Dragon Quest XI S: Definitive Edition

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  1. Onionpony
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    Mike, is it possible to beat the enemies in this mod without the "Higher Levels (Continued Stat Progression)" mod?
    1. mike9k1
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      Yes, it is. You'll definitely want to beat the rest of the game (including Act 3 and maybe Tickington) first, though.

      Then, you'll want to fight the bosses in order. (While you don't necessarily have to, they do scale up in difficulty). Starting with "Horrors of the High Seas" and ending with "Trio Training for Tournament Two". 
  2. Mango120948
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    Absolutely solid mod, Mike, thank you so, so, so much for breathing all this life into the game.
    By the way, Honeymoon Booga's Hustle Dance seems to either heal up to 3 HPs or even miss. Was that intentional, since the fight itself is pretty silly (the duo stunlocked me for like ten turns after I tried to meme on him with Kacaklang with the level 200 mod), or is it a glitch?
    1. mike9k1
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      Yeah. It was originally meant to heal them a modest amount, but during testing I found it to be a bit funny that it did basically nothing and kept it in. Kind of a reprieve for the player since it's otherwise pretty punishing with almost every other move of Booga/Boodica's causing the fight to be a major slogfest. 

      Nevertheless, it sounds like you found the right strategy ;p
    2. Mango120948
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      Alright, that clears it!
      ?Nevertheless, it sounds like you found the right strategy ;p

      I mean, we actually just Kamikazee'd Rab and followed it with Magic Burst to take care of Boodica, then slowly but steadily depleted Booga's health. The Kacaklang method had Booga repeatedly bully the entire party into either dancing or being gold plated paperweights. Probably the single funniest fight I had in the entire game.
    3. mike9k1
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      Lmao. Glad you enjoyed it

      The strat I came up with was to Fuddle (or at least Dazzle) Boodica and then ReMultiheal/ReOmniheal to setup. Punish both of them hard on the turns you aren't Gold-ified / Dancing / Enamored. When part of the party is indisposed with one of those statuses and/or Boodica is un-fuddled (and you can't use Veronica to re-fuddle), use Kaclangle as Hero for an effective 'reset'. The ReMultiheal/ReOmniheal will restore your health while you are disabled and invulnerable. Then it's at least more likely that the party will soften around the same time with close to full health and you can get another good turn or two in.
  3. legacynats
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    Just wondering, but are the newest enemies (trio training for tournament 2) meant to be beatable? Some characters can one-shot your party members even when you seed + item them up to 999 defense. And they move up to 3 times per turn = 3 dead guys. 
    1. mike9k1
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      Yeah, when I tested: they're beatable, and there's plenty of viable strats for them at that. For any individual enemy, there's something you can do to mitigate or entirely avoid their damage. For the more physically-oriented enemies, I highly recommend Kabuff and Blunt. For the magic-oriented enemies, I recommend Bounce or Magic Barrier. 

      The challenge with all of these tends to be the pairing of enemies since they'll hit you with a variety of attacks. The only one that is intentionally crazy powerful is Golden Boy's "Double Down". Though they will vary rarely use this and it's even quite possible to prevent them from using it at any point altogether. 

      This is really meant to be the most challenging set of battles yet (or close to it anyhow), so if you haven't gotten Higher Levels or Ultimate Equipment, that will help you quite a bit. That said, they're not meant to be a hard requirement.

      Also, since it appears you might be relatively new to this mod- I recommend doing most of the other fights before starting the ones added in the newest update. For the most part, they're meant to get gradually harder as you go on with Alizarin's Revenge being the easiest and Trio Training being the hardest.
    2. legacynats
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      Thanks for the tips. I've actually cleared all the rest. The new battles are indeed the toughest by far. They're 1 shotting multiple members through blunt+kabuff (crits go through defense afterall so kabuff won't help there). Confuse and Illusion is certainly useful but the drawn out battles even things out for the enemies as you can't burst them down quick enough. I currently also have the Endurance mod installed. Does this affect the new enemies' HPs (2x 4x) too? 

      Regardless, thanks for the fantastic mod. It's helped add extra content to the game and a whole new dimension!
    3. mike9k1
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      Offhand I wasn't too sure if it worked with the Endurance Mod- but reading the description on their mod page, it looks like they've made their mod compatible with mine so i'm guessing so! In which case, that will make it much much harder.

      Really glad to hear you've enjoyed the mod, though! I'll look to tamp things down a bit with the fights I add in the next update (assuming I manage to get around to it in reasonable time).
    4. legacynats
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      Finally beat all without Yggdrasil's Blessing. Needed really high stats for the team, especially AGILITY for that first mover advantage! Sylv's team is still the toughest cause Vince resists nearly everything (or maybe just my bad luck?). Underdigger also one shots you through 999 hp but at least he can easily be debuffed and taken out. Overall, this mod got me plenty of extra hours! 10/10. Great job.
    5. mike9k1
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      For sure, man. Glad you had a blast playing it!
  4. Siegfried999
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    This Mod is a complete nonsense for me. You have added impossible enemies and Bosses (with at least 3, and often 4 or 5 OP attacks per turn instead of the classic 1 or 2 of the other enemies of the game), which totally break the game balance and force you (if you want to use this Mod, obviously) to use cheats or to install other Mods that make your party far stronger than in the base game.

    Your base idea (to make new contents for this game) was very nice, but the way you have developed it is totally wrong for me for the just said reasons. About that, please explain me the fun of being erased in any new encounter without any chance of winning it! I really can't manage to understand your point in making such frustrating enemies. And it's a terrible waste, cause your addings to the game could have been a very nice thing with a proper calibration of their challenge.
    1. mike9k1
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      Edit: Turns out, Siegfried's issue was entirely related to another mod that I am not the author of, nor have any control over. As a result, they encountered Act 4 bosses far earlier than intended.

      Original Response:
      --------------------------------------------
      There is a strategy to beating all of these bosses. You do not need to use cheats or other mods to do so

      They are intended to be difficult as they're supposed to be tackled after beating everything else in the game. That includes all of Act 3, Tickington and Timewrym as well. They are also meant to beaten in order. With Alizarin's Revenge first (being the easiest) and Tournament Trios last (being the hardest). 

      I'm sorry that you've struggled with the difficulty jump, but they are all possible and many have unique strategies. They throw a lot of different things at you and will test your knowledge of the game with how well you can counter it. You might have to incapacitate the enemy with sleep/paralysis, survive by using buff / magic barrier / revive spells / sometimes even kaclang can help, attack with a variety of magic or physical skills, etc. Each one is going to be different from the last and you will have to change up your approach.

      I've detailed some of these stategies in my posts below. Bottom line: If you're not prepared, they will kick your ass, and that is intended. The idea is that you will formulate a strategy after getting whipped a couple times (same as any other boss in the game) and you should be able to come back and beat them.

      What I personally find rewarding about hard boss fights is the sense of accomplishment from beating them. From finding a way to wear them down and conquer a new challenge. 

      That isn't going to be for everyone. Most of DQXI is geared towards RPG newcomers and it's pretty laid-back in terms of pacing.  Things ramp up as you go along with the difficulty peaking at points in Act 2 and Act 3. This mod builds even further on that.  

      If you're the type of person who doesn't workout or respect the grind, you're not going to have the mental toughness to conquer challenges. This isn't the mod for you. And that's totally fine -- find something that's laid back and relaxed and enjoy that instead.
    2. Siegfried999
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      First of all, I appreciate both your answer and your kind tone; thanks for both. 

      That said, in theory you would be right about the fact that I am not forced to use your Mod. The big problem, for me, is that the wonderful Mod which makes enemies health x2 or x4 (https://www.nexusmods.com/dragonquestxisdefinitiveedition/mods/151) is based on this Mod of yours. So, from the moment I reached Act 3, my perfect game balance was totally broken, And, if you accept some positive criticism, it is not 100% true that the bosses (and enemies) you have made can be fought after all the rest of the game. For example, at the end of "Cryptic Crypt" (Act 3) I found the arena tris that wiped out me and was forced to remove the x2 life Mod I was using. Another example: just 1 minute ago I started the Sage trial and was destroied by 2 OP horses added from your Mod. So, now I am forced again to remove the x2 life thing.

      That's eating me, cause I was enjoying much more this title with stronger (and funnier) enemies to take down, but my concept of funnier fights is for sure different from yours: I am a fan of enemies with more life (and that alone makes them much stronger; I can guarantee it), but I totally hate enemies that oneshot you or wipe out you every turn with many attacks.
    3. mike9k1
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      Well, some of what you're saying makes a little more sense now. A couple things I want to address:

      1. This mod is only intended to be installed after everything else in the game is beaten. I'm realizing that the description of the mod wasn't quite as clear about this (despite saying "after beating the game"), so i've added a little bit more to make this even clearer. Installing the mod before beating all of Act 3 means that you can run into some really tough things you aren't ready for. 

      2. You're complaining to me about a separate mod that wasn't made by me and came out well after this one. I have no direct control over what the Endurance Mode mod changes

      I allow others to make mods compatible with / build off of my own but I can't make any guarantees about what they choose to do. That mod doubles or quadruples the stats of every enemy, including the ones from this mod. It works well in the main game, but obviously, that's going to drastically alter the balance from what I originally intended this mod to have.

      I'm a bit perplexed that I need to explain this.

      3. Obviously, if you're playing the mod as intended, you'll have a better experience because (1) the stats of these already hard bosses aren't getting boosted into the stratosphere by these other mods and (2) you'll be leveled up with better equipment at the end of Act 3. 

      ----------------------------
      What I will do is reach out to Spyrokid (the creator of the Endurance Mode mod) and we'll see about making an optional version of their mod without the Act 4 stuff.

      Also note that just because the Endurance Mode mod is COMPATIBLE WITH this mod, doesn't mean that it is REQUIRED. You can uninstall this mod and the Endurance Mode mod will work just fine. This probably would have solved at least some of your issues.
    4. Siegfried999
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      I'll answer to you point by point: 
      1: you are right that it wasn't totally clear, and I appreciate (for the ones that could like to use your Act4 Mod) that you have improved the description;
      2: I tried to report the issue to Endurance Mod makers, but received no answer. That's the reason why I also tried to write to you;
      3: thanks a lot for telling this to Spyrokid.

      EXTRA: sadly, you are not right about the fact that his Mod allows you to choose if you want to use also act4 things or not. They are there by default. (Infact, if you check the downloadable files, you'll see 2 of them in total: one for x2 endurance and one for x4 endurance. If the versions without Act 4 were available, we should have in total 4 Files to select. I downloaded the only 2 available files, and never downloaded your Act4 Mod ... and still, I got that staff).
    5. mike9k1
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      never downloaded your Act4 Mod

      Well, this is what I see from my end:
      

      Which makes me think that you had this mod (New Battles / Act 4) installed at one point (you at least downloaded it). Also this:

      For example, at the end of "Cryptic Crypt" (Act 3) I found the arena tris that wiped out me 

      Which indicates the same. This is because (AFAIK*) the Endurance Mode mod does not include any of this mod's changes to DT_MonsterDeploy (the table that controls where and what monsters spawn in the overworld)- the bosses from this mod will not spawn in the overworld without these changes.

      I could be wrong, but the combination of information presented to me made me think that it at least was installed previously. (And you wouldn't have experienced what you quoted above otherwise, due to the aforementioned changes required to monster deployment). 

      *I can't say for certain that Endurance Mode doesn't include DT_MonsterDeploy as I haven't unpacked their mod to check (nor do I want to spend the extra time to do so, to be honest). If so, this might be something else brought up to them, as DT_MonsterDeploy certainly isn't required for their mod to work correctly.
    6. mike9k1
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      I have gotten ahold of Spyrokid and unfortunately, they just don't have all the extra time these days to make an extra optional version (or 2).

      You have to understand that Endurance Mode was made in 2022, and this mod was made in 2021, nearly 3 years ago. We are all working on different projects these days and just don't have the extra time. 

      I check messages here and try to offer support where I can, but that's about the extent of it.

      I also heard from Demolinizer, which said you had also installed Ultimate Difficulty and were somewhat rude/demanding to them as well:



      It's clear that you had installed multiple other mods that impacted the difficulty / balance of the game

      It also seems like you're being extremely incessant with your flawed perceptions regarding this mod, despite it being obvious that your issues stem from other mods which were never designed to work together with this one. And on top of that, lying about it.

      I cannot continue to offer support to someone who is not acting in good faith.
  5. Scw731
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    When I put in a Paks file and start the game, the screen freezes in a black state. What should I do?
    1. mike9k1
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      Go ahead and run the "Mod Troubleshooting Tools" for me. Could be that there's a mod conflict or something else going on.
    2. Scw731
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      If possible, we would like to know the procedure
  6. witherfox
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    Not sure if it helps anybody but this mod will disable "Monster Exp Drops Modification" mod
    1. mike9k1
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      That's correct. Both mods edit the same files (in this case DT_Monster, which holds all monster stats, including drop likelihood).

      You can always check to see if this happens between mods by using the Mod Troubleshooting Tools listed here on Nexus.

      I recommend only adding this mod once you've beaten the whole game, at the end of Act 3. Then you can install this mod and start the ultra-hard Act 4 challenges

      (If you want to get technical, it would be possible to make these 2 mods fully compatible, but it would require adding the new monster entries from this mod's DT_Monster into the DT_Monster from the other)
  7. Bertrand7642
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    How do I delete this mod properly?  

    I started a new game with this mod installed and all the enemies in the heliodor region in act 1  have tons of HP.  For example,  it says on the wiki that a cruelcumber in Heliodor region has 14 HP, but it's more like 40 now.   I  deleted the pak file from the game, but the hp of monsters remains high. What do I do? 
    1. mike9k1
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      Act 4 doesn't touch that. What other mods do you have installed?

      I know, for example, that Ultimate Difficulty does.

      If you need to generate a mod listing (and other such details), you can use the Mod Troubleshooting Tools. That will generate a report that I (or other modders) can use to help you in the event you have a mod causing issues.
    2. Bertrand7642
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      https://paste.c-net.org/LawsuitOlympus 

      Here is the mod listing.  I have no idea what mod I have could have done this.  I thought the "stronger enemies"  part of your mod caused some weird interaction with the regular enemies, but I saw that the enemies in act 1 were not buffed in your mod. 
    3. mike9k1
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      Thanks for generating that, I really appreciate it.

      Here are the ones I would start with removing:

      pakchunk0-WindowsNoEditor_P_MDAD_v0.0.1.pak
      pakchunk0-WindowsNoEditor_P_SNST%_v0.0.1.pak
      pakchunk0-WindowsNoEditor_P_Easy_Monster_Drop_r50_n100_v0.0.8.pak
      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_Act_2.5.pak
      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_Act_2.pak
      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_HP2_Act_2.5.pak
      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_HP4_Act_2.5.pak

      Each of these mods touch monsters in some form or another. All of them are relatively new (mid-to-late 2022), so it's entirely possible they may have an oversight that are not known yet. 
    4. Bertrand7642
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      No, thank you for taking the time to help me search for a solution!  Really appreciate it.  I'll delete the mods you mentioned one by one and see if that solves the issue.   I'll post an update here if I find the answer. 
    5. Bertrand7642
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      Hi!  I discovered that the problem was the: 

      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_Act_2.5.pak
      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_Act_2.pak
      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_HP2_Act_2.5.pak
      V_pakchunk1-WindowsNoEditor_P_NPC_Buffs_HP4_Act_2.5.pak     

      group of mods.  I deleted all of those and monster hp values and attacking behavior went back to normal.  Thnx for helping me out! 
    6. mike9k1
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      Okay, thank you very much for this. I'll report this to Spyrokid in Discord right away!
    7. Bertrand7642
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      Happy to be of service. Thank you for helping me out with narrowing it down! 
    8. mike9k1
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      Turns out, I think this was intended for the "HP2" and "HP4" paks on Spyrokid's NPC Buffs mod. Following my feedback, they have since added a disclaimer on the mod page noting that these paks will multiply enemy HP values.
    9. Bertrand7642
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      Oh wow, I had no idea!  Well, good thing it's all cleared up now. 
  8. Jonshaun1980
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    I see what I was missing
  9. box304
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    Would you mind listing how much hp these enemies have? I think my team might be able to beat them, but it'd be nice to guess how long the fights might take
    1. mike9k1
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      For the longest time, I didn't remember at all. Since i'm going back through it now, i'll do my best to list them off:

      Spoiler:  
      Show
      14200 (alizarin's revenge), 7345 (mutantacular), 2372 (both tentacles), 10776 (queen arachtagon), 5100 (arcadian albatross), 3800 (royal guard), 16400 (wight knight), 20560 (vaseuvius), 4600 (jinxed gemma), 3700 (awakened frysabel), 6600 (awakened krystalinda), 8000 (awakened jormun), 9800 (honeymoon boodica), 11300 (honeymoon booga), 19500, 16800, 8700 (erdwin), 10500 (drustan), 7200 (serenica), 6700 (morcant), 18100 (Gemon), 19500 (Jamirus), 1610 (the enemies they call)


      I had a hard time with the enemy names since those are contained in another table, but I tried to put it together since they should all be in order -- a few hp values might be swapped around tho...
  10. ReversedCurses
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    I don't know if anybody else got this but going through the battles I managed to completely erase Erik off my party. I looked back and checked to see when this happened and it happened after the battle with Wight Knight (aka Restless Knight). I know this mod is like a year old but I was hoping you could look into this a little. Thank you for reading my concern. :)
    1. mike9k1
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      Went ahead and replied to your bug report (more details there).

      Offhand, i'm not sure how this would happen with this mod in particular (this mod does not touch anything related to the player's party), but perhaps we can check to see if any other mods could have caused this.
    2. ReversedCurses
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      i was wrong. It started happening when I first entered Cobblestone Tor - Cavern. I would agree that it could be another mod making the difference. I'm going to go and check up to see which one it is. I'll reply the results if I get any. Thank you for your feedback :)