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That said, there's not much we can do for a fix, it would likely require an entire re-tool of either of the mods to achieve - and my mod is simpler so it'd likely be mine, but I am not aware of any other way to build these changes in, which brings us to a dead point.
Still it is nice to have the warning there for those that will actually read at least.
Which would be fairly funny, but also remarkably annoying and tedious after the first time.
Unfortunately I am not aware of another way to naturally boost growth without tripping the switch on that mods "Stronger enemy" condition if it does in fact work based on player stats.
I doubt there's much that can be done on the other end too, short of fully reworking the method through which the mod makes enemies stronger to not rely on stats, which I can't imagine would be a small undertaking by any means.
Its a good catch though, I'll add a note to relevant descriptions about it.
You can check out the stat changes in various combinations here:
https://drive.google.com/file/d/1k5-VBcgaYBv1yGT-tKqQA5Nz3X1qOWkB/view?usp=sharing
All of this was done with Divinity Unleashed enabled, but I checked and it doesn't affect the outcome.
So you can choose either EUO or AGI and be fine, but unless you want huge monster stats that really start affecting balance, you can't do both.
Aaand same for faster merchant restock.
Also if you are not familiar with a good way to test:
I'd suggest pulling a save just before Act 2 if possible, i.e post Alexander fight, pre-lady vengeance. Or on the Ship transitioning into Act 2. Make a backup of a save like that where you can assume enemy assets haven't been loaded (this usually happens when you wander close to them for the first time, so it may be fine with an in act 2 save - but the earlier in act 2 OR ideally before it the save is, the safer it'll be for "pure" testing purposes.
After you get that save, load into it with the adjusted modlist and see if the issue is resolved or no, if so add mods back in till it re-occurs and then you should know the culprit.
Aaand same for faster merchant restock.
Also if you are not familiar with a good way to test:
I'd suggest pulling a save just before Act 2 if possible, i.e post Alexander fight, pre-lady vengeance. Or on the Ship transitioning into Act 2. Make a backup of a save like that where you can assume enemy assets haven't been loaded (this usually happens when you wander close to them for the first time, so it may be fine with an in act 2 save - but the earlier in act 2 OR ideally before it the save is, the safer it'll be for "pure" testing purposes.
After you get that save, load into it with the adjusted modlist and see if the issue is resolved or no, if so add mods back in till it re-occurs and then you should know the culprit.
Init. based turn order HAS conflicted with my mods before on the basis of editing the same file for base level character stats. - I'd suggest either trying to load my mods after this
(so move this to near the top if you can - this may make this mod janky, I do not use it so I'm not familiar, but I know there can be a light conflict here at least.)
Summoning Tweaks is Clean, as is bartering as far as I know.
Party Size Evolved... While I do usually land on LaughingLeader's content being clean, if I had to guess this may cause some issues with my mods as I would assume it edits the file I use to implement my tweaks (very simple level character settings stuff) I could be wrong, but this would be one to be sure. Additionally scope-wise this is likely to be a more complex mod, similar though to a lesser extent with the issues I mentioned with musketeer.
Increased memory as a name is quite vague so I can't tell what mod it is precisely, but I do use one of my own memory mods without issue - should be clear if its just a memory tweak. If you try everything else and still have the issue, try replacing this mod with another one to be safe? (last step to try though, v. unlikely the cause)
ImprovedGwydian is super specific and likely to be clean on it's own - but I also use it and know its fine with my stuff.
Animations plus again not familiar with but LaughingLeader content has always been issue free for me so thats unlikely outside of a direct conflict (which I'd be surprised by)
Better bless I use a similar mod, so clear on that count too.
Musketeer is quite the large scope mod. I'd maybe try a previous save with that turned off just in case it has some stray code. It doesn't look like it should cause issues directly but the larger the mod the more liable it is to throw out some random unexpected conflicts. Outside of that page 3 seems clean.
Leaderlib is also clear because I've used that without this issue. Tooltips I believe I've used without issue as well, so the first two pages are clear. -continuing atm, working through the images-
Its also unlikely fixing the conflict will revert the changes the bug has made to anything you've already seen so keeping any older saves as backed up the better. (act one saves should be clear of it loading into act 2 after fixed, act 2 ones may be fine with enemies they haven't already seen to load their stats in)
Needless to say if this was the cause on its own however I'd probably have all 3.8k current subs complaining about it rather than one comment - so conflicting mods is probably still the cause.
I'd like to just link this and ask what in gods name has happened with Reapers Coast, this has become a pretty average enemy setup and I'm not even posting the most ridiculous things I've seen! I'm a mere level 11 and yet, only 3 levels away, most of my enemies are having upwards of 100 more attributes! Comparatively, most enemies aside from obvious examples such as Alexander/Dallis/The Worm
from Fort Joy had perfectly average/expected stats from themselves.
I have no idea what is going on and the game has suddenly become quite literally impossible to do, I'm dying in one shot from literally any enemy you can think of
I can't find any mod that changes the growth of combat ability points.
That would be great if you can make one.
As for the missing points / power gap issue - If you grab a mod called "Cheat commander" you can simply ask for however many points you need from that. Once you have the points saved on your character you could simply uninstall the mod if you don't want to keep it around
It works quite well, I use it a lot for testing purposes.
I'll comment on the gallery stuff in a bit, currently sorting out some important bits unrelated to modding so apologies for the delays.
As for your side of the effect, I would imagine its because the start points is determined by your selected preset (as seen by how you make mods like my Stronger start mod) - which means for sure that the game does not treat level 1 as it does a level up.
You are given a specific budget to spend in char creation and its stored separately from the points you get from levels, so these mods should not make a functional difference for the player in character creation.
I tried starting a new game with insanity/4 point increase/no mods in turn and somehow I wasn't given any extra points with insanity on to build my character and with the 4 point mod I got 3 points. I checked the stats of the magister on the starting boat and they were slightly different with each version. I've put the magister's stats on the imgur.
Validating file integrity gave no problems so I'll try fully unsubbing from each of the mods in turn just to see if they somehow interacted without both being active, and if that gives no results I'll do a full reinstall and let you know if that makes a difference.
if the points popped up when you swapped that wouldn't matter but that doesn't seem to have happened (i'd assume you would have noticed.)
If loading back is a non-option, you could use cheat-commander or something similar to add missing attributes and close the gap to at least where you would be using the 10 points per level mod.
You are actually playing at a handicap that significantly magnifies it though,as obviously half the intended party size means half the total point advantage. So you'd have to be at least twice as effective as AI point-wise, which may not be possible in some scenarios, particularly harder fights.
With that in mind as well, noting in my experience at least the seasons thing is one of the tougher ones in Act 2, I generally leave them for very close to the end if not one of the last things I do. Similar to going and bashing in Alice's head and the trolls If I'm dealing with them (of course any divinity fight can likely be gimmicked but still, general difficulty order for me)
While because you swapped halfway, presumably however many levels before that point are not gaining the benefits of insanity edition... quite the significant accidental handicap.
Interesting you aren't using any cap mods, I'll have to see if any in your list do that functionality as the AI should not be able to spend above 40 as far as I can remember otherwise.
There is an extra +2 max AP in the gift bag, which combined with lone wolf would make 10 max, so that checks out.
If you change mods after that point, its more likely it'll adjust future level ups only. Though if it didn't you'd probably be given a lot of points on loading your save after changing, so I'd assume you'd have noticed that.
The fact AI gains additional points to spend (the blob numbers do not look like 4 attributes per level, for example) would somewhat imply otherwise though. I wonder if its merely "created" enemies checking how many points they should have. I.e the blobs jump in from off screen. The season elf challenge spawns them like summons.
Do you know if any standard enemies that are always present on the map that you have to walk up to (i.e the bridge trolls, magister guards, etc) have the same issue in your game?
Those are indeed the elven jerks I am talking about, I've been playing most of the game with the 4 points per level increase but I was having a very hard time against most enemies, so I decided to swap to using the 10 points per level mod (is it able to work retroactively by the way?)
A little later I went back for another swing at the seasons trial but the champions killed me in two shots instead of letting me live at least one round this time which was weird since I had gained a couple of levels since last time so on a hunch I checked the stats with and without the mod on.
And sadly I've just had to leave it off for a while.
Very curious.
On a somewhat related note (AI using mods), are you using any AP change mods?
A mod list if possible would be useful to be potentially troubleshoot this - Given this is a first report of this I've ever heard and this mod version has over 1k subs alone, from my perspective naturally it looks like a weird mod interaction.
To clarify, by elven seasons trial you mean the one in act 2 with the basins that are solved by surfaces/clouds? That isn't new content either so its not like a latest update content / mod interaction bug. It's quite interesting because this is pretty major. I assume they seem particularly strong in combat, or did you only notice when you examined?
It may not be that the AI is spending points like a player but if their stats were recorded as a percentage of points per level being for each stat rather than a hard number altering the number of points per level could be causing them to get stronger as well.
Are you perhaps running any other mods, and if so can you show me?