I designed the mod to be appropriate for new players, since it does not drastically alter the design of the game and is not intended to be directly more difficult, just better balanced in terms of progression.
If you are experienced with games like Deus Ex or System Shock 2, you may want to also install one or more of the hardcore modules.
For some reason, even when installing the mod correctly and adding on survival mod, i still get infinite oxygen when at full suit condition. Is this because the game was updated?
yeah, same here. I deleted my save because I thought I installed the mod wrong when I got to the spacewalk. Plus, the 50% time slowdown in the radial menu wasnt there?
Are you both trying to install the mod on an existing save? Both of those parameters are controlled by the file that sets the player's default properties, which are only loaded for a new game playthrough.
For anyone who might want to revert the changes to damage taken by Player on Hard/Nightmare difficulties, you can do so by editing the "modifiers.xml" file located on C:\Program Files (x86)\Steam\steamapps\common\Prey\GameSDK\Precache\patch_COREBALANCE_1-3-\patch_COREBALANCE_1-3\Ark\SignalSystem.
Search for 'Hard' or 'Nightmare' on the file. Scroll down a bit until you see the scale values for the <outputeffects> ID group.
You can put whatever numbers you want, these are only for reference. I recommend making the changes to the scales manually instead of copy-pasting the whole thing. There are less signalIDs on patch.pak (where I got these values from) than the modder's version, so by copy-pasting you will remove some IDs and possibly break the game.
I was able to make the changes without starting a new game. No problems so far, will edit if something breaks.
Firstly, I'm still at the start but the changelog sounds well thought-out and promising. Secondly, to make this mod work I had to rename the Real Lights Mod patch_Z_****.pak in the Precache location to be loaded prior patch_COREBALANCE.pak (for example: patch_A_jmx777_Real_Lights_Ultra_Graphis_lighter.pak). I highly suggest to address this in #### Installation Instructions #### and/or #### Compatible Mods ####, considering the popularity of Real Lights Plus.
Ah, I must have missed the Precache pak file in the Real Lights mod when I was checking for compatibility. That certainly does have some conflicts. Thanks for pointing this out.
The improvements to enemies should really be highlighted. You can actually evade thermal phantom aoes without upgraded movement speed, among other things - this focus on difficult but recoverable situations is really nice. The food healing reduction keeps me from stockpiling medkits like absolutely crazy like I used to, and reduces the amount of food that's in my inventory since I tend to burn through it - that and the difficulty scaling changes for aid items. I like how the damage intake was reduced on higher difficulties and health upgrades were scaled back, so the health upgrades no longer feel mandatory.
Side note, I really liked how much stronger the weapons felt in tandem with less available ammo in mooncrash - is such a thing possible to implement? Like the ammo reduction module but magnified further, combined with a base increase in damage. Not having to spam bullets feels more impactful, like an 'every bullet counts' type feel.
I installed the COREBALANCE pak and the NOFREELUNCH pak, but I'm still being healed by fountains and food. The COREBALANCE changes appear to be implemented at least.
You might never see this, but I just want to thank you for this mod. It's really awesome. I read allot of your posts on different forums and you definitely have a deep insight into the difference between challenging vs generic hard scaling. All the gripes I had with the game you addressed in your mod and it makes it just 100% better. This should have been a standard survival mode.
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this mod turned my pc into a reployer
If you are experienced with games like Deus Ex or System Shock 2, you may want to also install one or more of the hardcore modules.
Search for 'Hard' or 'Nightmare' on the file. Scroll down a bit until you see the scale values for the <outputeffects> ID group.
The values for Vanilla Hard mode should look like this:
outputEffects>
effect signalID="3149325216911145914" scale="1.2"></effect>
effect signalID="3149325216913727228" scale="1.4"></effect>
effect signalID="3149325216914689627" scale="1.4"></effect>
effect signalID="7745561656291547931" scale="1.4"></effect>
effect signalID="3149325216915554009" scale="1.4"></effect>
effect signalID="3149325216915549119" scale="1.4"></effect>
effect signalID="3149325216914689633" scale="1.4"></effect>
effect signalID="7745561652447168043" scale="1.4"></effect>
effect signalID="3149325216913726733" scale="1.4"></effect>
effect signalID="3149325216914689676" scale="1.4"></effect>
effect signalID="12348086275117776764" scale="0.8"></effect>
effect signalID="3149325216929787188" scale="0.8"></effect>
effect signalID="7745561656291547932" scale="0.8"></effect>
effect signalID="3149325216954346631" scale="1.4"></effect>
effect signalID="3149325216973146201" scale="1.2"></effect>
effect signalID="3149325216938445621" scale="1.4"></effect>
The ones for Nightmare look like this:
outputEffects>
effect signalID="3149325216911145914" scale="1.4"></effect>
effect signalID="3149325216913727228" scale="1.6"></effect>
effect signalID="3149325216914689627" scale="1.6"></effect>
effect signalID="7745561656291547931" scale="1.6"></effect>
effect signalID="3149325216915554009" scale="1.6"></effect>
effect signalID="3149325216915549119" scale="1.6"></effect>
effect signalID="3149325216914689633" scale="1.6"></effect>
effect signalID="7745561652447168043" scale="1.6"></effect>
effect signalID="3149325216913726733" scale="1.6"></effect>
effect signalID="3149325216914689676" scale="1.6"></effect>
effect signalID="12348086275117776764" scale="0.8"></effect>
effect signalID="7745561656291547932" scale="0.8"></effect>
effect signalID="3149325216929787188" scale="0.8"></effect>
effect signalID="3149325216954346631" scale="1.6"></effect>
effect signalID="3149325216973146201" scale="1.4"></effect>
effect signalID="3149325216938445621" scale="1.6"></effect>
You can put whatever numbers you want, these are only for reference. I recommend making the changes to the scales manually instead of copy-pasting the whole thing. There are less signalIDs on patch.pak (where I got these values from) than the modder's version, so by copy-pasting you will remove some IDs and possibly break the game.
I was able to make the changes without starting a new game. No problems so far, will edit if something breaks.
Secondly, to make this mod work I had to rename the Real Lights Mod patch_Z_****.pak in the Precache location to be loaded prior patch_COREBALANCE.pak (for example: patch_A_jmx777_Real_Lights_Ultra_Graphis_lighter.pak).
I highly suggest to address this in #### Installation Instructions #### and/or #### Compatible Mods ####, considering the popularity of Real Lights Plus.
Kudos for this mod.
Side note, I really liked how much stronger the weapons felt in tandem with less available ammo in mooncrash - is such a thing possible to implement? Like the ammo reduction module but magnified further, combined with a base increase in damage. Not having to spam bullets feels more impactful, like an 'every bullet counts' type feel.
Thank you so much for this.