Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

Deadly Deadfire 4
37 条留言
Уншун 11 月 14 日 下午 2:59 
..
Jonny Boy 2021 年 8 月 12 日 下午 9:53 
How far into the game do you get access to the highest level skills and spells with this -25% exp penalty? as a percentage if you are doing a completionist run? so like 60% into the game or 80%?
AtreyusNinja 2021 年 6 月 20 日 下午 9:48 
k i'm definitely gonna try it if so, man thx altdy for your work, the difficulty balance of the original game always disappointed me a bit, I'm very curious to try your mod now!
I noticed that there is also another mod of yours which makes it even more difficult, now I'm scared! ! !
CarrO™  [作者] 2021 年 6 月 20 日 下午 12:10 
@AtreyusNinjaaa yes it's balanced for that. It WILL increase the difficulty of the game (obviously), but not to an impossible degree.
AtreyusNinja 2021 年 6 月 16 日 下午 10:22 
this mod is balanced even for "Path of the Damned" and "Level Scaling" in "all" ?
sry i have to ask cuz i don't wanna find myself in midgame and having to disinstall cuz i find jesus christ in front of me in a random encounter and not be able to kill it, ik the game become rlly ez when u know how to play it even in potd but, i just don't wanna waste my time x'D
thank u in case of answer.
SerenityNow 2020 年 8 月 24 日 下午 2:28 
does this work with 5.0?
smuggor 2019 年 10 月 12 日 下午 2:21 
much appreciate these mods of your CarrO
Not Ela 2019 年 9 月 29 日 下午 12:56 
Can you make a version without XP reduction? One of the best thing about POE 2 is making fun skill combos
Araedros 2019 年 9 月 10 日 上午 7:29 
does that mean that named enemies will always be at least 2 levels above my party?
CarrO™  [作者] 2019 年 7 月 1 日 上午 8:44 
Yes it works just fine!
ToElisium 2019 年 6 月 30 日 下午 8:52 
Great, exactly what I needed. Will try it out. Is it compatible with V5 of the game?
CarrO™  [作者] 2019 年 3 月 4 日 下午 12:14 
Ok thank you very much and enjoy your game!
Glaskanone 2019 年 3 月 4 日 下午 12:13 
At the moment it works fine :cozybethesda:
CarrO™  [作者] 2019 年 3 月 4 日 上午 11:44 
@Glaskanone please update the mod and try again. I removed the ship tweaks. Let me know if it still crashes or if it solved the issue!
Glaskanone 2019 年 3 月 4 日 上午 11:14 
Ok, after the quest "A Sorcerer and a Gentleman". When i leave Sayuka and Malnaj is waiting for me, after the ship screen the Games crashes to deskopt or to Main screen. Only deactivate helps me for this...
Sorry for my english.
CarrO™  [作者] 2019 年 3 月 4 日 上午 10:08 
@Glaskanone @Whatthefunk Ship battles should be fixed now! Please comment here again if you encounter any issues!
Glaskanone 2019 年 3 月 3 日 上午 10:48 
Please fix the Ship Battles!
Whatthefunk 2019 年 3 月 2 日 上午 5:47 
Hi, i am verry happy with your mod. But ship combat is iffy, the ships i encouter have 0 kanonshot and have 999 hull strenght. Also the combat crashes if you decide to engage. Also for whatever reason enemies do not seem to become upscaled anymore. A few days ago it was working fine. I hope you can fix things.
CarrO™  [作者] 2019 年 2 月 28 日 下午 12:49 
Mod updated to version 4. Compatible with all DLC now! Also includes ship combat tweaks!
Glaskanone 2019 年 2 月 11 日 下午 12:47 
Work this with the Turn Base Update?
Dixon Sider 2019 年 1 月 12 日 下午 12:43 
I guess il have a crack at it, and see if i cant get a dragon to spawn on the boat at the beginning lol
Dixon Sider 2019 年 1 月 12 日 下午 12:28 
Ya but I noticed when going back to earlier places to clean up at the end of the game that every encounter had just a few enemies that would explode after one hit. I wanted to say, add a number of eletes based on how much higher level your MC was than that specific encounter, or swap out enemies with upgraded versions of its type when you reach a specific level.

Im sure your mod fixes the issue (i just started with it), but I just had a different idea in mind when I first played it. I figured this could be a good opportunity to get experience with reading other peoples code, while fixing something I did not like in the game at the same time. I know it has to be possible, but I would be hard coding in objects that they just use DEV tools to write the code in for them lol. I was just curious if you looked into that at all when going throught their code. I figured it would be a huge PITA to do
CarrO™  [作者] 2019 年 1 月 12 日 上午 11:37 
PotD already has more enemies and different enemies per encounter, but that is it I think...
Dixon Sider 2019 年 1 月 12 日 上午 10:02 
Ahhh that sucks. I think this game could really benefit from some additional enemies per encounter based on level. You even said so above, thres a limit to how difficult you can make each individual enemy. Lame.
CarrO™  [作者] 2019 年 1 月 12 日 上午 9:33 
I don't know if that is even possible, based on the fact that there is not a single mod that changes encounters, and the only changes to encounters came from the official devs. I guess the encounters are hard-coded.
Dixon Sider 2019 年 1 月 11 日 下午 8:17 
and when i say new enemies, i mean already existing ones. But adding them to encounters
Dixon Sider 2019 年 1 月 11 日 下午 8:16 
Hi, im so glad you made this. This is exactly what the game needed. I was wondering if you knew what would have to be done to be able to add new enemies to the list. I am tinkering with my own framework, and might look into doing something like that to try and get better at reading other peoples code.
vluud 2018 年 12 月 26 日 上午 12:26 
hi. Should i start my next playthrough with this version or wait for an update? thx.
ITSHAIRTIME 2018 年 12 月 16 日 下午 12:51 
if i wanted to change exp penalty from 20 to 30% how would i do that?
Vecho 2018 年 12 月 14 日 上午 4:33 
when will we get 4.0 update ?
Niteshade 2018 年 10 月 11 日 下午 2:51 
Awesome, felt. Normal was to easy but I build odd class combos so I didnt want to ramp up to PoTD , figured I'd throw this in maybe on hard or test out its changes on normal then ramp it up to hard.

Appreciate the reply.
CarrO™  [作者] 2018 年 10 月 11 日 上午 8:25 
It works on any difficulty setting. You can use it on normal, veteran, potd, even the easy ones.
Niteshade 2018 年 10 月 10 日 下午 9:29 
Would I be safe to use this on normal or the next difficulty setting up or is it more geared for the higher difficulty settings only?
Wexmajor 2018 年 10 月 8 日 下午 4:04 
I'm not complaining about the difficulty, I'm just saying skulls show up even in places where you don't fight anything. Makes no sense to me. Maybe I'll turn them off too, thanks for the suggestion.
CarrO™  [作者] 2018 年 10 月 7 日 下午 1:37 
I don't play with Skulls enabled, but the mod is working as intended. If it's too much for you I suggest you get the LITE version. It has less aggressive level scaling.
Here is a link to it: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1529305350
Wexmajor 2018 年 10 月 5 日 下午 12:59 
Skulls show up all over the place, on pretty much every quest and even non-combat locations like ruins and places to search.
Saer 2018 年 10 月 1 日 上午 11:41 
Hey, thank you for that mod!

Is it possible to use ONLY the reduced xp part of this mod? I know we can do it with the nexus, but can we do it in the Workshop?

If we can't, could you release on the steam workshop a version with only the reduced xp? I think a lot of players are looking for this.

Thank you again for your hard work!