This mod makes combat too easy. 20% less enemy HP allows for easy 1 shots or 1 combos even with just my level 4 character. Doesn't matter that enemies deal more damage, because they are too incapable to ever land a hit anyway. And even if; you still have 25 healing potions and 25 times death protection. I also do not think that the doubling of spawns works at all. I'd like to believe that some spawns have an extra enemy or two, but with camps where I know the number of opponents for a fact, still have the same number of enemies.
I think it wouldn't matter even if you triple the number of foes, because the AI is too incapable to be a threat and the player character way too overpowered with infinite dodging, blocking and huge range from which enemies don't even aggro to you. With 20% less enemy HP. I can just snipe camps from a distance without any resistance.
Doing my second playthrough with Revelio - No Highlight mod and this mod. I highly recommend both mods along with no mini-map and only using the guide book trail. Exploration feels like exploration now. The game feels like it actually has weight with it's currency and materials. You are not left with so much wasted material that you will most likely never use and just stop gathering. Combat is actually challenging but not over the top when it comes to mini bosses and bosses. Leveling vs MSQ actually feels in line. I'm not 10+ levels over the story quest simply for wanting to explore more or doing side quest you find along the way which was the issue I found myself in on my first playthrough. Irritating to be honest. Anyway, great job on the mod and hopefully they don't repeat this mistake in HL 2.
Is there a conflict with this and the percival rackham trial bug fix? I was level 13-ish before the trial, popped the trial bug fix in and then noticed I was lvl 22 after the quest completed, but without the extra talent points! Not sure if this is an issue with the mod xp scaling or having added in that bug fix mod to fix the trial or some kind of combo..
The same happened to me. The bug fix mod worked but now the game seems broken, even when I reload much older saves I'm still at level 20+. Did you find a solution to this? Don't want to start a fresh walkthrough because of this...
For future reference, both mods are SQL mods. If you don't merge them, the one loading the last will overwrite it. To fix it simply removing the mod after the cutscene should work. Or do it like me, remove this mod, let cutscene play and then once the game saves enable the mod again. Seems like so far nothing broke by doing that.
This mod breaks the first trial. It seems like it was a common game bug in the past and this mod brings it back. Maybe because it's slightly outdated? Anyways, I hope I didn't break anything by removing it and adding it after the cutscene. Time will tell.
I hate to say but I'm pretty sure this doesn't work post-patch. I had my doubts when I was level 15 by the time I did potions class, but I kinda had confirmation when the potion recipes werent updated to include mallowsweet like the disclaimer said. I did run the mod through mod-merger to "update" them but can anyone else confirm if they got this working post-Summer update?
Mod works well so far. Unfortunately I had to disable it during the 'Potions class' quest. Because of the changed potion recipes you cannot brew an edurus potion with the ingredients you receive from Prof Sharp.
How are you able to know if this mod is working on a new save? Playing on hard on a new save and the enemies don't feel much harder. Also, how do you know if this mod would conflict with the "pak chunks" of other mods I use?
I have the same plight. I do know the mod works mainly 'cause it's now harder to level up and the cost of potions/items are more expensive but yeah, the enemies don't feel that much harder, if at all. Don't get me wrong, I love this mod and I think it's really great but I hope there's an option to level up the enemies more or make them more aggressive.
I tried merging this mod with Tougher Enemies mod but the merge causes frequent crashes. The mod author did say to take caution in merging this mod with other mods as they most likely would conflict - I do hope they make a version with much harder enemies.
Really enjoy the gamplay changes with this mod. Compared to vanilla it takes ages to actually level @ lower levels so by the time you unlock talent points your choices for where to put those few points actually matter.
Also enjoy costing changes for 1 off purchases like spellcrafts for RoR. Once again now that the game is slower is matters where I spend my money early on.
Combat changes are more enjoyable as well. As I loved the vanilla combat I love the 2x spawn increase so I can fight more
So far I haven't found any issues using this mod but I will be honest and say I haven't completed a full run using this mod yet.
Just some feedback concerning the costing of moonstone of the RoR items. I feel the 10x cost you've added is a bit to much. While I do a agree with you that vanilla was a joke, I feel your overlooking those players that like to have fun in the RoR and the 10x cost of conjured items is imo excessive.
I feel something like a 6x cost would be better. As with your increased cash costs to spellcraft recipes it still takes time to get the RoR running even for the mains quests, let alone if you want to experiment changing the room about with different furniture.
Works as advertised as of Jan 2024. Lower levels are MUCH slower to gain -- doing the usual "run MQs until you get a broom" does not work anymore. If you run thru the MQ only, you will unlock talents at level 5 and then hit a wall. Even doing all the sidequests you can means you will need to grind some mobs or really search out every single field guide page you can before you can even get to the moon statues at level 14. So, if you're expecting to breeze thru the game without going to all the hamlets and doing all that content much sooner than usual (or at all), then you are in for a surprise. LOL As for the rest of the changes, seems like it should have been this way from day one. A great mod -- definitely a different experience, if you have played HL the "normal way" before.
44 comments
I think it wouldn't matter even if you triple the number of foes, because the AI is too incapable to be a threat and the player character way too overpowered with infinite dodging, blocking and huge range from which enemies don't even aggro to you. With 20% less enemy HP. I can just snipe camps from a distance without any resistance.
Or do it like me, remove this mod, let cutscene play and then once the game saves enable the mod again. Seems like so far nothing broke by doing that.
Anyways, I hope I didn't break anything by removing it and adding it after the cutscene. Time will tell.
I tried merging this mod with Tougher Enemies mod but the merge causes frequent crashes. The mod author did say to take caution in merging this mod with other mods as they most likely would conflict - I do hope they make a version with much harder enemies.
Just like to confirm this mod is working for me in 2024 when using Hogwarts Mod Merger at Hogwarts Legacy Nexus - Mods and community (nexusmods.com) to merge with any other script mods and I have the most up to date version of HL downloaded from Steam.
Really enjoy the gamplay changes with this mod. Compared to vanilla it takes ages to actually level @ lower levels so by the time you unlock talent points your choices for where to put those few points actually matter.
Also enjoy costing changes for 1 off purchases like spellcrafts for RoR. Once again now that the game is slower is matters where I spend my money early on.
Combat changes are more enjoyable as well. As I loved the vanilla combat I love the 2x spawn increase so I can fight more
So far I haven't found any issues using this mod but I will be honest and say I haven't completed a full run using this mod yet.
Just some feedback concerning the costing of moonstone of the RoR items. I feel the 10x cost you've added is a bit to much. While I do a agree with you that vanilla was a joke, I feel your overlooking those players that like to have fun in the RoR and the 10x cost of conjured items is imo excessive.
I feel something like a 6x cost would be better. As with your increased cash costs to spellcraft recipes it still takes time to get the RoR running even for the mains quests, let alone if you want to experiment changing the room about with different furniture.