i'd love to see someone follow through with this.
Btw, thanks for your work, you've got some really nice mods in your stash.
Currently just using the double spawns, eventually I'm sure I'll try monster madness too. But I'd like to build up to it.
Keep up the good work
https://www.nexusmods.com/divinityoriginalsin2/mods/108/?
Now it just sounds like I'm advertising for you!
If all, don't know where this comes from, sorry.
Maybe there's a conflict with an other mod (?).
This time around we had no other mods running, before we had the extra monster spawn mod you made and that one worked, lots more to kill.
It seems this mod isn't compatible with multiplayer.
Can't test it myself though.
Opened Divinity Engine 2, Created New Project, Chose "Add On", Load Data From Story, Target Story, Do I need to load a level if i'm just changing stats? close browser window and open stat editor, opened (MyProject) > Stats > Clicked '+' Character
Then opened Projects > Shared > Stats > Character. Select all _Base row and copied in (MyProject). on _Base row changed the "Gain" stat from 3 to 6. Saved and Exported Closed editor.
guessing its not that easy, what did I mess up on?
The Gain stat is better changed in " Divinity Original sin 2", instead of "Shared".
Many enemies use _base as a template, but then update their Gain stat, so you'll have to change it for each template you want to update.
Does your mod nerf XP outside of combat, like questing and exploring?
It doesn't affect quests, only death XP.
edit Decomposing Terramancer give 400xp with or without the mod
Update should fix this issue.
Was wondering if you can also add one where you get only 1/2 XP mod as well.
Thank You!