That is good to know. I'll do some more checking of my own and update the information. Thanks.
Nightmare Plus
Started by
Site Bot
, Nov 16 2009 10:31 AM
193 replies to this topic
#21
Posted 21 November 2009 - 06:05 PM
#22
Posted 22 November 2009 - 12:32 AM
Milestone Release 2.0 uploaded! Be sure to read about the current and future changes in the Change Log on www.jramods.com
Enjoy!
Enjoy!
#23
Posted 22 November 2009 - 04:17 AM
Ello mate just another heads up. I noticed that you may have overlooked Barlin in Dane's Refuge of Lothering (The inn in which Loghain's men attack you). His prices remain unchanged. I double checked the outside Merchant to confirm.
#24
Posted 22 November 2009 - 04:19 AM
** EDITED INTO A NEW POST **
It's all great so far mate, awesome work!
Would it be worth adding "Nightmare plus" into difficulty selection on the new game menu screen?
It's all great so far mate, awesome work!
Would it be worth adding "Nightmare plus" into difficulty selection on the new game menu screen?
Edited by Ellzedd, 22 November 2009 - 09:26 PM.
#25
Posted 22 November 2009 - 09:32 AM
Ellzedd,
About the Merchant in Lothering. If you've visited him before that means his prices won't change if you install this mod. Only the prices of Merchants you haven't yet visited will be changed unless you start a new game. There is nothing I can do about this, it's how the game works.
About the traps, it's a known bug/exploit. I won't be fixing it as it's currently outside the scope of this project. I am pretty sure the next BioWare patch will address this or an unofficial patch will probably be released by a modder, trying to fix all bugs.
The Injury Kit cooldowns should be working correctly, I double checked and they work in my game. Be sure to have the Items Package installed, as that is where the cooldown changes are coming from, NOT the Injuries Package, that one will only change the severity of received Injuries after Death.
2.1 will in fact also be adding difficulty layers to easy/normal/hard. This way, Easy becomes harder, but is still easier than normal, and so on.
So there is no more need for an extra difficulty settings, as basically they are now "Easy Plus", "Normal Plus", "Hard Plus" and "Nightmare Plus"
About the Merchant in Lothering. If you've visited him before that means his prices won't change if you install this mod. Only the prices of Merchants you haven't yet visited will be changed unless you start a new game. There is nothing I can do about this, it's how the game works.
About the traps, it's a known bug/exploit. I won't be fixing it as it's currently outside the scope of this project. I am pretty sure the next BioWare patch will address this or an unofficial patch will probably be released by a modder, trying to fix all bugs.
The Injury Kit cooldowns should be working correctly, I double checked and they work in my game. Be sure to have the Items Package installed, as that is where the cooldown changes are coming from, NOT the Injuries Package, that one will only change the severity of received Injuries after Death.
There would be no point, because there is no way to disable or enable the mod(s) with this selectbox, you either enable my mods in the Downloadable Content list or you don't, and when you enable them, the will affect all difficulty levels, for the most part.Would it be worth adding "Nightmare plus" into difficulty selection on the new game menu screen?
2.1 will in fact also be adding difficulty layers to easy/normal/hard. This way, Easy becomes harder, but is still easier than normal, and so on.
So there is no more need for an extra difficulty settings, as basically they are now "Easy Plus", "Normal Plus", "Hard Plus" and "Nightmare Plus"
Edited by JoshuaRaven, 22 November 2009 - 11:53 PM.
#26
Posted 23 November 2009 - 01:52 PM
Some of this doesn't make sense... why does Winter's Grasp not sheath the sword, but shock does... they are both cone spells, but one sheaths and one doesn't. Can this be fixed?
#27
Posted 23 November 2009 - 02:03 PM
Some of this doesn't make sense... why does Winter's Grasp not sheath the sword, but shock does... they are both cone spells, but one sheaths and one doesn't. Can this be fixed?
Actually, it makes perfect sense if you think about it. Here is why:
1) Winter's Grasp is not a Cone spell, it's a singletarget spell, unlike shock.
2) One of the features of Winter's Grasp is the possibility of freezing an enemy, which can then be shattered. I already lengthened the Winter's Grasp Frozen duration (if it's not resisted) for a higher chance of Shattering (just because it's cool).
Requiring you to sheath your weapon as an Arcane Warrior would completely nullify this effect.
Edited by JoshuaRaven, 23 November 2009 - 02:12 PM.
#28
Posted 23 November 2009 - 08:54 PM
Here's a short YouTube video of the new Enemy Attack Script which will be included in the upcoming 2.1 release
No more mob pulling!
No more mob pulling!
#29
Posted 24 November 2009 - 03:03 PM
Doesn't seems to work for me.
I have great amount of mods and dlc's already, all works fine, but Nightmare + unavailable in mod list. It says "1.01 version required" but i already have 1.01b installed!
I have great amount of mods and dlc's already, all works fine, but Nightmare + unavailable in mod list. It says "1.01 version required" but i already have 1.01b installed!
#30
Posted 24 November 2009 - 03:16 PM
Using this mod atm and liking it a lot. I'm looking forward to the enemy Attack Script that you are working on.
I've made mods myself in the past and the main thing here is finding that sweet spot where you can make the mobs challenging but not impossibly hard in greater numbers for you group.
Hats off to you if you can do that will look forward to reading the changes you make in your enemy Attack script. The you tube vid you made looks promising. Keep up the good work matey its appreciated.
Kudos Given.
I've made mods myself in the past and the main thing here is finding that sweet spot where you can make the mobs challenging but not impossibly hard in greater numbers for you group.
Hats off to you if you can do that will look forward to reading the changes you make in your enemy Attack script. The you tube vid you made looks promising. Keep up the good work matey its appreciated.
Kudos Given.
Edited by ZUDBUD, 24 November 2009 - 03:17 PM.



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