0 of 0

File information

Last updated

Original upload

Created by

Digineaux

Uploaded by

Digineaux

Virus scan

Safe to use

Tags for this mod

173 comments

  1. fear2cyn
    fear2cyn
    • premium
    • 0 kudos
    Locked
    Sticky
    Does this mod have a json config file that we can easily modify some of the values ourselves? I like 95% of the changes but the idea of "nerfs" to vanilla augments i'd rather custom to leave vanilla instead.
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      I havn't nerfed any augments less than their vanilla values. The ones that need nerfs i left out of the mod so far. I did write an augment modding guide linked at the bottom of the description if your interested in making your own.
    2. Digineaux
      Digineaux
      • premium
      • 26 kudos
      or in other words, every change ive mad is a buff compared to unmodded.
    3. Demargon
      Demargon
      • member
      • 0 kudos
      Hi, Thanks for the mod!

      I second Fear2cyn idea, If it is possible, a configurable  json, or a REFRAMEWORK UI with sliders or numerical values would be great!.
      Instead of having unchangeable values, anyone could tune the stats to its heart content ^^

      Thanks again!
    4. Digineaux
      Digineaux
      • premium
      • 26 kudos
      Yes its possible with REFramework and i do want to try it. But it will take a while to learn a new engine and scripting language. So no promises and not ETA.
  2. IchigoMait
    IchigoMait
    • member
    • 11 kudos
    Sticky
    Fyi about the crawling with Diligence.
    You made it slower, that is if you changed crawling instead of downed.
    Anyway, both values are in seconds.
    Default being -0.3 seconds for downed, and -1 second for crawling.
    While you listed changing crawling to 0.75 aka -0.75 sec.

    Unless https://www.nexusmods.com/dragonsdogma2/mods/338
    Better Better Item Descriptions is wrong in terms what the values do.
    diligence
        [8]={format="{v1} seconds faster from Down.{v2} seconds faster from Crawling",hint="1:ダウン、2:這いずり。単位は秒(0.300000,1.000000)"},
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      It's hard to say whos more accurate, im guessing better descriptions just used google translate and did their best to use context of the code to expand the meaning, which is also what i did. Neither of us speak japanese, but i don't know if chinese has enough similarities to matter. 

      I didn't do much testing myself. The 0.75 (from 0.3) value i listed is probably a % (75% from 30%) if better descriptions is correct. Which would explain the increase. It probably multiplies the animation speed. 

      Im probably not going to fix it myself, but i will pin your comment for others to see.
    2. IchigoMait
      IchigoMait
      • member
      • 11 kudos
      thanks for unlocking
      no need to reply to this, just wanna keep part of this convo
      Spoiler:  
      Show

      If you changed the 0.3
      Then you changed the downed state, not crawling state. So at least that is yeah faster then, but the crawling
      state is default -1 second shorter.
      So the mistake is only that you said crawling is 0.75, but actually downed state recovery is with this
      mod -0.75 sec faster compared it's default -0.3 sec value, while
      crawling recovery uses the default value -1 sec faster.

      Also every hint they use, is for their own personal use, and they're all in japanese.
      So they most likely understand japanese.

      Also all of the english descriptions are similar enough with the japanese hints, though the japanese hints are more detailed.
  3. IchigoMait
    IchigoMait
    • member
    • 11 kudos
     
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      sorry, i forgot it also locks the post by default. I would defer to their mod descripotion then, it's probably more accurate.
  4. Vokul666
    Vokul666
    • premium
    • 0 kudos
    Can you make a mod where you put all of the Augments into 1 augment so we can just every buff?
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      I don't think it's possible to change the functionality of augments. Only tweak their variables.
    2. IchigoMait
      IchigoMait
      • member
      • 11 kudos
      Use this https://www.nexusmods.com/dragonsdogma2/mods/559
      You can enable as many augments you want.

      Dunno if it works at the moment, though peeps prolly don't use the nightly version of reframework.
      Also it mentions of customizing augments, dunno in what they mean that. I only see them being able to toggle on and off augments, maybe it meant that you can combine his with the in game ones, or you can customize his when adjusting the lua file.
    3. Digineaux
      Digineaux
      • premium
      • 26 kudos
      Yes my original reply wasn't quite correct. Via RE framework you can use scripting to mod alot more stuff than you can by editing files. So that mod you posted probably does work as a described.
  5. HyRule8AR
    HyRule8AR
    • member
    • 0 kudos
    Thank you For this Mod.
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      Thank you for this comment.
  6. bendking
    bendking
    • supporter
    • 3 kudos
    Most of these changes are great, well done. Here some things where I think you might have gone too far.

    • Thew - 20 would have been good enough.
    • Endurance - 375 is a massive boost, especially early on where it's a huge 62.5% increase to your Stamina gauge. I think 200 is fine, personally.
    • Vitality - Same point as Endurance, even worse as it's a 75% increase at level 1.
    • Constancy - 50% KD resist is a LOT. I think sticking to vanilla is fine, as 30% is also quite a bit.
    • Dominance - I'm not sure about this. Vanilla is likely already good enough. But needs testing to figure out whether this figure is balanced or not. I'd put it at 20% to be a bit on the safe side.
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos

      • Thew is just utility carry weight. Utility perks need to be strong to justify taking them over perks that kill stuff faster. Now it atleast makes up for around half your equipments weight.
      • You cant get endurance at level 1, its a rank 4 augment. A huge stam increase at low level is not that powerful, you don't have the skills to abuse it.
      • Same point as above. it's not a significant advantage. If your gonna die, 50%~ more hp probably wasn't going to save early game and late game it's largley irrelevant.
      • Constancy - It's enough to resist most big monsters KDs, the break point is 50% for them. 30% is pretty much useless it doesn't even protect from saurians.
      • Dominance has the same issue as Constancy. 

    2. bendking
      bendking
      • supporter
      • 3 kudos
      Fair arguments, though I still think I disagree. Nevertheless, I am glad you thought this through.

      1. The ability to carry more weight is also the ability to carry more consumables and spam heals mid-combat.
      2. Rank 4 isn't that far off, just a few hours into the game. Then a few more hours until you get skills worth abusing. I think this would be a major power boost quite early.
      3. I would say a ~50% increase in HP would most certainly make a difference in whether you die or not.
      4. I haven't done the testing for this so I can't truly contest this. I would be wary though about the 50% stacking with Dwarven enhanced gear.
      5. Same point as with Constancy. 
    3. Digineaux
      Digineaux
      • premium
      • 26 kudos

      • You can already carry over 100 roborants with a single character, let alone 4. Nerfing thew has no practical impact on making combat harder or deinsentivizing curative spam.
      • a few hours in and you have 1000+ stam anyway, not mention the stam boosting rings and equipment.
      • I wouldn't. as you say it's easy to avoid incremental damage by spamming curatives (not to mention the many godmode skills and how powerful mid-lategame armor is). If somethings going to kill you it's gonna be a oneshot.
  7. Alandrus
    Alandrus
    • supporter
    • 0 kudos
    Is it possible to just make Polarity apply both effects always? Sucks I have to always travel at night to be most effective at magick.
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      Not through .pak editing and i don't see much point of just making it a 2nd verve.
  8. Arborium
    Arborium
    • premium
    • 0 kudos
    Hello, it could be possible to make it work together with Augments Infinity ? 
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      It should already be compatible according to that mods description.
  9. alucard4477
    alucard4477
    • supporter
    • 0 kudos
    Love the changes, playing with diffculty/ng+ increases and this is a great addition.
  10. Spark9999
    Spark9999
    • member
    • 2 kudos
    Hey one question, going by the values, is your mod equivalent to this mod https://www.nexusmods.com/dragonsdogma2/mods/218 (Improved Sorcerer's Augments), which modifies the values of only Asperity, Cataclysis and Sagacity? Or like are the value numbers in your mod better (by better I mean more of a buff than the linked mod) ?
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      Hard to say. Mines more balanced IMO, but im obviously biased. 
      Because i use both a static increase along with a % increase it should be more useful for both single highdamage spell casts as well quicker low damage spell attacks. As well as scaling better throughout the game. But the % increase is only based on your base magick stat so isn't as good as it sounds. Which means the other mods augments are incredibly weak until you hit around level 50 or so and your base stats are high enough to see benefits exceeding the static increases of my mod and the vanilla game.
    2. Spark9999
      Spark9999
      • member
      • 2 kudos
      Cool, thanks for explaining
  11. IchigoMait
    IchigoMait
    • member
    • 11 kudos
    Why did you say camp raids are maybe not in the game? You can get your camp raided, ironically I got camp raided more times than town raided, the first village got 1 time raided, the rest got raided only after playing for 100 hours after deciding to finally start doing main quest in the Vermund.
    You even have an augment that reduces camp and oxcart raids. Albeit for camp raids to happen, you need to have significant amount of enemies nearby, but still unaware of ya.
    2x so far within 100 hours lost camping kits.
    1. Digineaux
      Digineaux
      • premium
      • 26 kudos
      Ive beaten post game thrice and never been camp raided and nor had freinds i asked. Bu as you and another commenter pointed it out it can occur. I was just un/lucky or the chance is super low or theres some other mechanic effecting it.
      Regardless ill remove that from description, i forgot do it for the last commenter.
  12. Alandrus
    Alandrus
    • supporter
    • 0 kudos
    thanks for this mod. The clear descriptions of the augments alone is worth it.