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Im downloading from nexus cause i dont have steam version, and after putting in the folder; and looking the mod is actived in game, enemies still the same as usual :(
@UnName both these mods are the same, no reason to use both at the same time.
5 new standard buffs
5 new champions, standard champion type removed (too boring)
Several buffs and champions now have new or altered visual effects
Some tweaks and buffs to existing champions
-Champion of Death can now cast Corpse Explosion
-Champion of Persistence now automatically receives Guardian Angel Aura
Tweaked champion loot tables to drop more runes/skillbooks instead of rares/legendaries.
Thanks for the fun mod!
I tried putting Enemy Randomization before Rallying enemies, rather than after, but in this case enemies don't get randomized at all (seems that rallying enemies override enemy randomization ? I dunno).
Any idea ? It didn't do this before, like 1 or 2 months ago.
"Bard and Artificer class"
"Enemy Randomization"
"Rallying enemies"
Any way it can be made to check for/apply statuses only once per turn or upon application of a new environment (ie aura or surface)?
Great mods by the way, I'm using a number of them and thoroughly enjoy both the creativity used (just found the Purple Haze lute) and practical attempts to make gameplay more varied.
p.s. Thanks a million for making this!
"Unpack my mod with the Pack Extractor (https://docs.larian.game/Pak_Extractor_Guide) . Place the text files in the Public/EnemyRandomization/Stats/Generated/Data into your game data folder in the structure of Public/Shared/Stats/Generated/Data. Deactivate the mod in the mod menu and future characters should no longer receive buffs. Existing characters will keep their buffs though. Let me know if this works."
This cannot be uploaded to the workshop, unfortunately. But you can also extract the mod with the .pak extractor for the same effect (https://docs.larian.game/Pak_Extractor_Guide) .