There is something really strange in this and pretty much all enemy scaling mods, using the exact same formula say 2x damage, one of those plant things in Toussaint or that worm that comes out of the ground two shots me and I am dead, yet I can take multiple hits from a bas or a giant or even a gryph and the damage is much much much less....generally the Toussaint monsters do not scale the same as the rest of the regions, and I am constantly forced to adjust damage between monsters in Toussaint, even the vampires which are only in Toussaint are not as hard hitting as the two I mentioned above,. weird.....stuff
I wish there was something that can be done to adjust the damage for all monsters without resorting to manual changes.
If I understand correctly every mod that has a "mod menu" feature has an additional xml file which you installed here:
...bin\config\r4game\user_config_matrix\pc
Make sure that you add its name (EnemyScalingOverhaul.xml; ) to the dx11 and dx12 filelist.(Depending on what dx you use, but just in case add to both of them).
You have to do this after every mod that modifies this and after every game update.
Basically add all of your mods xml names to the dx filelist this way you can see the mods in game.
I've used the tool, Menu Filelist Updater , and still have the same invisible entry in my mod listing in game, so no access to alter the settings of this mod.
Autoloot is not invisible, however....
Edit: Fixed it by doing settings -> Mods -> Move Deployment in vortex, deploying, going to the witcher game dir, and moving "modEnemyScalingOverhaulNG" from the witcher3 dir to the mods dir.
Didn't acbatchelor put up an update for NG the other day. https://www.nexusmods.com/witcher3/mods/3039?tab=files did you add or change his source? If not why 2 ESO?
Feature Request: A simple re-pack of your mod folder structure for easier usage of your mod, espeically for Mod Collections.
Scenario: The best Witcher 3 Next Gen Collnection - True Next Gen Update Experience | The Witcher 3 | Nexus Mods uses your fine mod, but a full 50% of the first time usage failures occur where users ask for help on a pre-curated list is due to the current folder structure of your mod. If you could either modify your folder structure as modEnemyScalingOverhaulNG as the root folder and \bin folder as a child folder of that (ex: modEnemyScalingNG\bin\config\r4game\user_config_matrix\pc\) that would make Mod Authors using your Mod in their Nexus Collections and the users using it go vastly smoother and have a first-time success experience.
I just want as many people as possible have a smooth modding experience especially using your fine mod. Especially first time modders as more and more are trying the Witcher 3 and Mod Collections for the first time.
I have updated the original mod to work for next-gen and it is packaged properly so installation should go smoother. I commented on the collection to let them know they can use the original mod instead for a better experience.
This is probably a silly question, but what exactly does this address that the vanilla Enemy Upscaling setting doesn't account for? Is it simply more robust and feature rich, or does the vanilla feature not work well?
Originally the vanilla scaling didn't work well, but the developers improved that with the next-gen update. But ultimately, this mod gives a lot more options for scaling. Check the original mod for more info about what you can do with it. The original mod has now been updated for next-gen.
34 comments
I wish there was something that can be done to adjust the damage for all monsters without resorting to manual changes.
edit: i just installed another mod that requires the menu and the scaling mod appeared in the menu, and now the last mod i installed is invisible.
...bin\config\r4game\user_config_matrix\pc
Make sure that you add its name (EnemyScalingOverhaul.xml; ) to the dx11 and dx12 filelist.(Depending on what dx you use, but just in case add to both of them).
You have to do this after every mod that modifies this and after every game update.
Basically add all of your mods xml names to the dx filelist this way you can see the mods in game.
Autoloot is not invisible, however....
Edit: Fixed it by doing settings -> Mods -> Move Deployment in vortex, deploying, going to the witcher game dir, and moving "modEnemyScalingOverhaulNG" from the witcher3 dir to the mods dir.
Now just waiting on some other mods to get updated before I begin a long awaited play through.
Does this prevent quests from going gray and giving 1-2xp? I can't seem to merge properly with always give full XP mod. Lots of conflicts.
A simple re-pack of your mod folder structure for easier usage of your mod, espeically for Mod Collections.
Scenario:
The best Witcher 3 Next Gen Collnection - True Next Gen Update Experience | The Witcher 3 | Nexus Mods uses your fine mod, but a full 50% of the first time usage failures occur where users ask for help on a pre-curated list is due to the current folder structure of your mod. If you could either modify your folder structure as modEnemyScalingOverhaulNG as the root folder and \bin folder as a child folder of that (ex: modEnemyScalingNG\bin\config\r4game\user_config_matrix\pc\) that would make Mod Authors using your Mod in their Nexus Collections and the users using it go vastly smoother and have a first-time success experience.
I just want as many people as possible have a smooth modding experience especially using your fine mod. Especially first time modders as more and more are trying the Witcher 3 and Mod Collections for the first time.
Thanks!