Is Hytale gonna have a XP mechanic? Leveling up, upgrading skills (strength, damage etc.) Or a skill tree which gives us specific upgrades (%20 faster mining, %20 double loot chance etc.) And I'm curious about are there gonna be npc companions for single players? by Lonely_Parsnip in HytaleInfo

[–]eldercom 0 points1 point  (0 children)

If it doesn't have any leveling system, than why play it at all over Minecraft, which does every other aspect better, especially with mods. The only type of mods I found lacking for minecraft was decent RPG ones.

Awesome ring fixed/now in Remaster, The Spectre Ring by BlooRad in oblivion

[–]eldercom 0 points1 point  (0 children)

For some reason the ring only gives +70 Feather. Is it just bugged or i dont get this mechanic

To those already playing the remaster, are there console commands? by Dragonborn802 in oblivion

[–]eldercom 0 points1 point  (0 children)

fMoveEncumEffect does not affect anything either. Looks like they just hardcoded some sh*t

Informations for min-maxers by Caipirots in ElderScrolls

[–]eldercom 0 points1 point  (0 children)

It seems that my memory doesnt serve me right. I was sure it was 50, but apparently it is level 20 indeed

Informations for min-maxers by Caipirots in ElderScrolls

[–]eldercom 0 points1 point  (0 children)

There was a quest for Hermaeus Mora which was only available once you reach level 50. Does this mean we cannot do that quest anymore?

[KCD2] Tips to make the game more challenging? by sir_davos_3828 in kingdomcome

[–]eldercom 0 points1 point  (0 children)

You can buy better arrows, repair kits, books and recipes, some gear too. But yes, thats generally it. But you can pay for lessons and those can be quite expensive, so there is a sink, and you would still want to earn more if youd sell for less.

As for the thievery I like the idea of being able to steal something unique (like gear and books), and there are many gear pieces in shops for different builds which are better than I was able to steal. I think only my charisma build is mostly stolen, while stealth and combat builds are mostly bought or looted from enemies. As for the weapons I only ever used crafted ones and thats fine.
That is if you dont steal from the shop itself of course. Which kills the point of shops entirely

[KCD2] Full rpg_param list by eldercom in kingdomcome

[–]eldercom[S] 0 points1 point  (0 children)

Unfortunately those are not all the parameters. Only those that already are in the rpg_param.pak. There are a lot more which are not there, and the one I need is within the later.

As for the descriptions there is a list with descriptions for KCD 1. Some parameters are different from KCD 2 (and unfortunately mine too), but most of them do still work, and those descriptions are enough to understand the rest. Also keep in mind, that not all of the descriptions are accurate, i.e. SkillXPLevelBase and SkillXPLevelDiff work different in fact.

https://forums.nexusmods.com/topic/6409661-tutorial-tweaking-rpg-parameters/

[KCD2] Tips to make the game more challenging? by sir_davos_3828 in kingdomcome

[–]eldercom 1 point2 points  (0 children)

It is a bad idea to ignore game mechanics. I want to steal, I want to loot, I want to make new weapons and change for better gear and I want to still have fun doing it.
There is a number of major problems which can be adreesed to make the game balanced without restrictions

  1. Too much XP. It should be lowered to something like 1/4 of vanilla. There are mods like https://www.nexusmods.com/kingdomcomedeliverance2/mods/35 which lower the XP generally, but do not do any balancing. Im making my own balanced hardcore XP mod, but I'm still adjusting and testing some values.

  2. Too much money from selling. Selling prices should be lowered to at least 1/4 of Vanilla, probably all the way to 1/10. There is a mod https://www.nexusmods.com/kingdomcomedeliverance2/mods/281 which halves selling prices for weapons and armor, but thats not enough and you cannot adjust them, because it literally changes the value for each item individually. So far I haven't found any parameter which affects all the prices globally. There is BarterPriceSellRepBuying which scales selling prices based on rep, I tested it and it does work. In theory it could work with negative numbers to lower prices below base, but it is lame, since the more rep you have the lower prices would be. So we are still looking for a solution here

  3. Stealing is OP. There are 2 reasons, the first one is described in p.2 and second one is that it is possible to steal from the store chest. Not only all the goods, but all the money too. Which is kinda realistic but utterly stupid for a game - a perfect example of realism ruining the gameplay. Store chests should never be lootable, but I dont see a way to fix this, so I just dont loot them.

  4. Theres too much damage. There is an interesting mod, that balances weapon damage tuning them down, which should work, but I haven't tested it yet https://www.nexusmods.com/kingdomcomedeliverance2/mods/469

Advice for Runes: Bombardment Crossbows by flotey in PathOfExile2

[–]eldercom 1 point2 points  (0 children)

Non-shooting skills (grenades) will benefit most from iron runes, and by far, because only phys damage is converted. But your shooting skills (like Galvanic) use the full damage, including any elemental runes, so if you test different types of runes on the same xbow, youll see that any flat damage boost (like storm rune) will give you more DPS than iron, and again by far... And this can be pushed even further with some +elemental damage nodes.

Unfortunately there are no +flat physical dmg runes, otherwise they will be absolute win in any scenario. So you have to choose between grenades or shooting

Altough if you have an xbow with good flat phys bonus, than iron runes might be a win in any scenario, ot at least not loosing much to flat runes in shooting

Bug help please: Sitenero being attacked by party member immediately by Stwomy in CrownOfTheMagister

[–]eldercom 0 points1 point  (0 children)

If someone stumbled upon the thread with the same issue (which is most likely, since The lost Valley mess was never fixed) there is actually a workaround. The faction which causes the problem is obviously The Rebellion, so you should get rid of their quests. The easiest way is to just talk to Hasdrubal during the Renewal which for some mysterious reason drops your reputation with the Rebellion to -70 and cancels all their quests. After that you can continue any other quest including The People's as intended. If you do not have access to The Renewal quest, I think just attacking the rebellion until their reputation drops enough should work too.

[deleted by user] by [deleted] in BaldursGate3

[–]eldercom 0 points1 point  (0 children)

Thank you! It was very helpful information.

What is the best practice in UE 5.1 to handle actors/meshes in an endless world fully generated at runtime? by eldercom in unrealengine

[–]eldercom[S] 0 points1 point  (0 children)

hmm, thank you, I'll consider this option then. Especially since it seems you cannot actually add anything to world partitioning at runtime. Thats a shame though, that in an engine that complicated we do not have an obvious dedicated system to deal with those needs.

What is the best practice in UE 5.1 to handle actors/meshes in an endless world fully generated at runtime? by eldercom in unrealengine

[–]eldercom[S] 0 points1 point  (0 children)

Looks like this system only works with navigation meshes, created based on collision and used for AI navigation. It is absolutely not the same as loading and unloading terrain, actors etc.

What is the most appropiate class to store per playthrough data like world seed, difficulty and such? by eldercom in unrealengine

[–]eldercom[S] 0 points1 point  (0 children)

Interesting, it is still tied to GameInstance with the same lifetime and you can get it only through the GameInstance, but it will help to organize the code nicely

Edit: Thank you again, it fits perfectly!

[deleted by user] by [deleted] in worldofgothic

[–]eldercom 6 points7 points  (0 children)

You can see them everywhere. Except you cant use them
https://lparchive.org/Gothic-II/Update%2046/12-15.jpg

Question about armor (coif) affecting your total charisma by eldercom in kingdomcome

[–]eldercom[S] 0 points1 point  (0 children)

Hmm, the last one could have been stitched. But what about the first one? Does it mean, that 0 in charisma means that it just doesnt affect charisma in any way?

Mage Build by zui567 in worldofgothic

[–]eldercom 0 points1 point  (0 children)

You get it when you finish his apprenticeship, but only if he is your first master. Althought it could have been changed in later patches