An absolute cherry on top of my mods for the Genome Engine. Special thanks to tombom81 for his help, Baltram for elexresman, George for elex2resman and NicoDE for lianzifu.
You need to merge your mods with elex2resman into one .pak file, or run one mod solo, or run E2 Enhanced, courtesy of the engine. I believe though that Unlimited Companions are already merged here.
Well there is the New Hell Difficulty at best. I've seen some monster respawning game files, but I'm not going to try to figure out those. You can try the merged version of New Hell Difficulty in ELEX 2 Enhanced, although if you hire too many of these guys it prolly won't matter anyway.
The worst part of the combat though is that the E2 engine restricts the amount of simultanous attacks, so even if you have many companions, maybe max 2 will attack at a time. What a disappointment.
I am using the hell difficulty mod, but still, after 50 hours the game is super easy even with that mod. So I thought maybe some kind of summon system for the enemies could help.
Btw, is there a chance to make a companion loop the track that they play?
I really don't want to touch this game ever again. Each music module is designed to shuffle between 5 tracks. You can extract the music from the mod if you really want to I guess.
Thank you for your many mods. It's a shame that so few tinker with this beautiful game. One question: Is it possible to get a standalone version of Gina or even better a Jackal? That would be great.
thanks! neve played Elex II (finished first one twice) so didnt know. Thanks for your all awesome mods for Elex 2 - im glad I waited (DX12 patch and your mods = awesomeness) :).
HI, this looks awesome:) Can i use this mod with your combat enhanced mod? both of them have the black market trader merged into them and i am not sure if that's a problem. Thanks for your help!
Yeah they are compatible, any potential overwrites should be the same files.
Oh the order is actually important here though. Have the m_9_COMBAT files extracted in a folder and overwrite them with the z_NPC files, not the other way around.
Yeah I have 65 text files as modules to keep track of what I script and where it belongs, some are just duplicates for other NPCs though. Still this can be used by anyone to expand them as these work flawlessly.
I don't think we'll see more modders because the learning curve is way too high, it takes too much time and the game is basically dead. If PB would release their Genome Editor it might be more fun, but that won't happen. At this point I'm burned out and I wasted half a year modding this game.
Death was not supposed to be a companion so his stats are way too high but I put in the work and he is now. He is also the only companion that doesn't scale with PC_Hero. At the end the whole design end up nicely. I'm just little bit dissapointed beacause none of the gEBehaviorClassPreset fit him. I wanted him to be much more agressive but the overall AI is too slow.
The biggest change in terms of companions is that in E1 any number of NPCs can attack the target while in E2 max 1 or 2 are attacking one target at the same time so having too many companions doesn't help and also they scale with the player at +5 lvl so they are just so-so.
The localization is done in EN only and spreaded into DE, EN, ES, FR, IT, JA, PL, RU, ZH localization files. If I would not do that, you would see blank spots while playing in die Deutche Sprache or any other language. I won't localize it further. You see Mitkommen because the Follow me dialogue is scripted as the original dialogue (PANKRATZI7 and those infos) and not a separate new line, so the game finds it in the selected localization. Since we don't have NicoDE's 2/3 thirds of info dialogues deciphered as in E1, finding the proper dialogues in E2 takes ages and is boring.
Pat is intended, pet could have been used too but this was the design. Yes I might have confused the delicate meanings of the two. I already merged the localizations into other mods though so I see it as a final version, for now.
Tremendous thanks for your comment! (Hopefully these are not your last words on ELEX 2.) btw: I don't see how your time could be wasted. The result is a proof of motivation and abilities, imho.
"the game is basically dead": yeah, there's too less people, who love the first chapter at least. Or Lazar's revolution. (Despite its obvious flaws E2 is the most underestimated game of Piranha Bytes, imho.)
Sadly the InfoCommands are not flexible enough plus there's not too many; and some scripts are hidden in the binary code. (But I'm still thinking about easing the access of modding ELEX.)
Hope, you'll recover soon from feeling burned out and maybe to see you again modding ELEX 3;-).
Well I'll prolly go back to playing Gothic 2 New Balance mod, guys will start modding again in October. Then Trazege will have Outfaith done in some future and the only other game I'll try will be Baldur's Gate 3. I'm sure ELEX 3 will happen, PBs are very meticulous in their trilogy approach. I booted up E1 recently to learn the scripting and it immediatly hits you that there is more colour in E1 than E2, the game runs much smoother, and the faces don't look so bad. Still as I was modding E2 I saw improvements to Genome in the files and PB did improve at least the handling of PC_Hero and the Jetpack. Frankly I haven't got to play the game at all. I just started the game, had talk with Dawkins, then reached Caja and that's all because I knew that E2 can't look like that and I've been modding since.
The infocommands are really restricted because: A) There are not enough conditions to make interesting work out of them. I had to create custom internal items just to get some of the scripts going the way I liked it.
B) They are wastly missing a chance option (or condition), that basically means that with one script, multiple actions can be scripted for example based on some 0-100% random roll.
C) Something like the OR condition, like if either group 1 conditions are met or group 2, that would help.
But yeah If I actually will play and finish the game I'm sure I'll find some other ideas along the way that could be modded.
And the main thing I don't understand is why Genome needs merged mods and doesn't just load each mod files when they are separate, like when you hvae 2 mods that change templates, the one with the higher load order will completely disable the lower even though they changed different templates. This is super confusing to regular players and makes modding compatible versions a nightmare.
30 comments
Custom Companions for ELEX 1.
Thank you! Good health to you mate.
The worst part of the combat though is that the E2 engine restricts the amount of simultanous attacks, so even if you have many companions, maybe max 2 will attack at a time. What a disappointment.
I am using the hell difficulty mod, but still, after 50 hours the game is super easy even with that mod. So I thought maybe some kind of summon system for the enemies could help.
Btw, is there a chance to make a companion loop the track that they play?
Update: nevermind i just realized i had to speak to Purple guy.
One question: Is it possible to get a standalone version of Gina or even better a Jackal? That would be great.
THANK YOU!!!
Oh the order is actually important here though. Have the m_9_COMBAT files extracted in a folder and overwrite them with the z_NPC files, not the other way around.
Hopefully this mod will be the seed to attract more ELEX 2 modders!
Tried to let Death be killed by my companions: epic battle
For Magus I have a language mix: "Mitkommen" and "Grant me" for example (loc: DE). Was that intended?
Pat Mefisto is a typo? (instead of pet?)
Stay tuned!
I don't think we'll see more modders because the learning curve is way too high, it takes too much time and the game is basically dead. If PB would release their Genome Editor it might be more fun, but that won't happen. At this point I'm burned out and I wasted half a year modding this game.
Death was not supposed to be a companion so his stats are way too high but I put in the work and he is now. He is also the only companion that doesn't scale with PC_Hero. At the end the whole design end up nicely. I'm just little bit dissapointed beacause none of the gEBehaviorClassPreset fit him. I wanted him to be much more agressive but the overall AI is too slow.
The biggest change in terms of companions is that in E1 any number of NPCs can attack the target while in E2 max 1 or 2 are attacking one target at the same time so having too many companions doesn't help and also they scale with the player at +5 lvl so they are just so-so.
The localization is done in EN only and spreaded into DE, EN, ES, FR, IT, JA, PL, RU, ZH localization files. If I would not do that, you would see blank spots while playing in die Deutche Sprache or any other language. I won't localize it further. You see Mitkommen because the Follow me dialogue is scripted as the original dialogue (PANKRATZI7 and those infos) and not a separate new line, so the game finds it in the selected localization. Since we don't have NicoDE's 2/3 thirds of info dialogues deciphered as in E1, finding the proper dialogues in E2 takes ages and is boring.
Pat is intended, pet could have been used too but this was the design. Yes I might have confused the delicate meanings of the two. I already merged the localizations into other mods though so I see it as a final version, for now.
btw: I don't see how your time could be wasted. The result is a proof of motivation and abilities, imho.
"the game is basically dead": yeah, there's too less people, who love the first chapter at least. Or Lazar's revolution.
(Despite its obvious flaws E2 is the most underestimated game of Piranha Bytes, imho.)
Sadly the InfoCommands are not flexible enough plus there's not too many; and some scripts are hidden in the binary code.
(But I'm still thinking about easing the access of modding ELEX.)
Hope, you'll recover soon from feeling burned out and maybe to see you again modding ELEX 3;-).
Cheers and thanks again!
The infocommands are really restricted because:
A) There are not enough conditions to make interesting work out of them. I had to create custom internal items just to get some of the scripts going the way I liked it.
B) They are wastly missing a chance option (or condition), that basically means that with one script, multiple actions can be scripted for example based on some 0-100% random roll.
C) Something like the OR condition, like if either group 1 conditions are met or group 2, that would help.
But yeah If I actually will play and finish the game I'm sure I'll find some other ideas along the way that could be modded.
And the main thing I don't understand is why Genome needs merged mods and doesn't just load each mod files when they are separate, like when you hvae 2 mods that change templates, the one with the higher load order will completely disable the lower even though they changed different templates. This is super confusing to regular players and makes modding compatible versions a nightmare.