Is there a way to increase the amount of xp you get from killing monsters in your module? I've found the "designer xp mod" in the creature's properties, but no matter how much I increase it, from 1 to 10,000, it doesn't seem to make a difference. I'll admit I don't know exactly what it does. Anyways, if anyone could point me in the right direction, I would be much obliged!
Designer XP Mod
Débuté par
EyezaGotSKILLZ
, déc. 16 2011 11:30
#1
Posté 16 décembre 2011 - 11:30
#2
Posté 16 décembre 2011 - 11:44
-iirc there is a spot in module properties where you can set the xp multiplier.
-for a particular monster, change the challenge rating.
-for a particular monster, change the challenge rating.
Modifié par bealzebub, 16 décembre 2011 - 11:45 .
#3
Posté 16 décembre 2011 - 11:46
There's an XP slider in the module properties, and the CR (Challenge Rating) on a creature's properties tab allow you to increase the xp rewards for killing specific creature. You can also write a custom on-death script to dole out xp.
#4
Posté 17 décembre 2011 - 06:28
there doesnt seem to be a real function for "designer xp mod"
Challenge rating though does work
And in the module properties you can set a percentage scale that multiplies against the CR
Challenge rating though does work
And in the module properties you can set a percentage scale that multiplies against the CR
#5
Posté 17 décembre 2011 - 12:10
I believe the "Designer XP Mod" is for companions, and effects how much of your XP they steal. That might be one of the settings in campaign properties, though, I forget.
#6
Posté 17 décembre 2011 - 07:45
Ahh, that's what the challenge rating is for. Ok, so I've got that working, but I couldn't find the xp slider. Could anybody tell me where that is, more specifically? Or is that a part of a plugin or mod that I'm supposed to have?
#7
Posté 17 décembre 2011 - 08:34
EyezaGotSKILLZ wrote...
Ahh, that's what the challenge rating is for. Ok, so I've got that working, but I couldn't find the xp slider. Could anybody tell me where that is, more specifically? Or is that a part of a plugin or mod that I'm supposed to have?
XP Scale is a module property. View the module properties from the View menu.
#8
Posté 17 décembre 2011 - 10:39
Module properties are a little tricky. First, select 'view module properties' as Kaldor says. Then, when apparently nothing happens, click on the 'properties' tab over on the right, and it should now be filled with the module properties.
#9
Posté 17 décembre 2011 - 11:16
Ah, module properties... Got it. Not creature properties, that's where I was looking. Thanks for all the help everybody!
#10
Guest_Iveforgotmypassword_*
Posté 18 décembre 2011 - 11:27
Guest_Iveforgotmypassword_*
I know I must be sounding a bit mean, first asking about how to kill companions.... But is there any way of giving companions no share of xp at all ? I've got a couple of henchman that are an optional quest and if you have both with you they really rack up the xp per kill as they're both level one making it unfair for people that don't take them along.
#11
Guest_Iveforgotmypassword_*
Posté 18 décembre 2011 - 11:32
Guest_Iveforgotmypassword_*
I know I must be seeming a bit mean but is there any way of giving henchmen absolutely no share of the xp ? I have a couple of henchmen that are optional and if you take them both along they really rack up the xp as they're both level 1 and they really screw up the average level of the party making it unfair for anybody that doesn't take them along.
Thank you.
Thank you.
#12
Guest_Iveforgotmypassword_*
Posté 18 décembre 2011 - 11:33
Guest_Iveforgotmypassword_*
Don't know what happened there I thought the first one I wrote had disappeared !
#13
Posté 18 décembre 2011 - 04:38
Setting the Designer XP Mod to 0 makes the companion gain no XP from kills. However, if you're using the Camapign settings that make henchmen and companions lower the total XP earned they will still count for dividing the XP (they just won't actually gain the XP).
#14
Guest_Iveforgotmypassword_*
Posté 18 décembre 2011 - 05:24
Guest_Iveforgotmypassword_*
jackkel dragon.. Thanks for the info and if all else fails I think I'm going to just drop the xp using the campaign editor if you have a henchman in tow.
I tried all the campaign settings and the xp dropped but became too low. I put a script on the On Death line of the NPC's that gave xp but it still gave the other ammount first so my script just gave a bonus instead even setting the challenge rating to 0 just lowered it. The problem is I think that the average level is taken into consideration to calculate how much is awarded. ( eg level 4 PC and two level 1's.. 6/3 =2 and PC gets a bonus of two levels in the calculation ).
I had this happen before and just made the companion ( a horse ) level up with the PC so it stayed constant with or without it. But these henchmen are different they're supposed to be weak and need protecting. I can't crank up the xp to compensate for lack of companions/campaign settings because they'll come out all wrong. I just want to switch them off from the calculations completely or set xp on the creatures that will happen no matter what/who's in the party.
All suggestions welcome, thank you..
I tried all the campaign settings and the xp dropped but became too low. I put a script on the On Death line of the NPC's that gave xp but it still gave the other ammount first so my script just gave a bonus instead even setting the challenge rating to 0 just lowered it. The problem is I think that the average level is taken into consideration to calculate how much is awarded. ( eg level 4 PC and two level 1's.. 6/3 =2 and PC gets a bonus of two levels in the calculation ).
I had this happen before and just made the companion ( a horse ) level up with the PC so it stayed constant with or without it. But these henchmen are different they're supposed to be weak and need protecting. I can't crank up the xp to compensate for lack of companions/campaign settings because they'll come out all wrong. I just want to switch them off from the calculations completely or set xp on the creatures that will happen no matter what/who's in the party.
All suggestions welcome, thank you..
#15
Posté 18 décembre 2011 - 05:50
Is there anyway you can level them up and keep them weak? They could be nominally 4th level, but with few HP and a BAB penalty. I know in the toolset it's easy enough to build an NPC with arbitrary stats, but when they level-up in game, can you write a new class package for them to use, or maybe just do a script that applies penalties?
#16
Guest_Iveforgotmypassword_*
Posté 18 décembre 2011 - 06:40
Guest_Iveforgotmypassword_*
Lugaid of the Red Stripes... Now that sounds like a good sneaky plan and would certainly solve all the issues and not affect others too as it would be stuck on them. They're actually a couple of Elven children you're taking home through a zombie infested village so I could certainly weaken them considerably without it seeming weird. At the moment they're level 1 rogues so they can take a few sling shots every now and then and have low hp but I could reduce their constitution, dexterity and base hit points to balance them back to practically what they are now.
Many thanks, I will investigate
Many thanks, I will investigate
#17
Guest_Iveforgotmypassword_*
Posté 18 décembre 2011 - 07:45
Guest_Iveforgotmypassword_*
That did the trick I've now got two of the most pathetic rogues you'd ever meet running around in fear of their lives and the xp is the same for everybody..
Thank you.
Thank you.
#18
Posté 18 décembre 2011 - 08:09
If you plan on using OnDeath script XP, you might want to set the module property "XP Scale" to 0, because any other value awards the standard kill XP before taking into account the OnDeath script. There might be a way to avoid awarding the XP to henchmen through the OnDeath script, but it sounds like you have an interesting solution already.
#19
Guest_Iveforgotmypassword_*
Posté 19 décembre 2011 - 12:03
Guest_Iveforgotmypassword_*
jackkel dragon.. Thanks for the suggestion but it would mean readjusting the whole lot in the module, but not a bad idea for the next one and so long as you start from the beginning it would be a much better solution. Shame there isn't a way of just setting fixed xp awards on each creature in the toolset. But we live and learn.
#20
Posté 19 décembre 2011 - 04:07
Iveforgotmypassword wrote...
jackkel dragon.. Thanks for the suggestion but it would mean readjusting the whole lot in the module, but not a bad idea for the next one and so long as you start from the beginning it would be a much better solution. Shame there isn't a way of just setting fixed xp awards on each creature in the toolset. But we live and learn.
It was just a suggestion, I wasn't sure which method you had picked and wanted to clear up the kill XP thing just in case.
#21
Guest_Iveforgotmypassword_*
Posté 19 décembre 2011 - 07:09
Guest_Iveforgotmypassword_*
And a very good one it was too. It actually means you could determine xp for every monster killed and know exactly how much was awarded throughout, you'd only need a few scripts for 50,75,100,125 xp etc then set them on everything and it wouldn't matter what happened. As sometimes you're busy bashing Orcs and level up and the next few you get less xp for.





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