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EllieAU

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  1. EllieAU
    EllieAU
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    Version 1.1.0 (Server v1.2.0) Released!
    What's new?

    • Server version is officially released, this is ONLY to be ran by server owners or people who are running a server with access to install UE4SS mods.
    • Server version does not require clients to install any mods client-side.
    • Server version works on radius to the spawner and by default uses the lowest player level in the radius as the base. You can also use the highest, or average.
    • Server version introduces a new flag: "onlyChangeIfPlayerLevelGreaterThanPalLevel" which is set to false by default.

    • Added documentation for server version to the mod description, please see for more info!

  2. uborg157
    uborg157
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    plz, update this mod.
  3. GreaterShadow01
    GreaterShadow01
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    Xenogaurd remains lvl 40 when meteorite drops for me.

    On a few ocasions this mod aint working for me. Some enemies it just doesnt scale.

    appart from that this is the best thing ever happened to pallworld. best mod, thank you.
  4. dog199200
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    Maybe I am doing it wrong, but  has this been tested to work with the pal spawn randomization? I have it set to completely random and it am still getting level 50-60 pals spawning at the starting area. I was hoping this could be used to scale them down to allow for randomizing with a scaleable experience 
    1. tazmeister
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      I don't think the "reduce level" code ever fires if you're level is lower than the pal's level
      Here's the check the covers all the level adjustment

      if playerLevel > level and level > 0 then
      So if your level is <= to whatever the "level" is here, it skips both the raise and the lower levels code and just runs a logging statement.
      Oh and an "oh duh moment": The author even put in a comment before that if that I didn't read before

      -- Only change levels if the player's level is higher than the pal's.

      So as it is written now it won't actually reduce levels for pals whose levels are greater than your own level.

      I'm using a mod to raise the max character level (game play extended) along with a high pal appearance rate. So unfortunately I'm starting to see groups of pals with a level range of about 40 at times.... basically from like 5-10 levels below my level and up to 30+ levels higher... supposedly this was meant to make the level increase more challenging but the end result is just ridiculous groups of wild pals to deal with. I can kill them all but the ones like 30 levels higher are a PITA to deal with because I can do very little damage to them and and they have a huge amount of health too so it takes for effing ever to kill one.

      What I want is to reduce the huge level range is all from say plus or minus 25 levels to just plus or minus 5 or 10.
  5. Avok8504
    Avok8504
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    I can't seem to get this mod to work at all. 
    Other mods work fine but this will not work.
    1. BrasileirinhoPe
      BrasileirinhoPe
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      Funciona até hoje, mesmo após a nova atualização. Ao menos a versão "Sigleplayer"
  6. XQuaresmaX13
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    I have a doubt I put a mod that leaves the player and pals at level 98, since the nature pals reach a maximum of lv75, how can I leave them at lv95 or 98 to be closer to mine... thanks...
  7. Eht0uirgne
    Eht0uirgne
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    Amazing mod but I just cant use it since I cant tweak it to my preferences. Trying to enable that 'Only change levels if the player's level is higher than the pal's'
    But nothing I seem to tweak will get it to work. I just want anything leveled under me to get a level boost and leave everything else alone if its level is greater than mine. Doing what is supposed to be a lvl15 boss while im lvl12 can be quite difficult when the lvl15 boss is actually lvl32. To make the game harder im just going to increase damage pals do to me for now. If you get a simple switch to enable that option, I give this mod a 5/5 stars.
    1. Eht0uirgne
      Eht0uirgne
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      NOTE: After doing some looking. It appears a mod I had installed called 'Gameplay extended to level 99' contained a file that doubles spawn levels. The "Only change levels if the players level is higher than the pals" was already working in the first place, but the double spawn levels mod was overriding it. After removing that portion of the mod from Gameplay Extended, the issue was fixed and my spawn preferences were finally met.
  8. starechoes
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    Hi, here's my issue: I want all pals to be lower level than me. With the settings I have, the pals that are already low levels do have a change (like level 4 lamball is now 20-22, however the mod doesn't seem to affect any pal that are supposed to be higher level. I'm currently level 27, and when I go to the volcano region for exemple, the pals are still level 33-37. I used  a config I saw in the comments that said all pals should be lower level than me, but it doesn't seem to work for me.
  9. valdacil
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    I'll admit that some of the options in the percent based mode weren't clear to me.  Here is what I want to achieve, is this possible with this mod as it stands?

    • If spawned pal level is equal or greater than player level then do not adjust pal level
    • If spawned pal level is less than player level, then apply a random adjustment up to a certain percent of player level
    • The random adjustment should cap at a certain percent of play level such that overleveled pals (ie. pals normally level 5 when player is 20) will still be lower level than player but not as low
    My goal is that I'm around level 28 and I one-shot very low level pals so am having trouble capturing them.  But I also don't want to make them super difficult which would make capturing them a pain.  So these level 5 pals get a random increase up to maybe 15 in this case.  They would still be easy to get to low health and capture, but won't die in one hit.
    1. valdacil
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      I believe I achieved what I was shooting for via the following settings:

      • Percentage of Player Level Mode = true
      • Simple Pal Level Mode = false
      • Min Percent = 40
      • Max Percent = 50
      • Randomize Level Percent = true
      • Flip Level Percent Difference = true
      • Flip Max Percent Addition = 5 (I might tweak this a little)
      • Randomize Flip Percent = false
      This has resulted in Cattiva, Lamball, etc being around level 14-18 when I am level 28.  The only issue with this is that affects capture strength and the blue sphere don't stick as well.  I might tweak capture strength slightly to compensate.
    2. valdacil
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      I made a slight modification to the code at line 248.  I added the following check to ensure that if you are using Flipped that it doesn't lower the level if the calculated level is lower than the initial spawn level.  This should result in only pals who are lower level being scaled up to your conditions but not adjust pals who are only 1 level lower than the player being lowered further.

                            local newLevel = randInt(min, max)
      if newLevel < level then
      newLevel = level
      end
                            if newLevel > maxLevelOfPal then
                               newLevel = maxLevelOfPal
                            end
  10. Apellonyx
    Apellonyx
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    I love this mod concept! Good job. I do, however, find the "Simple Pal Level Addition Mode" to be kind of impractical, especially in the early game, where I have to disable the mod in order to catch my first Pal, and then re-enable it later on. I modified the script on my side, and it feels more balanced to me, maintaining the game's level gating while extending the utility and variety of lower-level wild Pals as the player progresses. I just replaced the original code for the `basedOnPalLevelModeActivated` block in the `main.lua` file with this:if basedOnPalLevelModeActivated then
    local characterParams = palControlCharacter:GetCharacterParameterComponent()
    if characterParams:IsValid() then
    local individualParams = characterParams:GetIndividualParameter()
    if individualParams:IsValid() then
    local playerLevel = individualParams:GetLevel()
    local levelFactor = (maxLevelOfPal - level) / maxLevelOfPal
    minPalLevelIncrease = math.floor(minPalLevelIncrease * levelFactor)
    maxPalLevelIncrease = math.ceil(maxPalLevelIncrease * levelFactor)
    local randomVariance = randInt(minPalLevelIncrease, maxPalLevelIncrease)
    local newLevel = nil
    if level < playerLevel then
    newLevel = randInt(level, playerLevel) + randomVariance
    else
    newLevel = level + randomVariance
    end
    if newLevel > maxLevelOfPal then
    newLevel = maxLevelOfPal
    elseif newLevel < 1 then
    newLevel = 1
    end
    atPrint("Pal new level: " .. tostring(newLevel))
    levelOuter:set(newLevel)
    end
    end
    end

    It compares the wild Pal's level to the player's, and if the Pal's level is higher or equal, it simply adds some random variance to the level value, allowing you to encounter Pals that are outside their usual level bubble. This random variance is less pronounced for higher-level pals, since power differences are more drastic for high-level pals (in other words, if your `minPalLevelIncrease` and `maxPalLevelIncrease` are -10 and 10, respectively, a level 10 pal will be up to 8 levels lower or higher than usual, but a level 40 pal will only be up to 2 levels outside of their natural level range). But if the Pal's intended level is lower than the player's, it randomizes its level to anything between it's original level and the player's current level and then applies the random variance. Thus, you can only encounter a level 50 Lamball if you are close to level 50, but level 1 Lamballs will still be around for quick wool farming (you just have to hunt for them).

    Personally, I've set my `AdaptivePalLevels.modconfig.json` settings to match these in order to make it work as intended:
    "Percentage of Player Level Mode":{"type":"boolean","desc":"Whether to activate Pal level changes based on player level.","init":true,"live":false}
    "Simple Pal Level Addition Mode":{"type":"boolean","desc":"Whether to activate Pal level changes based on Pal pre-spawn level.","init":false,"live":true}
    "Min Pal Level Increase":{"type":"integer","desc":"USE WITH SIMPLE ADDITION MODE ONLY. The smallest raw Pal level value to add to a Pal's pre-spawn level.","opts":{"min":-50,"max":50,"step":1},"init":-10,"live":-10}
    And:
    "Max Pal Level Increase":{"type":"integer","desc":"USE WITH SIMPLE ADDITION MODE ONLY. The largest raw Pal level value to add to a Pal's pre-spawn level.","opts":{"min":-50,"max":50,"step":1},"init":10,"live":10}}

    For those who want a similar experience, I leave this as an offering. Use it as you please.
    1. sohaibmocro
      sohaibmocro
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      Hey! I don't know how to code at all but just got notepad+++ and took over your code since I was wanting the same thing. I didnt even know how to add the indents you have in there by pressing tabs before trying this haha, but you made it easy to follow and it works great so thank you.
    2. Jackghostly
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      Sorry to bother but I wonder how to write a lua script to add some conditions for levelling. For example,  the player needs to kill the specific boss so as to level up. I am not familiar with modding so I want to ask.
    3. Apellonyx
      Apellonyx
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      I'll be honest, I don't actually know the answer to this. I don't have the Palworld Modding Kit, so I don't know anything else about how the game operates under the hood. I only knew how to handle this part because the original mod author made all of the parts available in their script; I just rearranged it to fit what I needed it to do. The player levelling system, on the other hand, is its own thing and not connected to spawning mechanics, so I genuinely have no idea how you'd go about that, or if it's even possible to change the whole system like that with a mod. You could look into the Palworld Modding Docs to learn more, though. Sorry I couldn't help more.
    4. Ethreon
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      A superior version of this option and exactly what it should do by default. Thank you.
  11. Zero0018
    Zero0018
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    Such an awesome mod. Thanks so much for making this!

    Does this affect bosses and tower bosses?