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Rapporter et oversættelsesproblem
I was using -25% exp mod aswell as this, and I tested it.
With SEBPL (scale expereince by player level) and -25% exp, i got 5040EXP from the test enemy.
With SEBPL only, I got 10400 EXP from the test enemy.
With no mods, I got 10400 exp from the test enemy.
For example, do I use the -25% exp mod in conjunction with this mod?
Party lvl 9 vs lvl 3 monster:
No mods: 200 XP
Enemy Upgrade Overhaul +1 (lvl 10 monster): 1400 XP
Enemy Upgrade Overhaul +1 and this mod: 1000 XP (x5 the vanilla experience)
Is there any setting I can turn on/off so enemies are at my lvl +1, but they give the vanilla experience, in this case, 200 XP?
P.S. 1 bit == 2 state, 0 and 1, in 1 byte (B) 8 bit (b), x32 use 4B (bytes) for calculation, x64 use 8B (bytes),
So, max exp value in x64 will be 9'223'372'036'854'775'808
then in x32 it will be 2'147'483'648
I didn't quite understand the description fully. If I set the Character Gain Modifier to 3 will I gain 3 times the experience? Does "Enable Death Experience" turn on and off the mod or does it do something else? Are higher leveled enemies always scaled down to me regardless of what I options I enable or disable?
The description seems to mention you don't have to worry about scaling mods with it but I'm paranoid, sorry.
I plan to start a new playthrough though, and wonder if anyone knows what are the expected player levels at the end of each act with this mod on?
With a Gain Modifier of 0.5, the Fort Joy beach voidlings should end up with a Gain of 2 (3 minus 1),when they die, so that will make them grant 50xp instead of 100, according to the experience table.
Gain = math.round((6 * 0.5) + 0.25) - 1 = 2
Characters with an odd number for their gain should have the resulting value rounded up. "Scapor" in Fort Joy for instance has a Gain of 7, so that would end up as 4, which is then 3 when they die, equaling 900xp vs their regular 1800 at level 5.
I have a lot of mods running (123 to be exact) and all works very nicely. Some of the mods add extra enemies which makes me level up rather quickly. That is why I was using the 75% less exp mod in addition to this mod and all enemies get scaled to my party level +1 (Enemy Upgrade Overhaul). For example, with this mod turned on, my party level is 3 and when I kill a Silent Monk who is a level 4 I get 125 exp. Any way to reduce that to let's say 100 or 75 exp?
Thanks for the info on the Death Exp setting, I totally forgot about it, the alignment setting was off so I set it to on.
- the issue was 75% less exp (Definitive Edition) mod
- before the update, both mods worked fine together
- after the update, I stopped getting the experience
- the 75% less exp (Definitive Edition) has not been updated in a long time so that isolated the issue to this mod, or so I believe
- now I am getting correct exp
https://i.imgur.com/qT9kSrR.png
My game is heavily modded so it might be that the update does not agree with some of the other mods but I do not think that is the issue. Any idea as to what might be happening?
Otherwise great work on the mods, thanks.
Experience For Exploration Quests And Killing [docs.larian.game]
The first voidlings in Fort Joy for instance. They have a stat gain of 6, so acccording to this chart they should grant 125xp. Yet, they grant 100xp normally, which would be a stat gain of 5. This leads me to believe Larian subtracts that value from their character stat by 1.
Why they do that is beyond me, but I've updated the mod to reflect this, so level 1 voidlngs will grant 100xp like they do normally. Characters with a Gain of 1 will grant 0 xp now (I've tested this is the way the game works without the mod).
Mind you, this mod is still doing a great job when I use "MonsterScaling" or "Divine Scaling" to keep my ennemie a few levels higher than me. But if I ask those mods to make my ennemies the same level as me, then I have to disable your mod because it results in more experience. It's not exactly an issue, turning mods on and off is easy enough. I just wanted to let you know in case this is not something you intended.
Thanks for your work!
Thanks for letting me know. I'll publish a fix.
IF
CharacterKilledBy(_Char, _Attacker, _)
AND
...
[h1]And changed this[/h1]
//REGION DEATH_EVENT
/* [OSITOOLS_ONLY]
IF
CharacterDied(_Char)
AND
LLXPSCALE_QRY_CanGrantExperience(_Char)
AND
DB_IsPlayer(_Player)
AND
CharacterIsEnemy(_Char, _Player, 1)
AND
GetUUID(_Char, _UUID)
THEN
NRD_ModCall("LLXPSCALE", "GrantPartyExperience", _UUID);
There is something odd with combat state and both CharacterDied // CharacterKilledBy.
When an enemy dies, CharacterKilledBy proc immediatly before combat ends, but it doesnt proc if the enemy dies from a dot ( so i couldnt use only this one only for combat ).
While CharacterDied proc a bit later and sometimes combat ends before the proc so you didnt get exp ( that was the bug ).
I removed the combat state part, and only use CharacterDied and check if the char was hostile to player.
Maybe you can come up with a better implementation, hope this helps.
Most of the time it is the last mob you kill, but if you manage to kill 3 mobs and end the combat, you will loose all theses mobs XP.
A good exemple is on the beach against the 2 void larva after the boat crash.
Sometimes you get 125 xp when killing the first one, always nothing when killing the second one.
And sometimes i get nothing from the first one either if i kill it using fire breath from lizard.
Overall it seems to end up relatively balanced in XP when using scaling mod.
Your launcher divides the loading time of the game by 2 to 3, unbelievable.