ELEX
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Andrew1328

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Andrew1328

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About this mod

It's a merged "Elex Fan Rebalance", "ELEX SUPER MOD" and the one which allows you to use stims out of inventory, with some of OP features nerfed, reworked hi-tec helmets and armor enviromental protection.

Permissions and credits
Donations
To see full description of merged mods check this links:
Elex fan rebalance - https://www.nexusmods.com/elex/mods/33
ELEX SUPER MOD - https://www.nexusmods.com/elex/mods/32
use stims out of your inventory - https://forum.worldofplayers.de/forum/threads/1504944-Mod-Use-stims-out-of-your-Inventory

UPDATE: bugged compatible with "alb armors" version was deleted, but you still can merge this mods into one file, see link in the end of description for tools. Just unpack all mods and copy and overwrite files from alb armors to "m_1_modpack" folder, than pack it with Elex Resource Manager. Be careful, some of changes can be owerwritten by alb armors mod.

All stat changes should be working without starting a new game, but to get correctly placed items you should do it. (Items added just by replacing another ones, for example if you already picked all herbs around crushed glider, and after that install this mod - you will not find anything, but if you didn't - you will find commanders helmet instead of one of herbs).

Whats chenged in existed mods:

- Small Elex potion changed to give 150XP and no hp. Due to "elex super mod" it is still required 1 piece of raw elex to craft, so 150xp is equal to 300xp for the default recipe. it's stil less profitable than medium and large potions, but at least useful for small boost in early game, and you still have the same xp/coldness proportion as in default game. Why +1 hp removed? Because it's possible without any exploits, only by exploring world and killing every monster you see with maxed throphy perk to get about 1000 - 2000 pieces of elex(may be more)(90% of them were bough from vendors). Default HP is 50+5*(your level)+fixed amount from perk(~10). With 1000+ hp you will become immortal god.

- Recipe the Ring of Vitality still required Troll Heart.
- Recipe the Ring of Power still required Cyclop's Eye.

- Alb Commander's Helmet, located near the broken glider now required 30 thoughness and 60 intelligence.

New features:

Immersive armor:

- all helmets with gas mask like miners helmet now gives +25 radiation and poison resistance, so not only outlaws gas mask can provide it.
- Cleric regent's(tier 3) helmet and Alb Commander's Helmet gives +30 rad/poison resistance, 6th sense, item sense.(it makes no sense that clerics hi-tec top helmet, stuffed with electronic full headgear can't provide functions of smart sunglasses and haven't gas mask)
- Cleric legate's(tier 2), Elexector's and alb's t2 helmets gives +25 rad/poison resistance, 6th sense, item sense.
- Outlaws tier 3 helmet gives +25 rad/poison resistance, 6th sense, item sense.
- Berserkers tier 3 helmet gives 6th sense, item sense.

- Berserkers tier 3 armor gives +20 cold and fire resistance, +10 poison and radiation resistance.
- Clerics t3 armor gives +25 fire/cold resistance.
- Clerics t2 armor gives +15 fire/cold resistance.
- Outlaws t3 armor gives +20 fire/cold resistance.
- Alb Commander's armor gives +40 fire/cold resistance, +10 poison/radiation resistance.(+40 to all resistances with helmet).
- Albs t2 armor and Elexector's armor gives +15 fire/cold resistance.(Elexector's armor gives more protection than alb commander's, but it doesn't seems to be designed as a kind of HEV suit).

- Wrench have 22dmg instead of 23 (and 26 hidden maxDamage stat instead of 29). (sick finishing attack with 3 fast strikes and 10/10 stat requiriments makes it most powerfull early game weapon, much effective than zerkers 10/10 broadsword, or clubs, i found this a bit wrong).

- all helmets with 6th sense or item sense are visible in dialog scenes. Item sense doesnt listed in the ingame tooltips.

- Sense life and machine law spells now has 1800 sec(30 min) duration instead of 40 sec.

Fixes:
- "Kiss of Death" pull out animation fixed.
- removed some strange, "empty" stat bonuses from sunglasses templates. The fact that sunglasses have about 15 armor or 30% dmg reduction was confirmed. It's weird that some hidden stats make sunglsses better than any helmet. Didn't check what i've done, have it still hidden protection bonuse or not - other things still works as intended.

==== Attention =====

This mod is not compatible with mod "Alb_Armors"(BUGGED "COMPATIBLE" VERSION WAS DELETED).

REMOVE GEMS FROM WEAPONS BEFORE UPGRADING THE WEAPON.The game actually swaps the weapon out for a new type so its GEMS are lost. ***BEEN
WARNED*** YOU LOSE THEM AND ITS YOUR FAULT!


Installation:

  • Extract the file to your "ELEX\data\packed" directory

Uninstall:

  • Remove the files from your ELEX directory

Tool to extract .pak files to merge mods manually https://forum.worldofplayers.de/forum/threads/1512504-tool-Elex-Resource-ManagerI intend to change value of coldness gained for medium and large potions, due to the game lore it should give about +1, so you can't drink as much elex potions as you can get and still have <10 cold value by making only "warm" choices. By default all elex potions and raw elex gives only +0,1. You can swallow tons of it (without using small potions) and still have only "emotional" ending avaible (also i made some "cold" choices during the game, but i still have "expressive" with 85+ all stats, i can't get even the "third way" ending without buying and eating especially about 200-300 pieces of raw elex). But this value tied to "consume elex" script which is only one for all potions and raw elex. I'm new to modding and just didn't find the way to change it, so I'll glad to see any help or any such mod to include in this pack.