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[MOD] Nightmare Plus 2.5 - for those who like a challenge


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#1
Joshua Raven

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Name of Mod: Nightmare Plus

Version: 2.5 - 20/12/2009

Mod Wiki: wiki.jramods.com

Mod Website: www.jramods.com

Bioware Social Project: http://social.bioware.com/project/667/

Type of Mod: Difficulty mod

Created By: Joshua Raven

IMPORTANT: This Addon is modular, you can use whichever features you like. You can easily customize this mod to fit your needs and playstyle! Furthermore, this mod can easily be switched on or off in the "Downloadable Content" menu if certain encounters prove too difficult for you! :blush:



This Addon expands the Single Player difficulty by expanding on the Nightmare difficulty setting. The Addon changes things like spellpower, cooldowns, enemy AI, weapon damage, and more.

CORE PACKAGE
This package is required for the other Packages to function correctly. It includes changes and patches to fix core game mechanics.

CONSUMABLES PACKAGE
This package focuses on changes to the different potions in the game.

ENEMIES PACKAGE
This package changes the statistics and behaviour of enemies. It adds health, armour, damage and mana/stamina. Furthermore, it changes attack scripts, and other AI related rebalances and difficulty changes.

SPELLS PACKAGE
This package is focuses mainly on Spells and Mages. It rebalances Mages to be slightly less powerful but still very enjoyable to play as, and even more enjoyable to play against. Changes include spell power, cooldown, and more.

ITEMS PACKAGE
This package focuses on changes to the different items in the game.

INJURIES PACKAGE
This package significantly increases the sustained penalties after dying. It also increases Injury Kit cooldowns to 10 minutes.


I hope you enjoy it. Feel free to comment with ideas, criticism or thank you's. If you like the mod, please vote for it on the project page so more people can find and enjoy it. B)

Modifié par Joshua Raven, 20 décembre 2009 - 05:46 .


#2
Rayean

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When will it be available, can't seem to find a link fer it ^^;


#3
Joshua Raven

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It's in the first post under "download"



But here you go, a second link to it ;)

http://social.biowar...ject/667/#files

#4
BackwardCompatibility

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There are no files in there :S

#5
Joshua Raven

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My apologies, the file was uploaded but still unpublished. It should be fixed now.

#6
Rayean

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Hurray, the file is there now~
Looks like I have something new and fun to test in my new playthrough (More like tenth playthrough, I haven't even finished a single one, too fun to beat the game!)

#7
Joshua Raven

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Let me know how you like it, feedback is always welcome!

#8
reddragon567

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Potion Changes:
- Lesser health & lyrium potions cooldown increased from 5 to 60 seconds
- Every increase in potion level equals +30 seconds cooldown


+30 as in +30 to the already 60 seconds?

I think 15 seconds would be more than enough for lesser then at +15 for greater levels of potions.

I dont know who ever gets the cash just to spend on potions, but do think that it just makes it harder to not have a deticated healer, rather than making other aspects of the game harder.

Also I think that if you could, give all enemy mages Crushing prison, however only use it while somone is buffed with Force Field.

#9
Joshua Raven

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reddragon567 wrote...
+30 as in +30 to the already 60 seconds?

I think 15 seconds would be more than enough for lesser then at +15 for greater levels of potions.


The goal of increasing the cooldown to 1 minute and +30 seconds for every level above lesser was mainly to discourage drinking potions when the need is not imediately there and try to find other solutions first like trying to take agro with your tank, go into stealth mode with your rogue or shield yourself with your mage.

Potions should be your last resort to staying alive and not a way to keep on spamming attacks without any regards for tactics and health management. Setting potions to 15 seconds would still result in the possibility of 5 to 10 potions per fight per character, which is something I am trying to avoid.

I dont know who ever gets the cash just to spend on potions, but do think that it just makes it harder to not have a deticated healer, rather than making other aspects of the game harder.


As said above, there are other ways to survive besides healing by potion or healing spells. But it is not untrue that this mod could force you to have at least one party member with some kind of healing specialization (not to be confused with this mod requiring you to spend points in the spirit healer specialization). It's all part of the Nightmare Plus direction, not being able to breeze through the game on nightmare without any tactics and/or thinking before each battle.

Also, be prepared, because if you don't have the cash to buy potions right now, they (and their herbalism ingredients) will become more expensive in the next version to even further increase the rarity of potions.

Also I think that if you could, give all enemy mages Crushing prison, however only use it while somone is buffed with Force Field.

Great idea and certainly worth looking into. Although "All enemy mages" might be a bit extreme, it would be more fun if the usage of really powerful spells of enemies pack a great punch but are relatively rare.

#10
Joshua Raven

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Just updated this mod to 1.3. Made it modular and included several changes. Please see the read me for more information.



Hope you guys enjoy.

#11
Joshua Raven

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Updated Items Package to 1.4 to fix a cooldown bug. Guess this is a good a time as any to bump this from page 10? 20? 30?



Damn these forums are being flooded like hell. BioWare, get those subforums running pretty please :(

#12
Vasindrin

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This mod does not include the Dex. hot fix to daggers and range weapons right? Do you recommend that we use that mod in addition to this or will it make the game too difficult?

#13
Joshua Raven

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I do recommend using that mod as it makes the game behave in the way it was intended. There will be (ranged and rogue) enemies who become stronger, but not too strong.

I was planning on implementing the Dex fix into this mod, but I read that "something big" is to be released by BioWare tomorrow. I'll wait it out and see if they release an official patch, if not, I will add the fix to the Core and Full Packages sometime tomorrow.

Modifié par Joshua Raven, 19 novembre 2009 - 12:30 .


#14
Joshua Raven

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A heads-up for those who've been using the Spells Package. The package has been updated to version 1.4 to fix a bug where the spell changes weren't functioning as expected.

Full Package isn't affected by this bug, no update needed.

I expect to release a new major version later today which includes gameplay/item/spells changes, no more bug-fixes needed for now, hopefully.

Modifié par Joshua Raven, 19 novembre 2009 - 02:40 .


#15
Joshua Raven

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Another update to the Spells Package. This time I added several alterations to the Mage spells. After some testing today I will release 1.6 which includes even more changes and possibly tweaks to the current changes.



As always, enjoy!

#16
Joshua Raven

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Milestone Release 2.0 uploaded! Be sure to read about the current and future changes in the Change Log on www.jramods.com



Enjoy!

#17
Joshua Raven

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*cough* bump

Here's a small preview of some of the changes that will be introduced in Nightmare Plus 2.1, next Thursday: :o

  • Introduced Difficulty & Enemies Packages
  • Moved difficulty changes from Core to Difficulty Package

CORE
  • Core package now involves game fixes and required tweaks

DIFFICULTY
  • Increased difficulty on all difficulty levels (excluding Nightmare)
  • The increase in difficulty scales the same as Nightmare
  • This makes each difficulty harder but still easier than the next difficulty

ITEMS
  • Disabled Trap Crafting, Poison Making, and Herbalism during combat
  • Potion cooldown now works party-wide for same-tier potions
  • All same-type potions get a 5 second CD when drinking any Healing Poultice or Lyrium potion

Cooldown Example:
  • Hero drinks lesser health poultice
  • Cooldown for lesser health poultice on all party members is set to 60 seconds
  • Cooldown for all types of health poultice on Hero is set to 5 seconds
  • Other party members won't have the cooldown applied to the other health poultice types

SPELLS
  • Shapeshifting forms are now instant-cast

ENEMIES
  • Death Blow animation chance for Normal enemies increased bt 13%
  • Death Blow animation chance for Lieutenant enemies increased by 10%
  • Enemy health increased by 20% (excluding bosses)
  • Enemy damage increased by 10% (excluding bosses)
  • Hostile spell duration cast on player increased by 25%


#18
Sederien

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Joshua Raven wrote...

Death Blow animation chance for Normal enemies increased bt 13%
Death Blow animation chance for Lieutenant enemies increased by 10%


Er... the point of this change is to make the game harder by occupying our fighters for longer on dead enemies? (Just making sure you aren't making this as a cosmetic change.)

Second, will this package work with 2.0 games in progress? (Currently liking the 2.0 changes on my second playthrough, which includes two mages and Shale... so the increased difficulty is much appreciated.

Modifié par Sederien, 23 novembre 2009 - 02:20 .


#19
Joshua Raven

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Sederien wrote...

Er... the point of this change is to make the game harder by occupying our fighters for longer on dead enemies? (Just making sure you aren't making this as a cosmetic change.)


Yes and no. Yes it does make it a bit harder because you lose control of your character for a brief moment. But no, I hadn't thought about it that way :blush:. It was purely meant for some extra cosmetic wickedness in a brutal and very difficult game. Especially because the these changes can't be made by a separate mod without overriding the changes to the enemy health/damage in this mod.

Sederien wrote...

Second, will this package work with 2.0 games in progress? (Currently liking the 2.0 changes on my second playthrough, which includes two mages and Shale... so the increased difficulty is much appreciated.)


Yes, it will work with your current games in progress. Whenever there is a new feature that requires a new game I will notify of this but even then it will most likely mean you won't get that single change but still get to experience all the other changes.

All you need to do if a new version is released is to use daupdater.exe to load the dazip file for each updated Package and the update is applied.

Also, I will keep Version 2.0 available on all the download sites for the rest of the lifetime of this mod, for those who like it this way but don't want anymore changes.

#20
Sederien

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I think, given that I'm in general agreement with all of the changes listed with only the one possible exception as discussed, I will probably upgrade when the new version comes out.



I'm only especially wary of the death blow change because even on vanilla hard mode I had one character die three times because they were still in death animation mode and about to take a shot they wouldn't survive to the back. Still, 10-15% isn't excessive by any means, so should be a palatable amount of salt. ^^

#21
Joshua Raven

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I agree with you that it can be frustrating to die without having any control over your character. As I said, this is still a preview, I might decide to remove the changes if I feel like it can ruin the fun of the game for people playing a difficulty level that already requires your attention for every second of the fight.



But yes, to give you a better understanding of the changes:

- Critter enemies aren't affected by this change

- Normal enemies go from 20% chance to 33%, though I hardly get a deathblow effect every 1 in 5 kills on average so there might actually be another hidden multiplier somewhere which further reduces this chance.

- Lieutenant enemies go from 75% to 85%, and you don't see those around every corner of the game, so it just increases the satisfaction of slaying a particularly tough enemy, which is what I was going for.



Everything above Lieutenant (boss, elite boss) already has a Death Blow chance of 100% and I also didn't change "Weak Enemies" as they appear more often as canon fodder and really aren't meant for all these Death Blow animations, they where meant to die fast :)

#22
Dendybar

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I hate to ask this, but I installed the full package without really thinking about it. How do I fully uninstall the mod? I removed the zNightmare folder but health poultices are still extremely expensive. Thanks.

#23
Joshua Raven

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Which version did you install?



If you installed prior to 2.0 you have to remove all mentioning of Nightmare Plus in the override directory. If you installed 2.0 you just have to go ingame and uncheck the modules you want to deactivate in the "Downloadable Content" menu.

#24
Dendybar

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It was version 1.5

#25
Joshua Raven

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Did removing all the files work? If not, try creating a new game and see if the potions are reset in that game. If they aren't, it means you still haven't deleted everything.



Also, for those of you interested, here's a YouTube video of the new Enemy Attack Script ... No more mob pulling in version 2.1, soon!