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Caites Yefreitor

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  1. Caites
    Caites
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    CHANGE LOG
    1.1.0 - added PBF compatibility (rpg_param table mods made the same way - by editing specific rows instead of overriding whole table - will work together). added 2 more versions, x200 and x0.5 (for roleplayers, since Henry is getting overpowered way before the end of the game).
    1.1.1-2 - fixed x200 and x0.5 versions.
    1.1.3 - restored speech level base, which shouldn't be changed.
    1.3.1 - added x1.5 and x5 versions.
    1.4 - updated for vortex KCD2 extension.
    1.4.1 - fixed x0.5 version (2 alchemy related multipliers were left vanilla). added one more pickpocket multiplier to all versions.
    1.5 - added 0.25 version on request (please, don't post links to your custom versions in comments, I need to deal with additional reports if they have errors while I do enough mistakes by myself), fixed Marksmanship XP in x1.5 version, fixed manifest versions in all files.
    1.6.2 - added all default versions (plus 10% version) remade as a perk buff (Yefreitor's idea, kudos to them), they are in Optional files. They affect all XP gains (including STR, AGI and Speech, which missed in default versions), but don't allow customization. You can mix version from Main File and version from Optional Files if you would like to customize some values (instructions on desc page).
    1.6.2 - re-link "no customization" versions to Lifesaves instead of Riposte. hope this will help with riposting in prologue.
    1.7 - updated manifest for patch 1.2.
    1.7.1 - fixed Quarter (x0.25), More (x2) and Half (x0.5) customizable versions (zips weren't renamed to paks).
  2. Henry0409
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    Non of the optional files are currently working based on my testing.
    Non of the optional files are currently working if you have the mod_order.txt file(from KCD2 Mod Manager)in KCD2's Mods folder based on my testing.
    The cause of this is invalid ModId. ModId accepts only lowercase letters and underscore.
    To fix this issue, change the following lines in mod.manifest from:
        <name>nocustomxdot25XP</name>
        <modid>nocustomxdot25XP</modid>
    to
        <name>nocustomxdot25</name>
        <modid>nocustomxdot25</modid>

    And rename nocustomxdot25XP.pak to nocustomxdot25.pak solved the issue for me.(I'm not sure if this step is necessary, but just in case)

    All the main files are working because they do not contain any capital letters in their modid.
    Hope this helps.
    1. Caites
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      Non of the optional files are currently working based on my testing.
      all optional files are tested and work perfectly fine both with manual installation or via Vortex. modid naming rules is nothing but recommendation, this warning in log doesn't mean mod isn't enabled and works.

      please, avoid making such a bold statements if you haven't checked mods work for yourself.
    2. Henry0409
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      Upon further testing, I found out that my testing result stands true only if you have the mod_order.txt file in KCD2's Mods folder.
      I have this file because I use KCD2 Mod Manager to manage my load order since the mods I use requires certain load order.

      In short, anyone that is using KCD2 Mod Manager or have a mod_order.txt file in their Mods folder must perform steps I mentioned above in order for the optional files to work.

      I tested this by first have no mod running and picked up a flower and got 5XP in survival for it.
      Then only have nocustomxdot5XP mod running, but no mod_order.txt file in the Mods folder and got 2XP for it.
      And then only have nocustomxdot5XP mod running but open KCD2 Mod Manager to generate a mod_order.txt file in the Mods folder and got 5XP for it.
      Lastly, I performed the steps mentioned in my previous post, and only have nocustomxdot5 mod running but open KCD2 Mod Manager to generate a mod_order.txt file in the Mods folder and got 2XP for it.

      I'm not sure how vortex handles it's load order and whether or not the optional files works with it.
      Based on my current testing, if you have a mod_order.txt file in the KCD2's Mods folder it will not work unless you change Modid and possibly mod name.
  3. Rohm93
    Rohm93
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    Is there a way in-game to check if the mod is working? 
    1. Caites
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      check survival XP, pick a flower, if its +5 its vanilla, otherwise you installed mod properly.
  4. minu120
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    kcd log says
    "Mod mods/morexp1dot5/mod.manifest has invalid ModId. ModId accepts only lowercase letters and underscore."

    Can I change the mod ID ?
    1. Caites
      Caites
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      you can do whatever you want on your side.
  5. SA3KAEGY
    SA3KAEGY
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    Hello , this mod still work after the new DLC update ? 
    1. Caites
      Caites
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      yes. you can check my mods state on desc page. there is also 'Tested in version 1.3' tag.
  6. IcebergMonster
    IcebergMonster
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    How does this mod interact with the Numbskull perk from hardcore? Is it additive or multiplicative?

    Can't find any info on this. Anyone tested it?
  7. SteelPanther29
    SteelPanther29
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    Hello! I have a small problem with the mod, 2 skills concerning horse riding and dog training are not pumped. Has anyone had a similar situation?
  8. tbesniper
    tbesniper
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    Hello, I wanted to use the x200 version to quickly level up houndmaster, but it doesn't seem to work.
  9. lwilson890
    lwilson890
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    Sorry if it’s already been asked, but do these changes stack with the Hardcore perk numbskull? (40% less xp) so if I was to take 0.75x less from your mod my new xp loss would be 65% less xp? 
  10. Omikron1
    Omikron1
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    * Issue was due to me foolishly downloading this for Kingdom Come Deliverance 1....apologies.
  11. Chamaenerion
    Chamaenerion
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    Great mod.

    Using the Tithe (0.1 XP) version of this mod with CryptLoad’s "Easy Alchemy experience x4" – will they stack correctly, i.e. will my alchemy XP be divided by 10 and then multiplied by 4?

    I will also try to test myself but if anyone knows the answer please reply.