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.
Man, it sucks that I can never tell if a mod is updated and working based on the comments on the nexus. Seems like the only people who ever comment, are people who have the same level of tech know how as my elderly parents...
Anyway for those of you who, like me, are wondering... yes, this mod works fine still.
1) Nerf the two plant talents (mandrake and venomous plant one), because they current gives +25% damage to ALL plants. Taking both gives +50% damage to all three plants.
2) Nerf Erudus potion talent: instead of giving invincibility, it should just reduce damage taken by 75% (default potion reduce damage by 50%) and no longer bounce the spells back. OR make it 50% but the spells still bounce back.
3) Nerf Maxima potion talent: instead of upping damage to an additional +200% damage, it should give perhaps +125% damage (default potion gives +100% damage). Currently it also works with ancient magic, allowing you to one-shot almost anything.
Would you be willing to discuss how you made all these changes? I'd like to modify some things myself or make my own overhaul but I'm unfamiliar with modding UE4 games. Thank you for reading :]
34 comments
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.
Anyway for those of you who, like me, are wondering... yes, this mod works fine still.
1) Nerf the two plant talents (mandrake and venomous plant one), because they current gives +25% damage to ALL plants. Taking both gives +50% damage to all three plants.
2) Nerf Erudus potion talent: instead of giving invincibility, it should just reduce damage taken by 75% (default potion reduce damage by 50%) and no longer bounce the spells back. OR make it 50% but the spells still bounce back.
3) Nerf Maxima potion talent: instead of upping damage to an additional +200% damage, it should give perhaps +125% damage (default potion gives +100% damage). Currently it also works with ancient magic, allowing you to one-shot almost anything.