FYI The mod will crash right now due to the new update. I will be updating the mod sometime on Thursday or Friday, I'm a bit busy tomorrow unfortunately so don't expect it then
Nvm I ended up updating it today after all. Enjoy! The new 8 star monsters have very high wound resistance, I was only able to create one wound on Tempered Rey Dau, so be wary of that
any chance you could make a version with 8 star monsters excluded? gore magala is already insane to fight as is, I don't think it needs to be any harder
Ogami2020 I want to do that, but I haven't figured out how yet. The 8 star table is a huge mess of numbers with no clear indication on which monsters are getting which multipliers, it will take a lot of testing to figure out which part of the table is affecting which monsters. For now I advise simply uninstalling the mod once you want to take on the 8 star monsters unfortunately. Alternatively, i am thinking I can upload a version of the mod that ONLY has the enrage/speed changes but none of the HP/damage/wound changes. You can sorta make that yourself by just deleting the commonDifficulty file in the mod.
I think this mod pretty much hits the nail in the head, although it unfortunately exacerbates some of the flaws inherent to Wilds' combat as well.
It's good that you don't have to constantly rely in wounds, and that you can't just melt monsters, but breaking parts becomes quite difficult since you can't pin them down and get easy topples. I think it's the right decision, though.
Likewise, the faster movesets and enrages help making monsters feel more alive as opposed to staying in place doing nothing like they like to do in vanilla, but they will get obnoxiously spammy at times, with up to 5 consecutive attack wombo combos you can only guard through unless you want to risk vaporizing half your health bar.
As a result, I felt pushed towards a very conservative fighting style where I was doing a couple pokes and rolling away the entire fight, though vanilla combat also does feel like that sometimes.
All in all, despite not completely fixing combat, I'd say this is the difficulty mod that feels the fairest and most complete. I'd still recommend mixing it with Increased Monster Stuns and the Palico and Mantle components of Harder Difficulty Presets. They're all compatible, and imo help complete the tweaks to the experience.
From being able to faceroll absolutely everything, now you can actually get carted by the likes of Rey, Uth and Ark if you get careless, which is just right imo. Great mod!
I'm glad you enjoyed it! Yeah unfortunately there is not much I could do about the way the A.I acts sometimes, but if you have any suggestions about how the health/damage balancing could be handled I'm always open to hearing it.
Honestly, after playing a bit with it I decided to take it off because of how incredibly overbearing the post-story monsters get with the spam. Rathalos can one-shot you with a fireball while still reeling from blocking the prior fireball, for example. I appreciate the speed-up, but I think it messes too much with the timings (though as a CB main I will acknowledge I'm probably the most sensitive to changes on movesets, we already barely make most hits before getting clapped lol).
Again, I don't consider this to be a problem with your mod because it's already borderline infuriating vanilla, but hey.
Honestly, I know this is a TON of work, but in my dream mod attacks would be individually tweaked, keeping the high frequency of attacks as you have now, but making some of the most obnoxious and poorly telegraphed ones (like Balahara's tail poke) slower so they don't feel as cheap, while making some others (like Lala's pounce) maybe a touch faster, just to make combat feel more deliberate and fair overall. Not sure if you could just keep the current speedup but make certain moves just comparatively slower.
Health and wound threshold imo is pretty perfect right now, and the damage values would also be okay if the monster spam is toned a bit down. Changing stun values is a ton of work and there's another mod dedicated to that, but I do think you could maybe look into making Palico gadget usage less frequent, since it's pretty ridiculous in vanilla.
I did think of doing that, but I managed to clear him with most weapons with the mod after I practiced a bunch. It is a difficult fight and you need to learn his combos well, but its very beatable and I feel like an AT should be hard enough to demand mastery and even a specialized build to fight him.
That being said, while I won't upload a version that specifically nerfs AT Rey Dau yet until I am confident that he be nerfed to be fought properly with some weapons, I can tell you how to change it yourself since its pretty simple. Just download MHWS-Editor from Nexus (easy to find), and go to Rey Dau's enemy folder in the mod files inside
natives\STM\GameDesign\Enemy\Em0156\00\Data
In here, open Em0156_00_Param_Legendary.user.3 with MHWS-editor
The variable that controls speed is the first one, called MotionSpeedRate. I have it set to 1.11 so he is 11% faster than his regular version. Change the speed into something you find appropriate, save it, and share the modded file with your girlfriend. Happy hunting!
Hi, huge fan of your mod. I was interested in a version without the extra speed up, both base and during enrage (keeping it vanilla), while maintaining every other aspect of the mod intact (monster attack buff, HP increase, part dmg fixes etc...). Especially with 8* monsters (including AT Rey Dau). Looking at the files list (and checking with MHWS-Editor), it doesn't look as intuitive as I hoped.
Reading some of your previous replies, I still have some doubts: Would I need to change every single file's MotionSpeedRate to 1 (or 1.1 for "Angry" files, since that's the vanilla value as far as I understand)? Or can I just call it a day by entirely removing all the "Angry" files and changing MotionSpeedRate's value of the "Legendary" file in Rey Dau's folder?
Also, I've seen many monsters have a "Legendary" file: are they currently used in-game for anything, or is it just for your personal preparation towards any possible future new AT?
Thank you for your reply, and keep up the good work <3 Cheers
Legendary is Tempered in general. I have a version of the mod without the speed ups, it is called Difficulty Plus - TU1 - LITE 1.2 it is listed under the optional files. Please use that if you don't want speed ups.
Hi thanks for the mod Do you know which file is located the mizutsune angry.user? Or wich file do i need to modify the enraged status? I want to modify the enraged time but doesnt work only with mizutsune but works well for the rest of monsters
No it does not. Though AT Rey Dau might be slightly too fast with the mod, I will fight him a bit more to see if I can learn him well with the speed up but I will most likely release an update to slightly nerf him.
Hmm, I asked because I think I'm recently crashing a lot more with this mod. I started testing by doing the Tempered Chatacabra event quest (Tongue Tied). I crash consistently enough to not be able to finish the hunt. Only when removing this specific mod I appear to be able to avoid crashes long enough to finish the quest.
Happened a few times during other quests as well of course, I just decided to bully Chatacabra as a benchmark haha.. Two friends of mine also experience crashing, but I haven't had them do all the tests I did.
For reference, did these tests (all same quest) and the latest main file of your mod:
without REFramework, and so no mods at all (no crash)
with REF and Natives mods but no script mods (crash)
with REF and all script mods and no natives mods (no crash)
with REF and all mods but reset shaders and config.ini beforehand (crash)
with REF and only this mod (crash) (multiple attempts)
with REF and a bunch of script and natives mods except this one (no crash) (multiple attempts)
Could be a fluke/any number of different things of course, I'll continue testing. Could you verify this assumption with the latest main version of the mod on the nexus?
Thanks for the report. I will investigate with the tempered Chatacabara, since I didn't experience any crashes with Rey Dau. If I don't find any issues I will probably still reupload the mod just to make sure I didn't mess up the upload in some way that is causing the crashes.
I've been testing in Online Single Player. Takes about 2 minutes to crash typically.
One of my friends reported that he didn't crash for two hours after removing his Natives folder, but then got like 3 crashes in the span of half an hour... So maybe it's something else weird happening to our games. It's all super inconsistent and now I'm not sure about pinning it on this mod. Especially since so far I appear to be the only one reporting issues.
Yeah, I tried a bunch of different quests and different version of the mod and I haven't ran into crashes... So I'm not sure. There is probably a third thing going on? Seems very difficult to diagnose but it sucks that its happening to you guys :( I would suggest trying a clean reinstall of the game, deleting the entire game folder after the uninstall to remove residue left by previous modding, and installing it new and getting fresh versions of reframework and any mods and see if the crashes continue.
Alright figured it out over the weekend: ultimately it was the newest Nvidia drivers that were at fault (for me), haven't figured out by buddy's problem, but important part is that it's not this mod after all and the report was bad! It was just bad coincidence that it kept crashing the few tests I had the mod active...
Thanks for thinking with me. Favorite mod on the Nexus mate ;)
Oh btw, my group is loving AT Rey Dau with your mod. It feels challenging on the level of end-game Iceborne content. We're fainting left and right but it doesn't feel insurmountable. We're very happy to have something to work towards!
So far the only monster I struggled a bit with for the tailcut is Zoh Shia, but even then I managed to do it solo while the monster kept turning to me/moving his tail away.
If I wanted a version of the lite mod without the damage increase (so I just keep the health and wound threshold changes), could I achieve it by downloading the no damage optional file, deleting the EM files inside and just keeping the EmCommonDifficulty2.user.3 inside it? Or is there additional tinkering needed
I have tried the no damage version of the mod (removed the EM files since I dont want the speed up/exhaustion/enrage changes) but it seems like the part break modifiers feel imbalanced? I cut off a 5 star tempered Arkveld's tail in 2 true charged slashes
229 comments
The new 8 star monsters have very high wound resistance, I was only able to create one wound on Tempered Rey Dau, so be wary of that
Wilds wouldn't be the same without you.
Alternatively, i am thinking I can upload a version of the mod that ONLY has the enrage/speed changes but none of the HP/damage/wound changes. You can sorta make that yourself by just deleting the commonDifficulty file in the mod.
It's good that you don't have to constantly rely in wounds, and that you can't just melt monsters, but breaking parts becomes quite difficult since you can't pin them down and get easy topples. I think it's the right decision, though.
Likewise, the faster movesets and enrages help making monsters feel more alive as opposed to staying in place doing nothing like they like to do in vanilla, but they will get obnoxiously spammy at times, with up to 5 consecutive attack wombo combos you can only guard through unless you want to risk vaporizing half your health bar.
As a result, I felt pushed towards a very conservative fighting style where I was doing a couple pokes and rolling away the entire fight, though vanilla combat also does feel like that sometimes.
All in all, despite not completely fixing combat, I'd say this is the difficulty mod that feels the fairest and most complete. I'd still recommend mixing it with Increased Monster Stuns and the Palico and Mantle components of Harder Difficulty Presets. They're all compatible, and imo help complete the tweaks to the experience.
From being able to faceroll absolutely everything, now you can actually get carted by the likes of Rey, Uth and Ark if you get careless, which is just right imo. Great mod!
Yeah unfortunately there is not much I could do about the way the A.I acts sometimes, but if you have any suggestions about how the health/damage balancing could be handled I'm always open to hearing it.
Again, I don't consider this to be a problem with your mod because it's already borderline infuriating vanilla, but hey.
Honestly, I know this is a TON of work, but in my dream mod attacks would be individually tweaked, keeping the high frequency of attacks as you have now, but making some of the most obnoxious and poorly telegraphed ones (like Balahara's tail poke) slower so they don't feel as cheap, while making some others (like Lala's pounce) maybe a touch faster, just to make combat feel more deliberate and fair overall. Not sure if you could just keep the current speedup but make certain moves just comparatively slower.
Health and wound threshold imo is pretty perfect right now, and the damage values would also be okay if the monster spam is toned a bit down. Changing stun values is a ton of work and there's another mod dedicated to that, but I do think you could maybe look into making Palico gadget usage less frequent, since it's pretty ridiculous in vanilla.
Me and my girlfriend found the whole mod to be great, but AT Rey Dau seemed way too fast, even when compared to the other sped-up monsters.
That being said, while I won't upload a version that specifically nerfs AT Rey Dau yet until I am confident that he be nerfed to be fought properly with some weapons, I can tell you how to change it yourself since its pretty simple. Just download MHWS-Editor from Nexus (easy to find), and go to Rey Dau's enemy folder in the mod files inside
natives\STM\GameDesign\Enemy\Em0156\00\Data
In here, open Em0156_00_Param_Legendary.user.3 with MHWS-editor
The variable that controls speed is the first one, called MotionSpeedRate. I have it set to 1.11 so he is 11% faster than his regular version. Change the speed into something you find appropriate, save it, and share the modded file with your girlfriend. Happy hunting!
Been playing with the mod and it's been real fun~
I was interested in a version without the extra speed up, both base and during enrage (keeping it vanilla), while maintaining every other aspect of the mod intact (monster attack buff, HP increase, part dmg fixes etc...). Especially with 8* monsters (including AT Rey Dau).
Looking at the files list (and checking with MHWS-Editor), it doesn't look as intuitive as I hoped.
Reading some of your previous replies, I still have some doubts:
Would I need to change every single file's MotionSpeedRate to 1 (or 1.1 for "Angry" files, since that's the vanilla value as far as I understand)?
Or can I just call it a day by entirely removing all the "Angry" files and changing MotionSpeedRate's value of the "Legendary" file in Rey Dau's folder?
Also, I've seen many monsters have a "Legendary" file: are they currently used in-game for anything, or is it just for your personal preparation towards any possible future new AT?
Thank you for your reply, and keep up the good work <3
Cheers
I have a version of the mod without the speed ups, it is called Difficulty Plus - TU1 - LITE 1.2
it is listed under the optional files. Please use that if you don't want speed ups.
Just asking do you know how to change the damage that monsters takes from falling boulders rocks etc?
Do you know which file is located the mizutsune angry.user?
Or wich file do i need to modify the enraged status?
I want to modify the enraged time but doesnt work only with mizutsune but works well for the rest of monsters
I have searched for it in the monster id but didn't find anything related to mitsuzune
Hmm, I asked because I think I'm recently crashing a lot more with this mod. I started testing by doing the Tempered Chatacabra event quest (Tongue Tied). I crash consistently enough to not be able to finish the hunt. Only when removing this specific mod I appear to be able to avoid crashes long enough to finish the quest.
Happened a few times during other quests as well of course, I just decided to bully Chatacabra as a benchmark haha.. Two friends of mine also experience crashing, but I haven't had them do all the tests I did.
For reference, did these tests (all same quest) and the latest main file of your mod:
without REFramework, and so no mods at all (no crash)with REF and Natives mods but no script mods (crash)with REF and all script mods and no natives mods (no crash)with REF and all mods but reset shaders and config.ini beforehand (crash)with REF and only this mod (crash) (multiple attempts)with REF and a bunch of script and natives mods except this one (no crash) (multiple attempts)Could be a fluke/any number of different things of course, I'll continue testing. Could you verify this assumption with the latest main version of the mod on the nexus?
One of my friends reported that he didn't crash for two hours after removing his Natives folder, but then got like 3 crashes in the span of half an hour... So maybe it's something else weird happening to our games. It's all super inconsistent and now I'm not sure about pinning it on this mod. Especially since so far I appear to be the only one reporting issues.
I would suggest trying a clean reinstall of the game, deleting the entire game folder after the uninstall to remove residue left by previous modding, and installing it new and getting fresh versions of reframework and any mods and see if the crashes continue.
Thanks for thinking with me. Favorite mod on the Nexus mate ;)