@Ferroxius , I pretty much liked your mod man, very nice. I appreciate this. But I´d like to share something with you.
Based on my analysis, it doesn´t matter which one you pick up, whether be 20, 40, 60 or even 80, because this number in fact just reflects on how many enemies are gonna attack you simultaneously at each fraction of time, better say, could attack once it varies. For example, I downloaded that optional file called extreme and edited its value from 80 to 3, and you ask me, why? Because 3 (my preference) is gonna be the number of enemies that could attack you kind of simultaneously ( Vanilla by default is set with 1 enemy who can attack you within each fraction of time ), so even if you choose the optional files called 20 or 40, that isn´t gonna make any difference at all, Why ? Because you rarely are gonna face more than 10 enemies at once... whether you pick the 20 or 80 one, it doesn´t matter, all of them will behave the same way. The number of enemies will not exceed 20 my friend. Those numbers 20 up to 80 doesn´t make any sense at all, if it does, please tell me.
Something very interesting is that if the game had hundreds of enemies to face at once, that number 20, 40, 60 or 80 would only make sense. At each moment the game engine chooses how many are gonna attack you based on that number, so during several times I tested each file to understand the differences between them and there wasn´t actually cause all the time each and every enemy is gonna fight you. Think of it, you pick the 20 option, at each given moment during a fight ( fraction of seconds ) the engine is going to choose randomly a number from 1 to 20 is this example, but, it doesn´t matter as long as the number of enemies rarely surpasses 5 or 10, that´s why some people mentioned that saw any differences testing each one of these files, in fact, there aren´t differences, any one of them will always bring the same result: whole pack of enemies in Geralt´s face.
Going into more details, making use of the optional file called 20, the number of enemies is minor than 20 even though the engine will play with, it will trigger (let's say there are 5 enemies) all together to attack you and here's the trick, works this way because their number doesn't exceed 20. So, suppose if there were 21 enemies, this 1 keeps "pacific" even when it is together with the 20 ones. And this pacific foe will only attack if you "invade" it's space, by that, as the engine updates the combat all the time, works dynamically, to add this "dude" on that hunting, it will temporally exclude 1 guy from the horde, probably the one farthest from you. Did you get it?
Anyone who changes those numbers to 4 or 3 will understand what I am talking about. A high number, such as 20 (Yes, forget about 40, 60 or even 80) will cause the enemies to behave like a horde, very close to each other. From my perspective, it becomes awkward for this game.
I usually play with ESGO - Enemy Scaling and Gameplay overhaul. Does anybody have any experience of ESGO and Aggressive Enemies working together? I don't use all the features on ESGO, just the added enemy health and enemy damage tweaks to make enemies tougher. However, Aggressive Enemies sounds like something I want to try with it. I know the mod author a few pages back said he doesn't know if they are compatible because he has never used ESGO, so I'm wondering if anybody else has.
The concept of Aggressive Enemies is simple. If the enemies have. Stamina then they attack after a pause of 1 second or less. Whereas the vanilla makes them turn in a circle towards the manager for 10 seconds without sometimes attacking.
Hi, I've been using them both and I can definitely see a difference between ESGO alone and ESGO + Aggressive Enemies. My understanding is that the aggressiveness slider in ESGO adjusts how often your enemies use their stronger abilities if they have enough stamina, while Aggressive Enemies makes them attack you non stop. You'll be fine using them together.
HiI have a question and actually a request. In W3EE Redux there is a system where opponents apply critical effects to Geralt, such as bleeding, poisoning, blinding, stunning, etc. It would be possible to handle it in a separate modification because I personally don't use W3EE Redux and I don't like it, but I tested it.
Hello , i usually try to delete the mod folder while my game is running to test if a mod is even working or not. I haven't been able to delete any mods i have installed , for example : hd reworked project , RER , cheap dyes everywhere. BUT i tried deleting your mod while my game was running to see if its working or not and i ended up deleting it without any trouble. Is that because i didn't install it correctly or something? Usually when i try to delete a mod while my game is running i get a "FOLDER IN USE" popup like this. Any help would be appreciated since i find the base game combat quite boring even on death march and trying to improve it.
EDIT: I tried picking a fight with a bunch of guards and it seems to be working? I'm not quite sure , i also installed "balanced damage and scaling" and was able to delete it too but that mod seems to be working , the enemy levels are correct.
I wonder if it's possible to achieve the opposite effect by editing the mod files? For example, if I wanted to make the enemies less active than in Vanilla while maintaining the latest difficulty levels?
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Based on my analysis, it doesn´t matter which one you pick up, whether be 20, 40, 60 or even 80, because this number in fact just reflects on how many enemies are gonna attack you simultaneously at each fraction of time, better say, could attack once it varies. For example, I downloaded that optional file called extreme and edited its value from 80 to 3, and you ask me, why? Because 3 (my preference) is gonna be the number of enemies that could attack you kind of simultaneously ( Vanilla by default is set with 1 enemy who can attack you within each fraction of time ), so even if you choose the optional files called 20 or 40, that isn´t gonna make any difference at all, Why ? Because you rarely are gonna face more than 10 enemies at once... whether you pick the 20 or 80 one, it doesn´t matter, all of them will behave the same way. The number of enemies will not exceed 20 my friend. Those numbers 20 up to 80 doesn´t make any sense at all, if it does, please tell me.
Something very interesting is that if the game had hundreds of enemies to face at once, that number 20, 40, 60 or 80 would only make sense. At each moment the game engine chooses how many are gonna attack you based on that number, so during several times I tested each file to understand the differences between them and there wasn´t actually cause all the time each and every enemy is gonna fight you. Think of it, you pick the 20 option, at each given moment during a fight ( fraction of seconds ) the engine is going to choose randomly a number from 1 to 20 is this example, but, it doesn´t matter as long as the number of enemies rarely surpasses 5 or 10, that´s why some people mentioned that saw any differences testing each one of these files, in fact, there aren´t differences, any one of them will always bring the same result: whole pack of enemies in Geralt´s face.
Going into more details, making use of the optional file called 20, the number of enemies is minor than 20 even though the engine will play with, it will trigger (let's say there are 5 enemies) all together to attack you and here's the trick, works this way because their number doesn't exceed 20. So, suppose if there were 21 enemies, this 1 keeps "pacific" even when it is together with the 20 ones. And this pacific foe will only attack if you "invade" it's space, by that, as the engine updates the combat all the time, works dynamically, to add this "dude" on that hunting, it will temporally exclude 1 guy from the horde, probably the one farthest from you. Did you get it?
Anyone who changes those numbers to 4 or 3 will understand what I am talking about. A high number, such as 20 (Yes, forget about 40, 60 or even 80) will cause the enemies to behave like a horde, very close to each other. From my perspective, it becomes awkward for this game.
HiI have a question and actually a request.
In W3EE Redux there is a system where opponents apply critical effects to Geralt, such as bleeding, poisoning, blinding, stunning, etc.
It would be possible to handle it in a separate modification because I personally don't use W3EE Redux and I don't like it, but I tested it.
EDIT: I tried picking a fight with a bunch of guards and it seems to be working? I'm not quite sure , i also installed "balanced damage and scaling" and was able to delete it too but that mod seems to be working , the enemy levels are correct.