Unfortunately, no. This mod uses extensive edits of the characters' levelup tables.
These edits are only possible with the use of DQXIAsset, which is a tool that wasn't developed until well after the Definitive Edition (DE) came out. Even then, it isn't perfect.
OG has some differences which makes it incompatible with this tool. While we can do basic edits of certain information in OG datatables, we can't do extensive edits such as adding entirely new entries/etc. (And even basic edits are pretty time consuming on OG as they require you to manually hex edit every value and address)
On top of that, it's just generally not worth the extra effort. OG mods get barely any downloads compared to their DE counterparts.
DE is extremely cheap, you can find it for $16, while OG is pretty hard to get ahold of. All-in-all, it's just better to ask people to grab the DE release since it has much better mod support and save the headache.
It's worth noting that I have backported a handful of mods for OG in the past (which you can find at https://nexusmods.com/dragonquestxi under the "Latest" tab), but only a handful that were (1) highly popular, (2) possible to backport and (3) not incredibly time-consuming do so. I don't plan on backporting any additional mods beyond those.
I wish there was a mod that allowed the Luminary to learn Gyrfalcon Slash, Dually Deadly, Divide and Critical Claim! By the way, is it normal that this mod and "Ultimate Equipment" have some overrides between themselves, as reported by "Mod Troubleshooting Tools", even though that is a mod that is suggested on the description page of this one?
1. Yep. That's intended. Ultimate Equipment also includes the necessary DT_Action entries for this mod (this is the new spells/skills learned from the 100+ levels added in this mod).
Having the extra entries doesn't really affect anything if you don't have this mod, but if you do, it ensures that the new learned spells from this mod will still work with both of them installed.
2. You can use the Debug Console for that. The 'ActionLearn" command will allow you to give a character whatever skills/spells you want. However, understand that the character won't do anything in battle if they don't have a compatible animation for the learned skill you gave them.
When these are installed, the game does not work when the game is launched. What are the conditions of use for these? I'm translating, so sorry if I didn't convey it well.
It's possible there could be an issue if you're playing a Japanese copy of the game. The JP version does not like English localization files and will crash whenever they are present. You can remove them to fix this. More info on that is on the "Mod Customization Tools" page here on NexusMods.
I see it listed as a "Mod incompatibility" on their mod page. But it may not be a full incompatibility (details below:)
I believe the reason is that they added some resilience and strength changes into their mod at one point in order to help balance things out for the player. Anything that touches the main character stats will conflict in one way or another. Let me check real quick....
From what it looks like, this mod should override it for the main character stats. This means that you won't get the resilience and strength boost they added, but you'll be able to level over 100 (up to 200). And of course, this mod does not touch the enemies, so they'll still be very tough, whichever version of Ultimate Difficulty you choose.
Is this mod intended/capable of being used in tandem with Draconian quests? Specifically the harder enemies and no xp from weaker enemies quests. I am worried that if I install this I'll end up just not being able to get passed level 100 because of the draconian quest or something. And if the act 4 enemies and superbosses end up getting buffed by the draconian quest as well with no way for me to level up to fight them... I think you can see where I'm going with this. The new spells and being able to cap out people's skill trees sounds fun. I just don't want to walk myself into a corner and need to dev console my way out of it.
Both mods are fully compatible with Draconian Quests. At the very least, the harder enemies option (and in fact, the Act 4 mod has some extra buffed enemies that go along with the draconian option if you click the spoiler on the description).
Offhand I can't remember *exactly* how the "no xp from weaker enemies" option works (for example, what it checks to determine an enemy as 'too weak'), but I think it'd be just fine all the same. I wouldn't expect any issue, but if worse came to worse, you could go to church and turn off the Draconian Quest.
Hi, I wanted to ask: Do higher levels affect monster spawn somehow? I wanted to be OP from the start (this being my nth playthrough), so put the Luminary at 200 from the very beginning using an XP multiplier, but for some reason, all monsters vanished from Cobblestone Tor.
Wanted to ask if this mod might be the reason first before going further.
BTW, I installed this mod via the ACT 4 collection.
The cause is probably overleveling way too early and/or a conflict with another mod.
Do you have any mods that affect monster spawns? SPECIFICALLY anything that "multiplies EXP" -- that affects monsters, because they're the ones that give the EXP in the first place. These mods modify the monster table and the values for EXP- it's not like a base multiplier but an edit of the Monster DT.
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These edits are only possible with the use of DQXIAsset, which is a tool that wasn't developed until well after the Definitive Edition (DE) came out. Even then, it isn't perfect.
OG has some differences which makes it incompatible with this tool. While we can do basic edits of certain information in OG datatables, we can't do extensive edits such as adding entirely new entries/etc. (And even basic edits are pretty time consuming on OG as they require you to manually hex edit every value and address)
On top of that, it's just generally not worth the extra effort. OG mods get barely any downloads compared to their DE counterparts.
DE is extremely cheap, you can find it for $16, while OG is pretty hard to get ahold of. All-in-all, it's just better to ask people to grab the DE release since it has much better mod support and save the headache.
It's worth noting that I have backported a handful of mods for OG in the past (which you can find at https://nexusmods.com/dragonquestxi under the "Latest" tab), but only a handful that were (1) highly popular, (2) possible to backport and (3) not incredibly time-consuming do so. I don't plan on backporting any additional mods beyond those.
By the way, is it normal that this mod and "Ultimate Equipment" have some overrides between themselves, as reported by "Mod Troubleshooting Tools", even though that is a mod that is suggested on the description page of this one?
Having the extra entries doesn't really affect anything if you don't have this mod, but if you do, it ensures that the new learned spells from this mod will still work with both of them installed.
2. You can use the Debug Console for that. The 'ActionLearn" command will allow you to give a character whatever skills/spells you want. However, understand that the character won't do anything in battle if they don't have a compatible animation for the learned skill you gave them.
Higher Levels (Continued Stat Progression)
Ultimate Equipment
When these are installed, the game does not work when the game is launched.
What are the conditions of use for these?
I'm translating, so sorry if I didn't convey it well.
Hope that helps.
Thanks :)
I believe the reason is that they added some resilience and strength changes into their mod at one point in order to help balance things out for the player. Anything that touches the main character stats will conflict in one way or another. Let me check real quick....
From what it looks like, this mod should override it for the main character stats. This means that you won't get the resilience and strength boost they added, but you'll be able to level over 100 (up to 200). And of course, this mod does not touch the enemies, so they'll still be very tough, whichever version of Ultimate Difficulty you choose.
Offhand I can't remember *exactly* how the "no xp from weaker enemies" option works (for example, what it checks to determine an enemy as 'too weak'), but I think it'd be just fine all the same. I wouldn't expect any issue, but if worse came to worse, you could go to church and turn off the Draconian Quest.
Wanted to ask if this mod might be the reason first before going further.
BTW, I installed this mod via the ACT 4 collection.
Do you have any mods that affect monster spawns? SPECIFICALLY anything that "multiplies EXP" -- that affects monsters, because they're the ones that give the EXP in the first place. These mods modify the monster table and the values for EXP- it's not like a base multiplier but an edit of the Monster DT.
In fact, this issue is already reported on that very mod page -- https://www.nexusmods.com/dragonquestxisdefinitiveedition/mods/161/posts