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confilcted with another Ap mod by OFFICAL
Luckily it's an incredibly simple mod to customise. The process will just be
unpack my mod > edit the text file numbers > repack my mod
and then done pretty much, run game.
If you grab the tool linked here: https://docs.larian.game/Pak_Extractor_Guide
you can actually unpack my mod from this page and customise the branch you've got from here to do it yourself honestly.
You just need to find the lines:
data "APMaximum" "10"
data "APStart" "6"
data "APRecovery" "6"
in the one text file and change the numbers to whatever suits you.
The names are pretty self explanatory. Just don't go too crazy with the numbers.
I'm curious what you meant by enabled both versions in main menu, there should only be one option under this name. However, assuming that that isn't the cause of the error just to go through troubleshooting quicker:
I'm guessing you are on it as you mentioned it, but it does only work on DE, so you need to be playing DE (Only mentioning this bit as you said "have the definition edition" specificially, which could mean downloaded via DE and trying to make work on classic)
Otherwise: Larian mods in game such as their AP changes can conflict with this, due to editing the same file - and they'll take priority. Additionally file conflicts can occur if any other mod you have changes things like base player stats, summon limit and naturally different AP changes.
If you can give me a mod list collection or the like I'll look through that for culprits.
I.e more points per level is a numerical tweak, same with higher maximum levels, max AP, etc.
the up is appreciated regardless, if you get any specific tweak ideas let me know and I'll see what I can do next time I get an hour free.
Think I have one that does just 20 total pool for example.
If you get any issues in future just provide a list of what you have and I'll try to spot what's going on.
The same file also controls maximum summon limits, etc.
Admittedly I cannot hijack an enemy in the story and check their AP to see if they have more and don't use it - but regardless they're not using it, so even if they do have it it makes no difference.
Just grab the extractor tool from here: https://docs.larian.game/Pak_Extractor_Guide
and after that, extract this mod's .pak file, then edit the text file to your preference.
The whole process is quite literally just un-pak, open the only text file within the folders, edit to your preference, save and then re-pak everything. Should work from there.
Maximum AP - 8.
Start AP - 6.
AP Recovery - 6?
Its interesting that their version seems to affect all including mods though. That would make it seem like there's a global setting somewhere that can be edited - and if my mod is not doing that, then evidently it is a different setting than the one I adjusted.
Sadly I'd also imagine the file changes would be per summon (i.e Bone widow edited alone = 1 edited file), which would complicate matters a lot when mods get involved and add more summons outright.
Are you on definitive edition?
Next time, provide a link to the mod, you're writing about. I use a mod to increase the limit (up to 3, you can more), called Summoning Tweaks, everything works fine . I have a lot of mods included.
Here is a sequence of the most important mods, in connection with your question, I list their location in my list of active mods, from top to bottom (between them, before and after them there may be other mods):
1. OdinCore - Mod Services .
2. Odinblade's Enhanced Summon Scaling (DE) [REQUIRES NORBYTE'S SCRIPT EXTENDER] .
3. AP Enhanced .
4. Summoning Tweaks .
5. LeaderLib - Definitive Edition .
There is a mod I used semi-recently for increased summon limit so that one should work, if this mod conflicts with that I can always make a custom build that includes a summon limit in this mod for you.
Check your requests and we'll talk in direct messages to sort something out if thats acceptable.
I really like your mod, I subscribe to some of your other mods
Does the action force conflict with the upper limit of the summons?
When I use the action mod, the mod that increases the summon limit will be invalid
Is there a way to make 2 mods exist at the same time?
As an additional note, apparently the spider is naturally level 12 and naturally gives 8075 XP (Sourced via Wiki) so that should have nothing to do with any form of scaling that may or may not be involved, as far as I can tell.
Do you have any other mods that edit experience, enemy levels etc?
I've heard of this as a bug before on a mod's comments that were also seemingly unrelated to EXP so it might be an odd one to look into.
Based on other AP related mods (Maximum AP Increase) I would believe it does not. This edits code in the same file as that mod, so it should be player characters/origin characters only.
That's my theoretical understanding anyway, but I'm about 99% sure - unless there's a long undiscovered bug in the player character files anyway - that it should be players only.