@GiantEnemyCrad
The way I see it, Flemeth is a unique ancient abomination but her rank is dependent on her current form. Obviously a 'high dragon' Flemeth is much more dangerous than 'old woman' Flemeth and thus in game her human form is boss ranked, while her dragon form is elite boss ranked.
This is a matter of my interpretation and reasoning. I gave it a lot of thought and studied game's lore before making any decision.
As for RAVage, this mod wasn't out when I was playing DA:O. I know very little about it.
Flash Creatures Rescale
Started by
Site Bot
, Jul 02 2010 12:58 PM
199 replies to this topic
#151
Posted 04 February 2011 - 06:13 PM
#152
Posted 05 February 2011 - 01:52 PM
Edit:
Nevermind.
Nevermind.
Edited by Whacka, 05 February 2011 - 03:05 PM.
#153
Posted 05 February 2011 - 11:23 PM
@Flash_in_the_flesh
Ah, that does make sense. I admit, I based my comment off of your chart and not actual experience on my part, so that's my bad. I agree with your reasoning.
I've contacted RAVage's author and am waiting to hear back. This isn't a issue with your mod as much as his.
Ah, that does make sense. I admit, I based my comment off of your chart and not actual experience on my part, so that's my bad. I agree with your reasoning.
I've contacted RAVage's author and am waiting to hear back. This isn't a issue with your mod as much as his.
#154
Posted 03 March 2011 - 06:31 PM
First of all, great idea, this mod really tweaks up the difficulty of combat to a level so its challenging. Had so much fun playing through the human noble/elven dalish mage origins, Ostagar and Lothering, had to reload and rethink my strategy several times for some battles(awesome, i love tactical challenges)(so cool that a single darkspawn or two can be a real challenge early in the game)The battle after Ostagar when you get your dog in the encounter on the way to Lothering took me over 2 hours, 3 respecs and 20+ reloads(wauw what a fight, the were like 2 reds, 4 orange and 6 yellows, even had a spawn with 2 drakes one of the red) using slinks ravage also.
Now to the sad part.
When i came to the party camp after Lothering and wanted to buy a few choice items i realized that i had 800+ gold, ouch gamebreaker.
I started disabling mods from an end, starting new games and stuff to figure out which mods gave me the overabundance of resources(dont think anyone would disagree that when you are able to buy the best of the best so early in the game the rest will be pretty much a cakewalk)
I finally got it narrowed down to that it is this mod that causes it, like even without any other mods installed and on standard settings the yellow labelled soldiers in castle cousland drop 8+ gp each and the red/orange ones a lot more.
My question is this, could you maybe ad an option to decrease the gold and potion finding to something like 10-20% of what it is now.
Other than this great mod, thank you for the great work. Had a good time the 7-10 hours i used it before getting to party camp, would really love if the rest of the game could be just as challenging.
Now to the sad part.
When i came to the party camp after Lothering and wanted to buy a few choice items i realized that i had 800+ gold, ouch gamebreaker.
I started disabling mods from an end, starting new games and stuff to figure out which mods gave me the overabundance of resources(dont think anyone would disagree that when you are able to buy the best of the best so early in the game the rest will be pretty much a cakewalk)
I finally got it narrowed down to that it is this mod that causes it, like even without any other mods installed and on standard settings the yellow labelled soldiers in castle cousland drop 8+ gp each and the red/orange ones a lot more.
My question is this, could you maybe ad an option to decrease the gold and potion finding to something like 10-20% of what it is now.
Other than this great mod, thank you for the great work. Had a good time the 7-10 hours i used it before getting to party camp, would really love if the rest of the game could be just as challenging.
#155
Posted 04 March 2011 - 11:49 PM
Hi, Esmkul.
I fully playtested the mod before releasing it. Played 100% playthrough with DLCs and checked all origins. When entering the camp for the first time after Lothering I had exactly 61 gold and 49 copper with optional difficulty tweak (I still have savegame).
Because of using 1 more rank the whole money scaling went up by 1 starting from elite rank. Instead of multiplier:
Critter 1
Weak Normal 2
Normal 2
Lieutenant 3
Boss 4
Elite Boss 5
sum: 17
in FCR we have
Easy 1
Normal 2
Hard 3
Elite 4
Boss 5
Elite Boss 5
sum: 20
That's 20/17 = 1.17 -> 17% more gold compared to vanilla assuming that in each rank we face same amount of enemies, which is not true - there's more easier opponents than bosses.
I'd like to help you but both the files and in-game experience tells me that there's only minor increase in gold.
Does anyone else have this problem?
I fully playtested the mod before releasing it. Played 100% playthrough with DLCs and checked all origins. When entering the camp for the first time after Lothering I had exactly 61 gold and 49 copper with optional difficulty tweak (I still have savegame).
Because of using 1 more rank the whole money scaling went up by 1 starting from elite rank. Instead of multiplier:
Critter 1
Weak Normal 2
Normal 2
Lieutenant 3
Boss 4
Elite Boss 5
sum: 17
in FCR we have
Easy 1
Normal 2
Hard 3
Elite 4
Boss 5
Elite Boss 5
sum: 20
That's 20/17 = 1.17 -> 17% more gold compared to vanilla assuming that in each rank we face same amount of enemies, which is not true - there's more easier opponents than bosses.
I'd like to help you but both the files and in-game experience tells me that there's only minor increase in gold.
Does anyone else have this problem?
Edited by Flash_in_the_flesh, 04 March 2011 - 11:50 PM.
#156
Posted 08 April 2011 - 08:22 PM
What value can I change in the creatureranks.gda to get the deathblow animations turned off? They were neat the first playthrough but I'm sick of them triggering.
#157
Posted 10 April 2011 - 11:27 AM
Change fDeathblow values to zero.
#158
Posted 11 April 2011 - 04:49 PM
Thanks. They were a hindrance and time-waster during big battles for me, just my preference.
Flash, any plans to extend this mod into Awakenings?
Flash, any plans to extend this mod into Awakenings?
#159
Posted 11 April 2011 - 09:30 PM
I defintely want to add support for expansion but first I need to finish my mod for The Witcher.
#160
Posted 17 April 2011 - 10:40 PM
Flash something in this mod breaks quest advancement in the climax battles - Riordan won't update during the initial Denerim siege, Shianni won't update in the Alienage, and the City Gates Commander won't update when your secondary team defends the gates.
Tested 6 times with this mod as the only variable - quests are unadvanceable with FCR (had to use debug script to skip to Fort Drakon) but they advance properly with FCR uninstalled.
This is a game-breaking bug, unfortunately. Offkorn reports that it's something to do with the Appearance.2da file.
Tested 6 times with this mod as the only variable - quests are unadvanceable with FCR (had to use debug script to skip to Fort Drakon) but they advance properly with FCR uninstalled.
This is a game-breaking bug, unfortunately. Offkorn reports that it's something to do with the Appearance.2da file.
Edited by flixster, 18 April 2011 - 10:11 PM.



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