I am not sure what is going on with Nexus, and or with people's AV flagging normal mods. There is no malicious content in this mod, nor is there any in the other false positives from other mods.
Until it's fixed, which who knows when, you can ignore the warnings and perhaps try to add any file manually as a exclusion.
Here's a detailed breakdown of every augment where I think you went too far with the values.
Mettle - just keep as vanilla. It's already very strong.
Thew - 30 is way too much, I would put it at 15 or 20 max.
Ambuscade - 50% is pretty insane. Would make finishers even stronger than they already are. I would put this at 25%.
Endurance - 150 is already pretty good. I would put this at 200. 400 is insane.
Avidity - Would probably put this at 50% myself.
Apotropaism - Same as Mettle.
Verve - 20% strength is kinda crazy. I would probably put it at 10%.
Vitality - Would keep it at 200. It's already good.
Dominance - 45% is absolutely bananas. I would put this at 20%.
Constancy - This is already very good. Didn't need a buff.
Sagacity - Same as Verve.
Polarity - Same as Verve. Change values to 10%.
Zeal - 40% reduction to stamina consumption of skills is crazy good. 20% is reasonable imo.
I will not be using this mod for now, because even though I am playing solo with Custom Difficulty Tweaks, these changes would make the game too easy. Hopefully it becomes more balanced in the future. Will track for now in case changes come.
That's fine, I don't really play with it right now either, for a different reason. All my mods were created from the frustration I had hearing negative things about the sequel. I haven't played much still (only about 30 hours) and quite frankly it is a little demotivating with the state that the game is in, the performance issues, and the other games I am actively modding.. that are more enjoyable.
So yeah, just keep in mind these values weren't made from over 100 hours of playtime, I simply looked at them and thought, "I don't like this", plus it's also influenced by some power fantasy ideologies. I could probably make these into an alternate version if people wanted, it wouldn't be too annoying I suppose.
I like the direction here, but in my opinion the values here are going way too far. I would probably cut down them by half. For instance Verve I would change to 10% instead of 20%. The buff to Mettle is unnecessary as it's already strong. Etc.
I had a suggestion for your mod collection, I think that the way you explained compatibility with other mods is perfectly fine but I'd like to suggest adding just a quick yes or no to popular pairings. An example would be Balanced Combat v2 and your Augments mod.
I haven't tested yet, but I intended to pair augments with different skills and difficulty enhancers, but even after thoroughly reading all pages I am still unsure if there would be any issues. It's a veeeeery minor suggestion that honestly would not even flinch at getting laughed at for suggesting but still, thought I'd shoot my shot anyway.
Great work on the mod and thank you so much for your work!
I can include something like this for all my mods, but the "compatible" part won't be 100% fact, it'll be more logical and what I "think". I ultimately do not know what will work with it, only what won't.
very good changes balance wise in my opinion. maybe some things need some -5% nerfs again but we will see. i also really like the nerf to Mettle & Apotropaism but i would say dont nerf it further. you aswell talked about "power fantasy" so i wouldnt nerf them much more, obviously your call at the end of the day.
also i think "Impact" could be nerfed from 4 -> 3 or maybe 3.5 also "Fugacity" should in my opinion be higher. like 95% or 99% because you only take that augment when you DONT want to be ambushed in camp and still having a 10% chance to be ambushed might add flavor i agree, BUT also kinda removes the reason why i take the augment in the first place.
everything is just feedback, do with it what you want. cheers <3
definitely looking for a mod like this but these changes are to drastic. Mettle and other defensives are already impactful and didn't need buffs. QOL augs didnt need buffs. the ones that did you buffed by 10x and made them broken. ill pass on this for now
I can imagine some of the augment changes in my "there's less of them, make them better" power-fantasy vision being a little too much. Can I get a small list of the augments you think are overtuned / didn't need buffs / could be lessened?
Mettle, Apotropaism, Polarity, Sustainment and Ascendancy are some that are on my mind. Maybe Impact.
Also, movement speed while carrying objects (Conveyance) set to 2x is insanely fast. Faster than your normal speed running actually. I'd say maybe 25% or max 50% would be good. Otherwise, carrying my pawn and running would be faster than running normally, lol.
Geez, this is comically fast. Even faster while aiming. Little bit of an oversight, I'll compare a bit and drop it to an appropriate amount.
If there are other augments that make you guys stop and think, "Damn this is straight broken" let me know. I will probably be hesitant to agree if it's Warrior stuff because I love ragdolling and such but still do so anyway. I am not actively playing past sitting in a small area with cheating-esque lua scripts on an alt character checking values and stuff so I'm not able to 100% test everything in detail. My pawn functions as a vocation changer so at least I got something going.
Could you look at the Radiance Augment? It says that it's supposed to triple the brightness radius, but I haven't noticed any difference at all. Like not triple, nor even double or anything radius. It's like it didn't do anything. Also, I'm not sure if it reduces the oil usage. Is that augment bugged or something?
Was curious, so I checked too in-game. 1080p resolution, don't know my settings past that. I can see a difference in the mountain, unless that is something else. It's very minimal.
i think "sustainment" and "Ascendancy" are the wrong way arround in the mod descrtiption.
wiki says: Sustainment - Augments the physical Defense and Magick Defense of pawns in your party by 30. Ascendancy - Augments the Strength and Magick of pawns in your party by 30.
Hi there. I think there's a mistake with Avidity (climbing speed augment). In your mod description page, says it increased climbing speed from 10% to 75%, but in the game description, it says it's increased to 30%. Lol, which is it?
41 comments
Until it's fixed, which who knows when, you can ignore the warnings and perhaps try to add any file manually as a exclusion.
I will not be using this mod for now, because even though I am playing solo with Custom Difficulty Tweaks, these changes would make the game too easy. Hopefully it becomes more balanced in the future. Will track for now in case changes come.
So yeah, just keep in mind these values weren't made from over 100 hours of playtime, I simply looked at them and thought, "I don't like this", plus it's also influenced by some power fantasy ideologies. I could probably make these into an alternate version if people wanted, it wouldn't be too annoying I suppose.
I had a suggestion for your mod collection, I think that the way you explained compatibility with other mods is perfectly fine but I'd like to suggest adding just a quick yes or no to popular pairings. An example would be Balanced Combat v2 and your Augments mod.
I haven't tested yet, but I intended to pair augments with different skills and difficulty enhancers, but even after thoroughly reading all pages I am still unsure if there would be any issues. It's a veeeeery minor suggestion that honestly would not even flinch at getting laughed at for suggesting but still, thought I'd shoot my shot anyway.
Great work on the mod and thank you so much for your work!
very good changes balance wise in my opinion. maybe some things need some -5% nerfs again but we will see.
i also really like the nerf to Mettle & Apotropaism but i would say dont nerf it further. you aswell talked about "power fantasy" so i wouldnt nerf them much more, obviously your call at the end of the day.
also i think "Impact" could be nerfed from 4 -> 3 or maybe 3.5
also "Fugacity" should in my opinion be higher. like 95% or 99% because you only take that augment when you DONT want to be ambushed in camp and still having a 10% chance to be ambushed might add flavor i agree, BUT also kinda removes the reason why i take the augment in the first place.
everything is just feedback, do with it what you want. cheers <3
Mettle, Apotropaism, Polarity, Sustainment and Ascendancy are some that are on my mind. Maybe Impact.
I'm open to feedback.
If there are other augments that make you guys stop and think, "Damn this is straight broken" let me know. I will probably be hesitant to agree if it's Warrior stuff because I love ragdolling and such but still do so anyway. I am not actively playing past sitting in a small area with cheating-esque lua scripts on an alt character checking values and stuff so I'm not able to 100% test everything in detail. My pawn functions as a vocation changer so at least I got something going.
With Radiance (vanilla):
With Radiance (10x test):
wiki says:
Sustainment - Augments the physical Defense and Magick Defense of pawns in your party by 30.
Ascendancy - Augments the Strength and Magick of pawns in your party by 30.
you mod page says:
one has to be the wrong way.
Kudos 👌