What's the parameter for enemy range attack? It seems like they hitting empty air more often than not, or maybe it aways been like this and I just didn't notice.
Not sure if you are still active or if you remember the changes you made.
If you could post the line or lines that change the parry and counter behaviour i would be grateful, because the parry parameters seem to have the value 0.f which to me seems to indicate that they do not do anything. File: float_defaults.sli
Also i can confirm that the part of the mod that changes parry and counter duration and also sliding distance works with the latest DLC. I have played for about 3 hours with it. Just change XML to 1.1 or do the timestamp thing (edit the file, revert the edit and then save the file).
other mods i am using have a named folder in the zip and inside this they have effects or attribut folders etc with the sli files that were changed in the mod, i am wondering if i need to combine these 2 files into those for proper folder structure for the game to read or does it matter with this game?
First, thanks for making the mod, im liking it so far. However, imo the sliding is still way too extreme, mind telling me the parameter that i could tweak to change that ?
look for <float type="SLIDING_ATTACKER_MULT" in float_defaults.sli. It's a global modifier, there are other parameters I think for individual mobs in other files I guess but more tricky to find.
If you could just break down some features into optional downloads, that would give you more credit to your work. Not everyone wants a package which nerfs everything, some of what you did is great, some not so much imo.
Exactly! I'm towards the middle to endgame now and even on Extreme I just steamroll everything in sight using the 'dodge roll' autowin method. Combat is trivially easy.
Reddit/steam has a good amount of people who publically said that the game isn't that challenging. I think this is the first attempt to fix that. I hope the devs don't break your addon via patches as CDPR did to the W3 difficulty mods.
I want to get rid of all the I win buttons. * If you save & reload your game, your hp will regen to full. I have to assume the save game doesn't store your current hp value, but I hope I'm wrong. I hope they fix this. * unmap the pause combat button on controller (L1) * Removing or nerfing that 'bullet-time' ability * Removing the requirement to have followers so you can play solo. * Making magic/ranged combat less powerful.
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, or maybe it aways been like this and I just didn't notice.If you could post the line or lines that change the parry and counter behaviour i would be grateful, because the parry parameters seem to have the value 0.f which to me seems to indicate that they do not do anything. File: float_defaults.sli
edit: nevermind, i found out that it is line 324:
<float type="PARRY_DURATION" default="0.f" />
and also line 327:
<float type="PARRY_COUNTER_DURATION" default="0.f" />
Also i can confirm that the part of the mod that changes parry and counter duration and also sliding distance works with the latest DLC. I have played for about 3 hours with it. Just change XML to 1.1 or do the timestamp thing (edit the file, revert the edit and then save the file).
Not everyone wants a package which nerfs everything, some of what you did is great, some not so much imo.
Will you consider it ?
Reddit/steam has a good amount of people who publically said that the game isn't that challenging. I think this is the first attempt to fix that.
I hope the devs don't break your addon via patches as CDPR did to the W3 difficulty mods.
I want to get rid of all the I win buttons.
* If you save & reload your game, your hp will regen to full.
I have to assume the save game doesn't store your current hp value, but I hope I'm wrong. I hope they fix this.
* unmap the pause combat button on controller (L1)
* Removing or nerfing that 'bullet-time' ability
* Removing the requirement to have followers so you can play solo.
* Making magic/ranged combat less powerful.