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matr0x

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  1. matr0x
    matr0x
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    Elex Overhaul 1.7 is ready for download. Changes include rework of legendary weapons and shields, major weapon damage rebalance, adjusted blocking effectiveness and more. Check out the Logs tab for details.
  2. matr0x
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    Please share your thoughts about weapon/magic balance. Any weapon or playstyle you find overpowered or not powerful enough? All suggestions are welcome.
  3. shominees
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    Hi! I haven't looked into all the details on how to mod any UI texts, but if you want, you can provide me with all your new UI texts & I will translate them for yur mod into German. If multilanguage can be done that is.
    If possible and donem you could then update your mod accordingly :)
    1. matr0x
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      Hello :) Thank you very much for the offer. Unfortunately, a translation will not be as easy as translating a pre-configured list of text lines. I have modified singular lines in a big file containing ALL lines for the english language. It will be difficult to track which lines have been modified. What comes to my mind is to:
      1. Extract the original vanilla files for german and english
      2. Extract the modified english text file from the mod.
      3. Use a text compare tool (like the one available on diffchecker.com, or any other alternative that you prefer)
      4. Check all lines that have been modified based on the differences found.
      5. Find those same lines in the german text file and modify them.
      6. Add the newly modified german text file into the mod and pack it.

      If you have any other questions, let me know, preferably through email, or PM here on Nexus..
    2. Frittyblack
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      How to open/edit the en/de.str files? I downloaded the resource manager and was able to unpack pak files, but I don't know how to make the .str files readable. I also would like to use your mod with german language.

      Or could you do the modding stuff? You could upload the original english and german text file together with your changed english textfile to eg pastebin or whatever and share a link here/your mod description and volunteers can then compare and translate the changes accordingly.
    3. theLateLex
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      You will need lianzifu to unpack and pack the *.str files.

      1. download lianzifu and unpack it
      2. download lianzifu Elex mappings and unpack the mapping files (csv) to the lianzifu directory. The lianzifu directory should look like this then:
         lianzifu-unpack.elex.x64.infodesc.csv
        lianzifu-unpack.elex.x64.mapinfo.csv
        lianzifu-unpack.elex.x64.quest.csv
        lianzifu-unpack.elex.x64.questdesc.info.csv
        lianzifu-unpack.elex.x64.questdesc.quest.csv
        lianzifu-unpack.elex.x64.tutorial.csv
        lianzifu-unpack.elex.x64.ui.csv
        lianzifu-unpack.elex.x64.ui.input.csv
        lianzifu.txt
        data
        lianzifu-unpack.elex.log
        lianzifu.exe
        lianzifu-unpack.elex.cmd
        lianzifu-unpack.elex.x64.achievement.csv
        lianzifu-unpack.elex.x64.document.csv
        lianzifu-unpack.elex.x64.info.csv?

      3. copy data/ini/loc.ini from your Elex installation to your lianzifu/data/ini directory
      4. copy the str file from the mod pack or the original Elex packs to lianzifu/data/compiled/localization. You will need the mod en.str, the original en.str and the target language .str (e.g. de.str). The lianzifu data directory should look like:
        data
        - ini
        - - loc.ini
        - compiled
        - - *.str
        - raw
        - - strings

      5. run lianzifu-unpack.elex.cmd for one of the str files. You will have to do this for every str file separately.
        It's probably a good option, to create 3 complete lianzifu directories. One for mod en.str, one for original en.str and one for the target language .str (step 1 to step 5). 
      6. you now have the unpacked language csv files in lianzifu/data/raw/strings. you now can compare or edit things.

      7. Note your changes and submit them to the mod author or paste them here:
        csv filename
        - string id
        - source text
        - target text
      8. You have to create a lianzifu command script to pack the new str file (create new file in the lianzifu directory and name it elex-pack.cmd). Paste this code into the cmd script file (change "CD /D" to your drive letter, change "de.str" to your edited language):
        @ECHO OFF
        ECHO Packing Elex (Windows 64-bit) string table...
        CD /D "%~dp0"
        lianzifu.exe ^
        --read-ini "data/ini/loc.ini" ^
        --read-csv ^
        --save-bin x64 7 "#X64:data/compiled/localization/de.str" ^
        --save-map "#G3:/%~n0.csv" ^
        --exit 1> "%~dpn0.log" 2>&1
        IF ERRORLEVEL 1 (
        TYPE "%~dpn0.log"
        PAUSE
        )

      9. Empty the lianzifu/data/compiled/localization directory and run the command script
      10. repack the mod pak file with you new str files
  4. PurpleHazeDude
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    Something doesnt work and im not sure what
    i want to use this mod with 3 other mods and these 3 mods work perfectly on its own but when i also add the overhaul pak in the paked folder then the description of the attributes and skills change but nothing else
    Armour still need strength and so on
    using the mod merger doesnt seem to work it says "No w_info.hdr found!" and "No w_quest.hdr found!" when im trying to merge.
    When i use only the overhaul then it works perfect
    The other 3 mods are simple mods which removes rain and snow, make junk more valuable and keep the sunglasses effect even after taking them off

    I looked it up on other sites but i dont find any solution.
    Would be really nice if someone could help me!

    Thanks in advance!!
    1. matr0x
      matr0x
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      Hello. I have not been using the Mod Merger myself before. I only know from other users that they had success using it to merge several mods, so I can't help you there. what I can say for sure is that you will have conflicts between some of those 4 mods.

      Try using just the overhaul and the weather mod. I don't think they should have a conflict. See if they work fine with each other. If yes, than you can play with just those 2, as long as you don't mind dropping the sunglasses and junk mods. The extra elexit you gain from more valuable junk will not be that much honestly. In this game, you are swimming in elexit very quickly. I recommend pickpocketing every NPC in every town, if you need more easy money. As for the sunglasses, you can ither just choose the sunglasses you like and keep them on always. Or use the stims that offer the same effect. In the overhaul, I hade adjusted the effects of the "scanner" stims to last much longer. That time can be further increased if you are playing as Outlaw and take relevant skills for extending stim effects.

      One more solution would be to manually unpack ALL those mods, check the files within. If you find that some of the mods modify the same files, unpack them as well, find the differences bewteen them and manually edit each file. thats a lot of work, but I dont think there is another way to achieve full integration between several mods here. The modding tools for Elex are pretty limited when compared to Skyrim or Fallout 4.
    2. PurpleHazeDude
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      thanks for the quick answer!
      I was able to use the overhaul and weather mod together like you said.

      The sunglasses mod author uploaded a different file if the first one doesnt work and now it works like a charm.
      I merged this mod with the weather mod and after that i packed the overhaul in the packed folder.

      Thanks again for this great mod and the work you put into it!!
  5. newkleptomaniac
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    how do I know the mod is working btw? other mods in other games are very obvious that they are working and have been added. 
    Is there an embled/tag or something that I can find to know it is working?
    1. matr0x
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      Hello. You can check your weapons. I have changed the base damage values for pretty much every weapon in the game. If the damage values that you see in menu will be different than vanilla, then that means the mod is working. For example: The Iron Bar (staring weapon) has damage value of 20 in the vanilla game, but in Elex Overhaul it has damage of 28.
    2. newkleptomaniac
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      thanks for the reply. ima have to search up a weapon i currently have then since that bar is long gone for me.
      I checked the rusty axe, vanilla damage is 22, mod makes it 31.
  6. iArhelay
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    Kickass mod, especially for second playthru ~3.5 years after first =)
    only one QoL change i would done if i wasnt brainded is changing the way Blue gemstone works.Change it to
    0.5% - 1% - 2% of max HP regen per hit instead of set value.
    1. matr0x
      matr0x
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      Hello :) I'm glad you enjoy the mod. As for your suggestion: it's a great idea, but unfortunately, not possible to implement with the tools at my disposal.
  7. Tiwily
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    Hopefully, the devs are taking notes from this mod as a reference for the sequel. Even though I prefer vanilla in some parts (auto-hide helmet in dialogue) the overall balance is much better.
    In terms of what difficulty to choose, I recommend one step above your preferred vanilla setting.
  8. jacob95137
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    Thank you so much for this mod. I can tell it must have taken a lot of time and effort. First, I tested the mod with my end-game Cleric save file from 2017 (making sure to remove the suggested items first) and the changes were so subtle that I could barely tell a difference. That's a good sign, that means the end game isn't any less satisfying than in vanilla Elex. After starting a new character (Outlaw this time), I began to notice more of the differences. I'm now 40 hours in and having a great time. Outlaw is finally viable with this mod and it's so good. All the quality of life improvements make the game feel way more polished. The stats and numbers for everything finally make logical sense. Fantastic balancing and adjustments. This is how the game is meant to be played.
    1. matr0x
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      Thank you, I am happy that you like the mod :) Cheers
  9. SigynX1
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    Playing again in anticipation of ELEX II coming out soon, so I'm using this mod for the first time and it's great! Thank you so much. :)
    1. matr0x
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      Your welcome, enjoy :)
  10. ramonsantana
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    A while ago i remember changing poison Ball and Insect swarm to work as Black Hole and chain Lightning, they would seek the enemy instead of being a straight shot, can you add that to those spells?
    It's been a long time since I played this game and modded it and I do not remember how to do that.
  11. rafezetter
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    Just DL this mod and unstalled it and noticed that the numbers for Hunting Bow and War bow are the wrong way around, War bow is the strongest and most valuable when upgraded, with Hunting Bow in the middle - but the War bow in this mod has basic damage of 41 with upgraded value of 630 while hunting bow has basic damage of 45 with upgraded value of 530.

    also the requirement numbers are wrong way as well, and should be swapped - war bow should be higher than hunting bow.

    you might also wish to alter the ranges of the three bows so cultivator is 30m hunting 40m and war 50 - bow range gets longer as they get more powerful.

    my hunting bow has a 50lb draw weight and ranges at about 80m, while a proper english longbow can range over 100m with an 80lb draw weight.

    also... why have the legendary guns "the staker" and "the executor" both have short ranges?  The staker is a sniper weapon., should have at least similar range to a war bow at 50m.

    ..... a WAR SHIELD with a defense damage rating of just 28 when a crappy wooden shield gives more damage?

    I hate to be critical and you've clearly done a lot of work, but I think you should take another look at some of the numbers I'm seeing, because they are not logical according to the items.
    1. matr0x
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      Hello. Let me explain my reasoning for the changes one by one:

      1. I highly recommend that you download and check out the mod guide pdf file. It contains the damage changes for weapons for all levels, as well as short descriptions as to which what is the intended speciality of each weapon (this includes bows). My mod changes the cultivator/hunter/war bow to specilize in different gameplay features. Cultivator Bow works much better with the Seeker Shot, allowing you to auto-target more enemies at the same time. War Bow specilizes in Scatter Shot, allowing to shoot more arrows at once, working like a shotgun. Hunting Bow is the "sniper" bow of the bunch, having higher damage per arrow, but lower firerate.

      2. As for the requirements: one of the core aims of the mod was to enable all weapons to be viable at endgame. The point was to choose a weapon that matches your prefered gameplay style (or aesthetics) early in the game so you could stick with it and upgrade it when available. In the original game there were literally 3-4 weapons that were the "best" in their categories, with all others far less effective, even in the early game. If I would follow your suggestion and make the Hunting bow inferior to War bow, than what would be the point of using hunting bow? You could just find an unleveled war bow and keep upgrading it. You would never have to use or upgrade the Hunting Bow, just like it was the case in vanilla game. Or if you would use the Hunting bow at early levels due to lower requirements and continued to upgrade it, at one point you would hit a wall when the max level of the Hunting Bow would be insufficient to fight the most powerful enemies. In the Overhaul this is solved by specializing the weapons to certain playstyles right from the start, while keeping them equally viable at their respective levels.

      3. Range in this game is irrelevant in most cases. Some weapons (like flamethrowers) have a limit on how far the flames can reach. Or some projectiles have an trajectory arc (like arrows). Laser/plasma weapons have basically unlimited range (shot will only stop when it reaches an object). But the range parameter visible in the descriptions has never been working as intended, both in vanilla game and Overhaul. I recommend to simply ignore it.

      4. None of the shields have a "defense rating". War Shield has a damage rating of 28. Quite the opposite than defense. All shields have a parry/block rating of 50 which makes them the best tool to block attacks (which eliminates the damage entirely rather than lower it) when compared to blocking with weapons. Again, check the guide for detailed numbers. As for the damage and attack power values, its the same reasoning as with the weapons. I wanted to make all shields good at something, but none of them the "best" option for all situations. Some shields are better for dealing damage with bashes, some are better for knocking down and staggering opponents. Depending whether you prefer a more aggressive of defensive playstyle, a different shield will be a better match for you.
  12. DreXav
    DreXav
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    Hey, where in this mod can I buy recipe for Stamina permanent potion? Caldrim does not sell it anymore it seems.
    1. The1Unum
      The1Unum
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      I just checked and he has all the elixir recipes in my game, including the stamina one.
    2. matr0x
      matr0x
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      Hello. The recipe can be found west of the Hangar teleporter or bought from Caldrim. I am not sure if you need to join the Berserkes to have Caldrin sell you the recipe.
      https://elex.fandom.com/wiki/Instructions_to_make_Elixir_of_Stamina
    3. The1Unum
      The1Unum
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      That's probably it. I just loaded up my Outlaw character save and he didn't sell the recipe.