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The original balancement was ridiculously easy.
Read change notes for details.
The long story short is that the mod on the vault is for the GOG complete edition only, because it uses an entirely different .exe to launch the game (an exe that doesn't exist in the Enhanced Edition) and it involved modifying a bunch of HEX values via HEX editing to unlock the hardcoded level cap.
Suffice to say I had no such luck with the Enhanced Edition, I even made a thread about it, if you want to help or know someone that could help: https://psteamcommunity.yuanyoumao.com/workshop/discussions/18446744073709551615/599658601186920943/?appid=2738630
When it comes to configuration via 2da, wouldn't it be possible to make the 2da file optional like if it is there you use it otherwise you use the values defined in the script?
I would lve to see two things implemented:
1. Configuration via 2da so that we do not have to recompile the script after every change.
2. Compatibility scripts for the two mods "Personal Impossibility Adjustment" and "Companion & Monster AI".
About 2DA configuration, I underatand that 2da config would be easier for players to change, but I decided against it for two reasons:
1) II affects performance and require server restage in case of application to PW, whereas script change does not. (2da files are not cached and require to be cached and the call to retrieve values from 2das apparently it's very intensive).
2) In case of application to Persistent Worlds, it would require a server restage to redistribute the files. With script you just drop it in the module folder and restart the server.
The "Personal Impossibility Adjustment" mod can make the game much harder and the "Companion & Monster AI" mod helps as well.
You can find them both at https://neverwintervault.org
The default values are a compromise from two issues I had from earlier versions: 1 to 1 scaling was too harsh in early level fights, such as the first fight against the Batiris in SoZ or the Tavern Brawl in OC, and it also gave really too much experience, with these values the two problems were curbed down a little and appear less severe than before.
Obviously nothing is perfect, I worked with the limitations the toolset and the game gave me.
As for the additional exp, that cannot be avoided, unfortunately, this mod was originally meant to be used in conjunction with the level cap raise to 160 for the GOG complete edition. I'm aware that without the other mod, this will make players hit the cap sooner, still the enemies that scale up don't just get extra HP, but they also get additional BAB, saves and feats. If they are casters they also get additional spells.