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rjbarroso

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Everything posted by rjbarroso

  1. Looking for someone that can try to reverse the Nights to before they Remade the Nights (Before "good Nights" update), to the current version of the game (so from v1.10.3 to v1.19.3). If it helps i can supply the source files from 1.10.3 to avoid a huge download of the the game on that version.
  2. like i stated above, both "areadata" and "APR_base" are already set and working fine. what i m looking for is something that defines the "Curve" of the scaling. as a workaround i could go to difficulty, or even "autoscale_ct", but those are Global, it would mess with lower levels (that i think are perfectly balanced), and i just want to mess with either the HP or resistances of the higher levels. In other words, find the scaling curve, and make it more agressive on higher levels mobs, and leaving lower levels untoutched.
  3. hi, this days i no longer do "Normal" playthroughs, i do what you can call "New game Plus". I achieve this by modding: - areadata (so all areas max level is set to 20) - APR_base (so max enemy lvl is set to 20 or lvl limit is removed) witht this in place after the Class story (Tutorial), i boost the character to 20 (and i limit it to 20), and it does work nicelly (so can focus on story and combat only). But here is the part that i feel it does NOT work well at late levels (level 20), creatures of rank Elite and above need HP or Defense adjustment since they are currently "melting way too fast". But everything below those ranks feels nicelly balanced. For example the 1st Ogre fight at Ostagar Tower, at lvl 10 it feels a balanced fight, that last. At lvl 20 no so much (and in this case he is actually lvl 21), he just goes down with a couple of swings. So i m trying to look for help where do i find the "2DA" that controls how scaling behaves, because currently i can only find the Generics, meaning if i mess with them it will Hurt Lower levels that i feel that are Fine. It should be something in game that "Defines" the Scaling Curve so i can set it more agressive on later levels (only). Unless the Scaling is Linear (i suspect it is) and if thats the case, i am screwed
  4. yes that is already done, and it does scale to his "Material" Tier. I meant the aditional stats that you add to the item, lets call it the bonus Stats. For example in origins shield usually have a Bonus stats of "Defense" that can range from +3 to +6 Max While in Awakening shields usually have a defense that goes from +12 to +15 (thats quite a difference from origins) A good example of this Boost is the promotional item "Bulwark of the True King" that exists in both campaigns. altought it doesnt have a big boost (vs other item) it still has them. But like you said, for this, it needs a 2nd ".uti" defining the stats. I m investigating the "Bulwark of the True King" files, and looks like that was the route "bioware" went to have different stats in "Awakening".
  5. no i wanted same stats but stronger, since everything in that expansion is a lot stronger. Making a second set of items for awakening is not what i wanted to hear, but guess it will have to be. I was just hoping for a kind of tag that would engage the awakening scale, but guess they went the simple route when making awakening alright, ty for the info.
  6. i have several items that i have modified for my own pleasure. But i would like to know how to make them "Awakening" compatible, in other words have boosted stats for that expansion.
  7. actually i wass refering how to make something like "VIS-G Item Sorting". But since i posted this i have already learned most of the stuff (From trial and error). The exception is the "leveling List" (that is a pure chaos of a mess for me atm)
  8. i m trying to find tutorials on how to make a sorting / Tag mod, and i m only able to find tutorials at the basic level. Currently the only ones i have found are: - https://www.nexusmods.com/fallout4/articles/2856 - https://www.nexusmods.com/fallout4/articles/2899 - https://www.nexusmods.com/fallout4/articles/161 so at the moment i cant find Info about how to deal with the rest outside of the basic Items, more precisely "Weapons and Armor", that i m assuming its on the leveling list (Another thing i m lacking info too). So any pointers in the right direction would be apreciated.
  9. The ring of pain from the Reaver specialization, not only it does not auto turn off after combat, as turning it off will pull you momentarily in to combat and make you wait a few seconds again to get out of combat. Plus if you leave it on it will place you in combat if you hit any kind of Neutral mob. The way this skill is currently operating kinda breaks the flow of gameplay and annoys me a lot. So i m requesting if someone can alter the way the skill works to either: 1) turn off automatically after combat ends or 2) to not do any kind of damage if you leave it on and are Out of Combat. or any other kind of mechanic that doesnt break the gameplay so much.
  10. Is anyone able to convert a old "home base" mod to YOSE version. I did tried it on my own, but many thing changed position and getting completely lost with the ID'S (since i dont know their meaning or where to look for them with my limited knowledge). The mod does Not exist on the nexus (and the original site no longer exists too), so i ll post a link to the file (that includes source code). I hope its not against the rules. The mod was original made by "SwissArmyKnife" (Better Facilities). There is already one mod on the nexus that does something very close to this mod, (https://www.nexusmods.com/stateofdecay/mods/306), unfortunly its for breakdown, and i wanted for the Story mode. Link for the Original SoD mod (Better facilities): Base Game - Better Facilities XML.zip https://www104.zippyshare.com/v/3HWO7Y6B/file.html Thank you in advance to whoever can do it.
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