They're Masterworks All, You Can't Go Wrong (full name). A series of mods meant to overhaul various concepts in Dragon's Dogma 2 - offered in modular forms if they can be. Loosely based off my MME series for DD:DA - except it's less random crap, and more trying to address bad design for DD2.
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Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
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Changelogs
Version 1.4
Mettle & Apotropaism: Reduced from 50% + 50 to 40% + 45. My changes were too much, so my minimal change is a 10% increase. I know they are already good, but my mod is fueled by power fantasy.
Sagacity: Reduced (?) from 30% + 15 to 20% + 40. Made the percentage value appear first in the augment's description.
Avidity: Reduced from 1.75 (75%) to 1.7 (70%). It felt a little too fast, but 5% probably isn't noticeable. Fixed in-game description
Conveyence: Reduced from 2 (100%) to 1.4 (40%). It was faster than running normally.
Radiance: Increased Lantern Radius from 3 (3x) to 6 (6x). It is barely even noticeable regardless.
Enlightenment: Reduced from 75% to 70%.
Allure: Reduced from 2 (100%) to 1.5 (50%). I want an increase in affinity but I also like pawns and grinding.
Ambuscade: Shortened the description message to make it fit inside the border/box
Sustainment: Changed at which point a new line is used in the description message so it doesn't go outside the border/box
Ascendancy: Changed at which point a new line is used in the description message so it doesn't go outside the border/box
Version 1.3
Initial release
- The concept of this mod is loosely influenced by multiple mods of the same type but I do try to be unique wherever possible - My views towards the concepts of balance are simple: I don't really care. If something is not worth using, it should be worth using. If something is too strong, it is probably fine the way it is. I want to enjoy the game and I want others to as well. If there are any personal nerfs, it is minor and or likely not final. I will leave Capcom or other authors to heavily bala- I mean nerf things.
Soft Requirements (Optional): - The mod is designed to be used with REFramework scripts such as Custom Difficulty Tweaks or Enemy HP and Damage Increase. Without them, you will be too stronk. - A degree of reading comprehension (you might be ignored otherwise)
I don't know, that needs to be tested. If it's anything like DD:DA.. pawn safe? no. I can give you my personal opinions below, but I think it's appropriate to say if you use mods, set your pawn to offline.
Modifications that are likely not pawn safe:
Augment Modifications
Job Correction Modifications
Stat Growth Modifications
Beetle Modifications
Anything else that modifies a pawn's stats, knowledge, etc directly
Modifications that are likely pawn safe:
Augment Modifications that are only hybrid vocations
Random Modifications like jump height, revive speed, throw height, knockdown recovery
Skill Modifications
Lua Script versions of pawn safe stuff
Things that don't affect a pawn's stats directly (hair changes, armor changes, booba mods etc)
For things that aren't pawn safe, it basically results in your pawn being invalidated. This generally only happens when both people have the same mod. If the mod is not safe for online, both of you could have your pawn's invalidated for 24 hours, longer or permanently for your save.
This is the only worry for using mods. Feel free to DM me if you want to test any of these. Again, I don't know.
In Dragon's Dogma, even before the DLC.. there were 63 augments. Dragon's Dogma 2 has only 47 of them, and a handful of them are terrible. Based off the fact that there are only 5 of them per vocation (excl Wayfarer), I have the following belief: They all better be good.
When possible, anyway. Here are my changes, there are some personal changes (as stated before, fun is my balance). Please still let me know if any are too broken. Fun is sometimes.. too fun.
Advanced Details: Spreadsheet (annoying to make) Fighter
What is this.. optional mod? Well, basically it's a mod bundle. It's a modular optional mod featuring updated descriptions for my augments, that should honestly be part of the main mod but I offered them separately. There are four versions and you can ONLY PICK ONE, the details are below.
V1 - All Augments.pak: You are using my mod that changes all augments, and you want the descriptions to match (Example)
V2 - All Augments (alt).pak: You are using my mod that changes all augments but for some reason you don't want my updated descriptions, and you prefer the original vague descriptions (Example)
V3 - Hybrid Augments.pak: You are using my mod that changes only hybrid augments, and for the non-hybrids, you prefer the original clearer descriptions of the non-hybrids (Example)
V4 - Hybrid Augments (alt).pak: You are using my mod that changes only hybrid augments but for some reason for the non-hybrids, you prefer the original vague descriptions (Example)
These files included as a reference. Do not install them. Refer to them.
To use them:
1) Get RE MSG Converter 2) Move / copy the "msg.22" files you wish to edit into the same folder as the tool (I included the txt conversions of the msg.22 files for augments as a convenience) 3) If it's anything else, double click on "msg2txt.bat" (it's the easiest imo), type "en" or your language, hit enter 4) Do your edits with Notepad+ with the txt file, save 5) Select both the "msg.22" file and the "msg.22.txt" using ctrl click (for example job01act.msg.22 & job01act.msg.txt) 6) With both selected, drag them both onto "txt+msg2msg.bat" by hovering over either selected file and click and dragging them. 7) You'll for example have one new file called "job01act.msg.22.new", move it elsewhere, deleted ".new" so it ends in ".22", hit ok when warned about extensions. Repeat for more if needed 8) There is probably a better way to do this, but this is how I did it.
Mods that modify the same file(s) will not be compatible each other. They cannot be used together, I do not know if they actually overwrite each other in FMM, but you can only have one of these at a time. You will be required to make manual edits if this is the case. You will often need to open up a PAK file to see what it includes to avoid this.
Here is a small list of mods that my mod(s) may be compatible with, as well as those that simply aren't. I can only really confirm incompatibilities. The compatibility is what I think as a modder, users will have to figure it out themselves if they want to pair mods together.
Compatible - Augments Infinity (as long as you don't use the overhaul augment feature within this lua script to change the values of augments, because they will overwrite my mod) - Balanced Combat 2 / Balanced Combat 1 / Idealized Vocations (since they don't touch augments, it should be fine, but again, on a file sense only, it may or may not flow well with two mods with different philosophies) - Gameplay UWU (should work with no issues, recommended to be used together) - Custom Difficulty Tweaks (should work with no issues, recommended to be used together)