Dragon's Dogma 2
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talimity

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  1. talimity
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    After recent title update, Nightly 924 or newer is required.
    最近のタイトルアップデート後、Nightly 924以降のバージョンが必要です。
    최근 타이틀 업데이트 후, Nightly 924 이상 버전이 필요합니다.
    最近的标题更新后,Nightly 924或更高版本是必需的。


    Recent changes and known issues:
    • New in v1.9.0: Debilitation resistance tweaks, dynamic difficulty adjustments like Nighttime Difficulty Boost
      • You can now modify the accumulation rates for debilitations like drenched. frostbite, blighted, tarred, and so forth. Debilitation rates can be modified for each character type, and also by the type of debilitation (for example, in case you think it's too easy to freeze enemies but don't want to make burning weaker). This modifier affects how long (or how many hits) it takes to inflict a debilitation, not its duration or strength.
      • There is a new "Dynamic Difficulty" tweaks section which can adjust the difficulty in various situations. Currently, there is only one new dynamic difficulty adjustment, but I'd like to add more in the future.
      • You can now enable "Nighttime Boost" make small enemies (and optionally, bosses too) stronger during the night. This tweak is disabled while in dungeons.
      • There's now a "Base Difficulty" slider. You can use this to quickly scale up your entire preset by some amount, which can be useful for NG+. At 100%, the mod uses your normal sliders. At 0%, the mod is uses vanilla difficulty. At 200%, everything is twice as hard as your normal sliders.
      • Enemy-Specific Adjustments are added to Base Difficulty, so they were converted to relative values. If you previously set Goblins to 135% difficulty, this update will change them to +35% difficulty (meaning Base Difficulty+35%).
      • Enemy-Specific Adjustments were moved to the Dynamic Difficulty section.
      • On the built-in presets, certain OP enemies like Drakes now have a slight nerf to health and a large nerf to stagger resistance. Of course, you're free to customize this if you prefer them how they were.
    • Known issue: Unmaking Arrow may fail to unmake the target on higher difficulty presets. Please disable the mod before attempting to use this item.
    • Known issue: When using equipment or augments that increase healing received (such as mage's Beatitude augment), the heal-over-time curatives tweak stops working. For now, please remove these augments if you want to use that tweak.
  2. YeOldTurnip
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    I dont know if this is an issue with how the game categorizes curatives, but exquisite roberants, Panacea, and Allheals bypass the "Block using healing curatives while knocked down" option. I would suspect its because they restore stamina too, since the harspud roberants are also available to use while knocked down (if you are missing stamina).
    1. talimity
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      Yeah, this is intentional -- anything that has a utility other than restoring HP (so curing debilitations or restoring stamina) is not affected by the healing settings (block healing while knocked down or block healing while in menu). This is because there isn't a great way to change which items are available in the shortcut menu, so I don't want to lock the player out of curing debilitations or restoring a particular amount of stamina if the desired item isn't the one the game happened to place in the shortcut menu.
  3. ChickenSoup213
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    Mod itself seems to be functional, however have a slight issue with the name of the mod and the categories under Reframework.

    most text appears as "[config.header]" or "[config.damageTaken.header]".

    Have deleted and reinstalled the mod on vortex and issue hasn't changed. Any recommended workaround or fix for this?

    1. talimity
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      This indicates an installation issue where some required files were not played in the correct locations (in this case, the files containing the English text for the settings menu).  I've heard another user reporting this when using Vortex to install it, I've never tried using Vortex and I have no idea if it works properly for this game, so I would recommend using Fluffy Mod Manager instead as that is the recommended way to install most DD2 mods.
  4. 0disse
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    hi there, i think "hired pawn damage" and "wandering pawn damage" is swapped

    also i dont think disabling loss game on game-over is working

  5. kontjameskont
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    New Preset: https://pastebin.com/HM0MtLLb 

    Depending on your level you may want to slightly adjust damage taken as Health increases gradually over many levels thus increasing the amount of damage required to take a notable impact on your Health bar.

    What is in this preset?

    This preset was made for my own use.
    Having played well over 300 hours with it now I can safely say it is entirely fine tuned at this point.
    In previous version Garms, Wargs and stuff like Drakes where still a bit tanky as those where the monsters I encountered the least.
    Now the above are also more fair to fight.

    Perfect of course with random encounters.
    What else?, This preset is for those that seek a TRUE challenge, Not for the faint of heart as you will.
    Each monster has been adjusted individually to create an eco-system where every monster plays a role much like you and your party of Pawns do.
    Fights can be gruesome, arduous, long.
    Knowing how to tackle each foe can be the difference between victory... or not.
    This Preset will test your skill and force you to learn the mechanics the game has but fails to teach you.

    Recommendations:

    -Lv80+
    -Full party of 4
    -Fully Upgraded/Dragonforged Gear
    -Depending on your level you may need to adjust damage taken/done. (Recommend adjusting Monsters individually for the best experience)
    -Works fantastic with Random Encounters, I set boss probability to 17% with True Probability (Trust me putting it higher might be overkill)
    1. Majiishan
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      How does one load this preset? i've been trying all sorts of different things but even loading the preset shows no changes ingame in the sliders etc
    2. kontjameskont
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      Just copy the text and replace it in your json file.

      I forgot to mention I recommend lv80+ as well as fully Dragonforged gear.
      Should be doable without on your armor but I have no idea how much that would affect damage taken.
    3. Majiishan
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      I got it to work thanks
  6. AssassinsM
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    Update broke most mods y'all. 
    1. Pineconn
      Pineconn
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      Updating to the most recent version of REFramework should fix it (updated less than an hour ago as of this writing).
  7. Pineconn
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    EDIT: Update to the latest version of REFramework -- this should fix Custom Difficulty Tweaks!!

    Heads-up: looks like the May 15 update broke the mod.

    1. spart456
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      Oooooh so that's what's going on. I've been sitting here turning off mods one at a time (it coincided with me deciding to try out the True Warfarer mod so I thought something broke there until I turned everything else off) trying to figure out why it was exploding on bootup. I'm getting a similar problem as well.


    2. necrobauglir
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      I have the same problem...
  8. Mur4s4me
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    Just coming back to say thanks for your mod. My NG+ wouldn't have been the same without you! Thank you so much!
    1. talimity
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      No problem. Glad you liked it :)
  9. powerextreme
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    Does the new eHP option also increase monster defenses and resistances to debilitations?
    1. talimity
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      Nope, it only affects damage taken by that monster (hence "effective" Health). Enemy defense, as in the literal defense stat, is never touched by anything in the mod.

      There's currently no dynamic adjustment for debilitation resistance, so it can't be tweaked on a per-monster basis. 
  10. wulfstar1
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    I am assuming this is the case, but when your mod scales enemy HP and stun threshold; is that also a linear scale for each monster "part"?  Like for breaking an ogre's hand, cutting off a chimera's tale, breaking minataur horns, etc?

    Second question. Are bandits considered part of "other NPCs" or part of small enemies?
    1. talimity
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      Yeah, the damage received scaling (effectively, scaling HP) affects every monster part/region equally.  If you set damage received 0.5x, then every part will receive half the usual damage, effectively doubling its HP for part breaking.

      Bandits are considered small enemies.  Other NPCs refer to things like guards, wandering pawns, and wildlife.  Basically if the creature is hostile (triggers battle music) it is considered an "enemy" by the game and is affected by the enemy sliders.
  11. tiaoxihu
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    Hello, have you ever considered the function of "changing the enemy's HP"?
    I really enjoy facing powerful enemies, but I don't want my damage output to decrease. This request might sound a bit strange...
    1. talimity
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      I've considered it, and I do understand how psychologically it is more satisfying to deal the same amount of damage to a stronger enemy rather than reducing your own character's strength even if both achieve the same goal. Unfortunately it is more complicated to do via script and has the possibility of introducing more bugs or compatibility problems compared to approach I currently use, so I don't currently have plans for it.

      There is another mod that does something similar, and you can even combine it with this mod if you would like to use the other mod for HP increases while using this mod for other adjustments: https://www.nexusmods.com/dragonsdogma2/mods/130
    2. tiaoxihu
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      Ok, I will try, thank you for your answer!