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Obs: NICE MOD, I LOVE YOU
Respawn dead enemies with gold cost, but they provide no experience and only may drop loot. Feels less cheaty and you have more opportunity to get additional gears.
Achievement disabling when using mods is a thing of version 2.
Achievements (at least some) *could* be disabled by mods but the mod author would have to explicitely do that. I don't think any mod author has done that so far ...
The mod came out long after that date.
There is no reason why the mod should not work.
Besides balancing there is also the issue that it could get boring if the gear you get from drops stays at level 20.
I've also noticed that at some level, the predefined treasure seems to get worse. In my last playthrough, the trader's offers got continually worse with increasing party levels. They had good to very good offers as long as my party was not too far above their levels. At some point, all Divine Items were gone.
Traders use pretty much the same 'drop mechanics' that enemy drops do, so the same is true for mob drops of course.
So, as I said, without further adjustments to the treasure table, it's probably not so much fun to level very far beyond level 20.
(Also, the limit of 5 pages for quickslots can become an annoyance because you'll not find any more space to put new skills there and casting from the spell dialog window is very clunky.)
Thanks for the insight. I understand how leveling far beyond level 20 would completely negate any sort of balancing that was originally intended for the game. Its just interesting to know that a player could hypothetically level far beyond the level 20 soft cap, while no enemy in the vanilla game would, effectively making the player incredibly overpowered.
The vanilla game does not have enemies beyond level 20. Enemy levels are pre-defined.
The 'soft level' cap is mainly for what I call the 'drop engine' which controls enemy drops and also trader offers (everything that involves 'TreasureTable.txt').
One cannot find drops with levels higher than 20, because no weapons/armor/shields with levels above 20 are defined in the game files. (And there is also no internal 'Act Part' above 20 which I think is the limit for the drop engine.)
You can create weapons and armor with levels above 20 with crafting and blacksmithing though.
Without adjustments, it makes little sense to go very far beyond level 20 except if one needs additional attribute or ability points or talents.
Thanks for the response, and for porting this mod. As for the level cap, I have not reached it either. I believe that it is not so much a hard level cap, but simply running out of ways to earn XP. So, if enemies can keep supplying XP, I guess you might be able to keep leveling beyond what is usually possible in the vanilla game.
That's why Emvidasch wrote 'A new save must be started for changes to take effect' in the description above.
While it might be possible to activate more than one mod in the Mods menu, the engine will only ever activate one. (It cannot figure out possible conflicts in objects or compiled code.)
After a playthrough has started, the engine no longer takes the story code from a mod or the main game but from the savegames which is the reason why the activation of a mod with story code afterwards changes nothing for existing savegames. (Activation/deactivation for already started playthroughs can cause crashes though.)
I have no idea why the thing isn't showing up for some people (also doesn't help that the editor is still utterly shagged).
Only recommendations I can give are:
- Only have Book of the Dead as the only mod. It does not work combined with other mods (unfortunate, I know)
- Unsubscribe from the mod, then check your Larian folder in MyDocuments and clear any old mod data (including Book of the Dead) before resubscribing.
- As usual, make sure you start a new game. Loading any file will not work.
- When ticking the Mod on, make sure to actually press "Activate" and not just hit "Back". When starting a new game it should read "New Game (Mod)" in the menu.