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Rapporter et oversættelsesproblem
He has pleased us for many years.
But recently it stopped working.
Can you update it ?
edit: after some testing i love the percentage option been going in tactian between 25 % to 50 % more feels great
Requires {LINK FJERNET}Norbyte's Divinity Script Extender!
It explicitly sets XP gained only from clones to 0 and does not touch the original characters, so no matter how many clones spawn, your XP values are always accurate.
Does not fix issues with Mods that change Enemies levels, of course.
I'm having the same issue. Other mods (Odinblade, Helena and Divine War) seem to appear in the list, but not this one. Did the usual troubleshooting of unsub>delete mod files>re-sub and the game just can't seem to detect it.
Current game version: v3.6.37.7694
Any help would be appreciated!
Make sure all of your mods are for DE. Once that's done, shut down Steam and then try these steps:
1. Go \Steam\steamapps\workshop\content\435150 and delete all the files there.
2. Do a search on your computer for Larian (Studios) > Mods and delete all of those files.
3. Finally, relaunch Steam and launch Divinity 2. When you click on the Mods menu item, you'll start to see in Steam that it downloads several files. These are the mods.
I have to do this periodically myself and this is what has fixed it for me most of the time.
How bugy is it? is it "your game will brake faster than you can say bug" or more like "something wierd may happen here and there" state?
That is pretty strange. What type of enemies were in the battle?
The battles being randomly more challenging was intended. I'll consider adding an option for 1:1 spawning. I'll have to take a look and see how much work that's going to require to re-code everything.
The xp mod I'm working on would be separate and opional. It would look for enemies I have tagged in this mod and then ignore the xp gain for them. The xp mod would most definitely conflict with other mods since it would need to override the gain of every character in the game, but again that would all be optional.
It may never happen though since I can't figure out how the xp is being calculated. The act/gain chart doesn't always add up to what enemies are giving in-game.
I like this mod for it being clear and simple, not messing with engine or maps. If you add more "function" it might start colliding with other mods?
btw: Thank you for this nice mod.
I cannot figure out the current forumla for the xp system.
This can definitely increase the challenge, however with more enemies comes more xp. You'll definitely want to use an xp reducer of some sort to balance things out.
Correct, enemies don't respawn with this mod.
I tested it just to be sure, yes the extra enemies give xp. The xp is based on the 'Gain' stat which is copied from the enemy it clones. There is no way to access the xp gain via script.
The only way to cancel xp would be to create custom enemies beforehand with a 0 gain stat.
That was why I recommended using a xp reducer mod, but keep in mind some xp reducers will cause some enemies to give no experience at all due to reducing an enemy's gain to 0 or 1.