First of all, I'd like to thank you for all the hard work you've done for us. God bless you man! Secondly, I have a question: Is the ''Community Mod Request'' still active or is it currently closed?
You can still use the mod request page and they still get seen.
Since i'm no longer as active with XI, i'm not able to take them on myself, but it's my hope that others will rise up in my stead to tackle the requests.
I know of at least a handful of pretty feasible ones that relative newcomers could take on if they were so inclined. I think eventually we'll get some ambitious members who may take on some of these tasks.
Thanks Mike9k1 for all the work you've done (and maybe still doing?) into DQXI. I'm usually not into requesting things but you seem to be the most capable guy who can answer this: is there a way to remove (or at least significantly extend) the respawn time for monsters? Or maybe make it so they respawn only when the area is reloaded?
The insane reduced respawn time kills my satisfaction of actually fighting monsters (beside grinding exp) to "clean" a zone and move on to the next. I know it's not the way it's meant to be played, but a longer or different respawn system could easily give me at least the illusion that "I've done something".
Perfect! I saw the mod request earlier on Discord but i'll go ahead and respond here:
I believe the value for the monster respawn time is in one of the "Monster" DataTables. Might be DT_MonsterDeploy, DT_Monster, or something else.
I recall running into this previously when working on either "Random Battles" or "Better Monsters AI".
I don't have a lot of time these days to make something standalone like this but what you (or someone else) can do is use the "Mod Customization Tools" and look at modifying these tables using DQXIAsset. One of the columns of the contained tables has the monster respawn values.
Usually these values are either 30 seconds or 60 seconds, but there are monsters that have a much higher respawn delay, like 300 seconds (5 minutes) or much more.
This is probably the best I can do for ya at the moment. This is a good request though and I might brainstorm some way to work this into an existing mod or perhaps integrate it into something else in the future.
I appreciate the answer. I'm not familiar with both Mod Customization Tools and DQXIAsset (although I'm a modder myself but in complete different games and engines). I had a quick look at these tools but felt lost like a complete novice...
So for now I'll cross my fingers, wait and see if this idea will inspire you to create something around the monster respawn system in the future. Thanks again.
Edit: managed to find a DT_MonsterAppear.uasset which I think could match but can't open it with DQXIAsset (which is weird because I can open uasset from any mod without problem).
OK I've managed to create the mod. Monster respawn timing has been set to 30 min (1800s) and from my testing it seems to work great!
Every DT_MonsterDeploy files had to be modified though so maybe it won't be compatible with some of your mods (the Random encounters one mostly). I've planned to upload it here to share it unless you've got some plan coming soon to make your version? Personaly I'm happy with the 30 minutes timer I've done.
For sure, man. I'm often very busy with a lot of different projects, so there are a number of occasions that i'm not able to get around to responding to everything, but I am always so grateful to see comments like this. Thank you
No. At least not currently, I think I might consider making a change to them as well, hmm.... maybe as an optional version.
Metal slimes don't quite spawn in the same sense as the monsters in this mod.
The ones included (in v0.0.1) are "rarified" versions of certain monsters you encounter, and they typically have a small chance of spawning after you fight a number of the regular variant.
I believe metal slimes spawn as a certain % chance with the encounter group on the field. (i.e. you run into an enemy on the field, the metal slimes have a certain % chance to spawn alongside them at the start of battle).
Yeah lol -- it's the one image I had to go off of. I had Nekonosuke test it for me. I think they were also testing another mod at the same time, but it works just as well! (And I super appreciate them testing the mod and getting the screencap)
22 comments
Since i'm no longer as active with XI, i'm not able to take them on myself, but it's my hope that others will rise up in my stead to tackle the requests.
I know of at least a handful of pretty feasible ones that relative newcomers could take on if they were so inclined. I think eventually we'll get some ambitious members who may take on some of these tasks.
The insane reduced respawn time kills my satisfaction of actually fighting monsters (beside grinding exp) to "clean" a zone and move on to the next. I know it's not the way it's meant to be played, but a longer or different respawn system could easily give me at least the illusion that "I've done something".
Edit: I've made a formal mod request.
I believe the value for the monster respawn time is in one of the "Monster" DataTables. Might be DT_MonsterDeploy, DT_Monster, or something else.
I recall running into this previously when working on either "Random Battles" or "Better Monsters AI".
I don't have a lot of time these days to make something standalone like this but what you (or someone else) can do is use the "Mod Customization Tools" and look at modifying these tables using DQXIAsset. One of the columns of the contained tables has the monster respawn values.
Usually these values are either 30 seconds or 60 seconds, but there are monsters that have a much higher respawn delay, like 300 seconds (5 minutes) or much more.
This is probably the best I can do for ya at the moment. This is a good request though and I might brainstorm some way to work this into an existing mod or perhaps integrate it into something else in the future.
I appreciate the answer. I'm not familiar with both Mod Customization Tools and DQXIAsset (although I'm a modder myself but in complete different games and engines). I had a quick look at these tools but felt lost like a complete novice...
So for now I'll cross my fingers, wait and see if this idea will inspire you to create something around the monster respawn system in the future. Thanks again.
Edit: managed to find a DT_MonsterAppear.uasset which I think could match but can't open it with DQXIAsset (which is weird because I can open uasset from any mod without problem).
Every DT_MonsterDeploy files had to be modified though so maybe it won't be compatible with some of your mods (the Random encounters one mostly). I've planned to upload it here to share it unless you've got some plan coming soon to make your version? Personaly I'm happy with the 30 minutes timer I've done.
Edit: mod uploaded.
You managed to put it all together by the time I even got back to ya
Anyway I would not be able to make it without your help so thanks to you.
I have suggestion (Request)
Can you make a mod that lets you play with 5 heroes instead of 4
I just want to see more characters in battle at once while increasing difficulty.
Thank you kindly.
Metal slimes don't quite spawn in the same sense as the monsters in this mod.
The ones included (in v0.0.1) are "rarified" versions of certain monsters you encounter, and they typically have a small chance of spawning after you fight a number of the regular variant.
I believe metal slimes spawn as a certain % chance with the encounter group on the field. (i.e. you run into an enemy on the field, the metal slimes have a certain % chance to spawn alongside them at the start of battle).
Thanks for the mod!
And it's a reasonable change, nothing too game-breaking. I love this one.
This one won't make it *too* easy (ideally), but a lot less of a pain / time-waste.