Hello, I have been trying to get my house modded for a while now, but I have been having trouble. I could not get it to be modded in any way.Can you upload a video of the process from vanilla to being able to confirm modification? Thank you in advance.
Either way, I'm not the best when it comes to modding questions, I recommend the "Kiseki Modding Server" on Discord, that place is the best for learning how to mod any Trails games.
After you join the discord server, go to "Kuro Modding" section and look at all the "...-information" channels, like "scripts-information" and etc, that's where you'll find all the tutorials.
I think you should add one more difficulty were you double the HP of enemies, all the mob on chapter 3 die immediately after two boost attack from van and Aaron, even the big enemies are not surviving. 🤔
I agree that non-boss enemies die way too fast, and it's easy to boost all enemies HP, the only problem is that all the bosses become sponges at the same time, so I'm considering to manually drop the HP on the bosses (which I already did on some from the first 2 chapters) and then increase the overall HP modifier, which should balance things out hopefully.
Yeah keep the boss HP to 1.5 and make normal enemies HP to double. 🤔 But overall I love the mod the only problem is normal enemies die fast, I can't imagine how their vanilla game will be without this mod it probably bored me to dead! Lol
how do you beat the gargoyle boss (first boss?). It's ridiculos, theres no enemies to grind on so I assume I'm on a good level. I'm not using dlc items, they do too much damage, put on delays, then get multiple turns and power ups, its crazy.
The status effects help in this fight, you can chance it with freeze, that staggers them a bit with average RNG, almost stun locks them with good RNG, and of course there is deathblow. In case you don't know (the game regrettably doesn't tell you this), deathblow chance scales with how little HP the enemy has, so just bring the gargoyles to half HP or so with S Crafts and start spamming the deathblow art Van comes with by default, that is a pretty reliable strategy.
Thanks for the feedback, I'm honestly not sure if I should nerf the gargoyles, since you don't get to rely on deathblow that much in the rest of the game, so having at least this one fight rely on it is nice IMO, if enough people ask for the nerf I'll do it though, it's just a prologue boss at the end of the day.
oh cool, thanks for the info, thats good to know. I ended up restarting and picking up more items and not thowing away the ones I had on trash fights. That made the difference when I had to get off emergency heals. It was very difficult, but defiantly doable though I did get lucky here and there.
I like all the change, but what PC app you use to edit the parameter and open the mod file? I want to edit some parameter for my liking and make it harder for my personal use. 🤗
The steps look like this: 1. Use the "p3a_tool.exe" tool to extract the files you want to modify from the game files (in your case might be easier to just extract them from my mod) 2. You have a bunch of files now, the ones you're interested in are .tbl files and .dat files, so use KuroTools (made by nnguyen259) to transform them into .json and .py files 3. After that use whatever text editor you want to edit the files, I recommend VSCode though, it makes sure to keep the formatting correct 4. In the end, reverse the steps, use KuroTools to make the modified files into .tbl and .dat files, then use p3a_tool to archive them into a .p3a file
Now there are a lot of caveats here, but I'm not gonna post a full guide here, instead I recommend you to enter the "Kiseki Modding Server" on discord, that's where I pretty much learned everything, go to the "Kuro Modding" section to find what you need and ask questions.
Also, when you search for KuroTools on google, go to the github page and find the "Guide" section in the description and read through the TBL & Scena editing guide, it's extremely useful.
I now uploaded the full changelog separately in Miscellaneous category, you can check it out for all the changes. Here are the holo core changes, feel free to give suggestions for nerfs and buffs:
Bathym: Removed “Extend duration of stun on enemies when attacking” effect Increased Bonus damage against stunned enemies from +30/32/34/36/40% to +45/48/51/54/60% (This is indeed a cheap way to solve the problem with it, I don't have many ideas how to change this holo in a better way)
Mare (Law): Increased CP recovery after action effect by 10
Aim: Increased arts effect range bonus from +1 to +2 Doubled HP recovery bonus
Sallos: Increased HP recovery from +7/9/11/13/15 to +22/24/26/28/30% It's usable now, the original difficulty mod buffed it to a point that it allows Van to solo way too many things (it was like +40% heal on lvl 1), so I nerfed it to something in-between vanilla and the OG mod, it's a very much usable holo with this change, but not too OP.
Vine: Attack&Speed UP: Increased effectiveness from +10/12/14/16/20% to +15/17/19/21/25% IMO Vine feels too weak, so I buffed it slightly.
Arts and crafts changes are too numerous, so check the full changelog, also don't forget that the buffs are changed drastically with this mod in general, so any art or craft that gives buffs is technically buffed, even if not mentioned explicitly in the changelog.
Btw, the buff changes apply to the enemies as well technically, although I haven't seen that affect the difficulty too much, but it's useful to keep in mind.
Unfortunately, based on my experience(without the recent changes I made), most regular enemies still die way too fast, while some monster exterminations are unnecessarily long at the same time.
That said, in the recent update I did lower the max HP for the most annoying (in my experience) sponge enemies in at least the first 2 chapters.
Also, after getting more party members in the 2nd chapter, increasing buff strength and thanks to lowering the orbment slot prices (wich leads to more high level arts usage and shard skills than in the base game), the overall player damage output is indirectly increased, so for now I'm leaving the HP rebalance at that.
I'm very open to suggestions though, if there are any atrocious sponge enemies left and people complain about it, I'll definitely look into changing that.
Sorry to hear that, I definitely want to help if I can.
If you installed it correctly, the only definite reason for the mod to not work that I can think of is if you set the text language to Japanese, since in that case the game uses the japanese version of the files for everything. Other than that I don't know what could be the problem, just make sure you did the installation correctly (extract the mod ("diffMod_en.p3a) from the archive, create "mods" folder in the root directory of the game, put the extracted mod in there).
Awesome mod, something like this is really needed for repeat playthroughs. Is it possible to do a version where you can activate/deactivate certain things?
For example I like almost all of the changes for the command battles but I don't really want the field battles to be any harder considering how barebones they are.
Yeah the field battles are kind of unsalvageable, the increased dmg output from enemies is more for scaring the player and incentivizing going into command battles more often.
Making the mod modular will be a bit tough for this specific purpose, since the field and command battle parameters are in the same file, I'll just make a version that doesn't have the field battle changes and hopefully I won't forget to update it along the way.
Edit: Added the version with no field battle changes
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Either way, I'm not the best when it comes to modding questions, I recommend the "Kiseki Modding Server" on Discord, that place is the best for learning how to mod any Trails games.
After you join the discord server, go to "Kuro Modding" section and look at all the "...-information" channels, like "scripts-information" and etc, that's where you'll find all the tutorials.
But overall I love the mod the only problem is normal enemies die fast, I can't imagine how their vanilla game will be without this mod it probably bored me to dead! Lol
Thanks for the feedback, I'm honestly not sure if I should nerf the gargoyles, since you don't get to rely on deathblow that much in the rest of the game, so having at least this one fight rely on it is nice IMO, if enough people ask for the nerf I'll do it though, it's just a prologue boss at the end of the day.
I want to edit some parameter for my liking and make it harder for my personal use. 🤗
1. Use the "p3a_tool.exe" tool to extract the files you want to modify from the game files (in your case might be easier to just extract them from my mod)
2. You have a bunch of files now, the ones you're interested in are .tbl files and .dat files, so use KuroTools (made by nnguyen259) to transform them into .json and .py files
3. After that use whatever text editor you want to edit the files, I recommend VSCode though, it makes sure to keep the formatting correct
4. In the end, reverse the steps, use KuroTools to make the modified files into .tbl and .dat files, then use p3a_tool to archive them into a .p3a file
Now there are a lot of caveats here, but I'm not gonna post a full guide here, instead I recommend you to enter the "Kiseki Modding Server" on discord, that's where I pretty much learned everything, go to the "Kuro Modding" section to find what you need and ask questions.
Also, when you search for KuroTools on google, go to the github page and find the "Guide" section in the description and read through the TBL & Scena editing guide, it's extremely useful.
Here are the holo core changes, feel free to give suggestions for nerfs and buffs:
Bathym:
Removed “Extend duration of stun on enemies when attacking” effect
Increased Bonus damage against stunned enemies from +30/32/34/36/40% to +45/48/51/54/60%
(This is indeed a cheap way to solve the problem with it, I don't have many ideas how to change this holo in a better way)
Mare (Law):
Increased CP recovery after action effect by 10
Aim:
Increased arts effect range bonus from +1 to +2
Doubled HP recovery bonus
Sallos:
Increased HP recovery from +7/9/11/13/15 to +22/24/26/28/30%
It's usable now, the original difficulty mod buffed it to a point that it allows Van to solo way too many things (it was like +40% heal on lvl 1),
so I nerfed it to something in-between vanilla and the OG mod, it's a very much usable holo with this change, but not too OP.
Vine:
Attack&Speed UP:
Increased effectiveness from +10/12/14/16/20% to +15/17/19/21/25%
IMO Vine feels too weak, so I buffed it slightly.
Btw, the buff changes apply to the enemies as well technically, although I haven't seen that affect the difficulty too much, but it's useful to keep in mind.
Does this not make the enemies very spongey since it seems you didn't touch the player's damage ?
That said, in the recent update I did lower the max HP for the most annoying (in my experience) sponge enemies in at least the first 2 chapters.
Also, after getting more party members in the 2nd chapter, increasing buff strength and thanks to lowering the orbment slot prices (wich leads to more high level arts usage and shard skills than in the base game), the overall player damage output is indirectly increased, so for now I'm leaving the HP rebalance at that.
I'm very open to suggestions though, if there are any atrocious sponge enemies left and people complain about it, I'll definitely look into changing that.
Thank for the mod.
But it doesnt work :(
Do you know why ?
If you installed it correctly, the only definite reason for the mod to not work that I can think of is if you set the text language to Japanese, since in that case the game uses the japanese version of the files for everything.
Other than that I don't know what could be the problem, just make sure you did the installation correctly (extract the mod ("diffMod_en.p3a) from the archive, create "mods" folder in the root directory of the game, put the extracted mod in there).
For example I like almost all of the changes for the command battles but I don't really want the field battles to be any harder considering how barebones they are.
Making the mod modular will be a bit tough for this specific purpose, since the field and command battle parameters are in the same file, I'll just make a version that doesn't have the field battle changes and hopefully I won't forget to update it along the way.
Edit: Added the version with no field battle changes