Hello Phaz 42. I’m a Geralt Level Scales with the optional New Game Plus Nerfed add-on user. After finishing everything in New Game, I’m going to start New Game Plus and I plan to use this difficulty add-on to balance the difficulty for it, because I expect to be sort of overpowered by then.
However I don’t really want to be overpowered near the end of New Game. Can you provide some insight on the difficulty progression?
Geralt Level Scales alongside Item Levels Normalized keeps me scaled in a way that makes higher level enemies not more difficult than lower level ones, but I thought maybe the difficulty increases in other ways, like making me encounter stronger enemy types or more numerous enemies. Is that so?
I was considering nerfing Mutations too, to limit how much Gerat can get stronger. Timey88 has an interesting mod that rebalances Mutations and makes them weaker at base but upgradable. That mod makes easy to nerf them further by editing its script file.
Have you read the description page? It already describes which mechanics are used. :)
Summary; it works by under-leveling Geralt's gear. While the normal "Geralt Level Scales" mod changes Geralt's gear to the same level as the enemy (so you can never be over-leveled), with this addon, it gets scaled to one or more levels lower than the enemy instead. The higher the difficulty slider, the more levels under-leveled your gear will be.
One limitation of the mod is that it can never scale lower than level 1, so in the early game, it can't lower it a lot. For example, when you're level 3, it can at most scale your gear down by 2 levels, to level 1.
If you set the the slider to 10 from the start of the game, this would mean you gear would be leveled to 20 levels under the enemy (the number from the slider gets doubled). But as explained above, this only works fully when you are level 20 (or 21 actually). The effect is that the game get progressively harder, until you reach level 21, and from that point on, your gear is always 20 levels under-leveled compared to the enemy.
I think the latest Geralt Level Scales version that's compatible with 1.32 is mod version 1.3. I've compared the code of that mod version with my mod, there are some minor differences, but I don't think that should affect anything. It's just some code that has to do with compatibility with this mod: FCR3 - Immersion and Gameplay Tweaks, which no longer exists in newer versions of GLS and hence, my mod too. So unless you use that as well, I think it should work.
hi, you're awesome for improving the Geralt Level Scales mod. I have it set to 8 and the difficulty is death march. what number do you think is ideal thanks
Thank you. I kept increasing it and ended up with it at 15. :) But like I said down below:
I think the real problem is that the enemy patterns are so predictable. I've played this game so much, I can basically dodge anything. Then it doesn't really matter how much damage the enemy or you does. The fight only takes a little longer. I've thought about making a mod that reduces the dodge window and the invincibility frames it gives you. But too busy with other mods currently. :)
And lately I've been busy with other things so not played or looked into this anymore.
v4.04. I followed the installation in 4 steps, by the letter. It doesn't work for me. I have no other mods installed.
Here is the error:
Error [content0]game\player\playerinput.ws(1387): Could not find function 'GetRadialPopupShown' Error [content0]game\player\playerinput.ws(1394): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1396): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1410): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1412): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1495): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1498): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1501): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1504): Could not find function 'PotionSelectionPopup' Error [content0]game\player\playerinput.ws(1526): Could not find function 'OilSelectionPopup' Error [content0]game\player\playerinput.ws(1530): Could not find function 'OilSelectionPopup' Error [content0]game\player\playerinput.ws(1554): Could not find function 'GetRadialPopupShown' Error [content0]game\player\playerinput.ws(1588): Could not find function 'GetRadialPopupShown' Error [content0]game\player\playerinput.ws(1620): Could not find function 'GetRadialPopupShown' Error [content0]game\player\playerinput.ws(1649): Could not find function 'GetRadialPopupShown' Error [content0]game\gui\popups\itemselectionpopup.ws(289): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(300): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(311): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(322): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(333): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(345): Could not find function 'EnableRadialInput' Error [content0]game\gui\popups\itemselectionpopup.ws(394): Could not find function 'EnableRadialInput' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
Mod is compatible with game update 4.04. No update needed. But maybe "Geralt Level Scales" itself will need updating, and if so, than this mod will too, after that.
hey phaz42 i updated the geralt level scales for myself to the latest patch. (scripts only) would this be compatible? i'm gonna try it for myself but was just wondering if it's solely dependent on the files from the 4.03 version of the geralt level scales mod.
from testing it works however, geralt is still OP even with the slider maxed. perhaps i have too many mods. for now just using enemy upscaling is what i'll have to do.
I'm not sure. But you can test it easily: make sure you have the combat log turned on in the HUD options. Set the difficulty slider to 0. Find some enemy, and make a save before going into combat. Now do some light sword attacks, and notice the damage numbers in the combat log. Don't look at criticals.
Now set the mod to 15, reload the save, and do some more attacks. You should be doing less damage now.
There is one limitation in the mod though, it can never scale your gear lower than level 1. The number on the slider gets doubled and that number gets subtracted from your gear level. That means that if you're level 10, and set the slider to 10, it would want to lower your gear by 20 levels, but it can't go lower than 1.
So 15 on the slider really only takes full effect if you're level 30 yourself at least. I did not fully realise this when making the mod initially. Also I'm not completely sure Geralt Level Scales works completely correct itself. My mod just provides the lowered numbers to that mod.
I've actually stopped using it for a while myself because I also still found it too easy. Tried the default level upscaling, but that was terrible too. Haven't looked for something better yet.
I think the real problem is that the enemy patterns are so predictable. I've played this game so much, I can basically dodge anything. Then it doesn't really matter how much damage the enemy or you does. The fight only takes a little longer. I've thought about making a mod that reduces the dodge window and the invincibility frames it gives you. But too busy with other mods currently. :)
I find the mod very interesting and I thank you for your work. However, I have a question about how the mod works. Is it possible to activate a parameter that would make only the weakest mobs scale to our level? A weak wolf would remain a challenge throughout the adventure, but a very, very strong monster would still be a very big challenge at the start of the adventure.
29 comments
However I don’t really want to be overpowered near the end of New Game. Can you provide some insight on the difficulty progression?
Geralt Level Scales alongside Item Levels Normalized keeps me scaled in a way that makes higher level enemies not more difficult than lower level ones, but I thought maybe the difficulty increases in other ways, like making me encounter stronger enemy types or more numerous enemies. Is that so?
I was considering nerfing Mutations too, to limit how much Gerat can get stronger. Timey88 has an interesting mod that rebalances Mutations and makes them weaker at base but upgradable. That mod makes easy to nerf them further by editing its script file.
Summary; it works by under-leveling Geralt's gear. While the normal "Geralt Level Scales" mod changes Geralt's gear to the same level as the enemy (so you can never be over-leveled), with this addon, it gets scaled to one or more levels lower than the enemy instead. The higher the difficulty slider, the more levels under-leveled your gear will be.
One limitation of the mod is that it can never scale lower than level 1, so in the early game, it can't lower it a lot. For example, when you're level 3, it can at most scale your gear down by 2 levels, to level 1.
If you set the the slider to 10 from the start of the game, this would mean you gear would be leveled to 20 levels under the enemy (the number from the slider gets doubled). But as explained above, this only works fully when you are level 20 (or 21 actually). The effect is that the game get progressively harder, until you reach level 21, and from that point on, your gear is always 20 levels under-leveled compared to the enemy.
Give it a try, and let me know how it goes!
And lately I've been busy with other things so not played or looked into this anymore.
Here is the error:
Error [content0]game\player\playerinput.ws(1387): Could not find function 'GetRadialPopupShown'
Error [content0]game\player\playerinput.ws(1394): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1396): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1410): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1412): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1495): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1498): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1501): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1504): Could not find function 'PotionSelectionPopup'
Error [content0]game\player\playerinput.ws(1526): Could not find function 'OilSelectionPopup'
Error [content0]game\player\playerinput.ws(1530): Could not find function 'OilSelectionPopup'
Error [content0]game\player\playerinput.ws(1554): Could not find function 'GetRadialPopupShown'
Error [content0]game\player\playerinput.ws(1588): Could not find function 'GetRadialPopupShown'
Error [content0]game\player\playerinput.ws(1620): Could not find function 'GetRadialPopupShown'
Error [content0]game\player\playerinput.ws(1649): Could not find function 'GetRadialPopupShown'
Error [content0]game\gui\popups\itemselectionpopup.ws(289): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(300): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(311): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(322): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(333): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(345): Could not find function 'EnableRadialInput'
Error [content0]game\gui\popups\itemselectionpopup.ws(394): Could not find function 'EnableRadialInput'
Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
But maybe "Geralt Level Scales" itself will need updating, and if so, than this mod will too, after that.
from testing it works however, geralt is still OP even with the slider maxed. perhaps i have too many mods. for now just using enemy upscaling is what i'll have to do.
Now set the mod to 15, reload the save, and do some more attacks. You should be doing less damage now.
There is one limitation in the mod though, it can never scale your gear lower than level 1. The number on the slider gets doubled and that number gets subtracted from your gear level. That means that if you're level 10, and set the slider to 10, it would want to lower your gear by 20 levels, but it can't go lower than 1.
So 15 on the slider really only takes full effect if you're level 30 yourself at least. I did not fully realise this when making the mod initially. Also I'm not completely sure Geralt Level Scales works completely correct itself. My mod just provides the lowered numbers to that mod.
I've actually stopped using it for a while myself because I also still found it too easy. Tried the default level upscaling, but that was terrible too. Haven't looked for something better yet.
I think the real problem is that the enemy patterns are so predictable. I've played this game so much, I can basically dodge anything. Then it doesn't really matter how much damage the enemy or you does. The fight only takes a little longer. I've thought about making a mod that reduces the dodge window and the invincibility frames it gives you. But too busy with other mods currently. :)
I find the mod very interesting and I thank you for your work.
However, I have a question about how the mod works.
Is it possible to activate a parameter that would make only the weakest mobs scale to our level?
A weak wolf would remain a challenge throughout the adventure, but a very, very strong monster would still be a very big challenge at the start of the adventure.